Jump to content

TheNightstalk3r

Member
  • Content Count

    50
  • Joined

  • Last visited

  • Medals

Everything posted by TheNightstalk3r

  1. TheNightstalk3r

    Arma 3 Units - Feedback thread

    It's visible to me
  2. TheNightstalk3r

    Arma 3 Units - Feedback thread

    I have tried creating a new unit, but the name "Gladio" is apparently taken, even though the only unit that shows up while searching this apparent unit is Task Force Gladio. Is it a deleted unit that's stuck in the database?
  3. TheNightstalk3r

    [Release] Vcom AI 3 - Dangerous AI

    Standard AI is just fine. You just need to up their skill level to the max. 0.9 for Veteran AI, 1.0 for (almost) Player-like behaviour. Just set their accuracy a bit lower (0.25-0.5) and you'll have some good AI. Combine that with VCOM AI and you'll have yourself a really challenging battlefield.
  4. TheNightstalk3r

    1.90 update - Troubleshooting

    You rather never have an update? Or did you maybe even read the story behind this? The development was done. The RC (Release Candidate) branch was tested thoroughly. Only on the public release these issues were found. You can roll back all you want and complain about BI not testing or get a grip on yourself and assist in getting this issue out of the way once and for all.
  5. TheNightstalk3r

    1.90 update - Troubleshooting

    I don't even know what to look for anymore. I've reinstalled the server 5 times over now, ran missions with and without mods. I can join fine and play but none of my friends can even get to the lobby. The error is the same as everyone once my friends join but it just doesn't happen with me
  6. TheNightstalk3r

    United States Air Force( 2015)

    Who can I PM next time with uploads like these? https://steamcommunity.com/sharedfiles/filedetails/?id=1662627472
  7. @Flax In the program I assume you use the line +quit in the steamCMD lines? If you remove this one and instead wait for the entirety of the mod download to finish, the program should no longer block the rest of the downloads. I.e. +quit makes SteamCMD quit its "job" once it hits an error. If left out, SteamCMD will just leave the large mod for what it is and continue on with the rest of the mods downloading those succesfully (observed and tested in bat scripts). Maybe an idea to implement until an automatic retry is possible?
  8. I'm having an re-occurring problem of FAST2 giving an error when large mods like RHS or CUP downloads time out. This is fine, it happens with bat script too. However, FAST2 then stops the entire operation, not allowing the program to download all the other mods. A bat script would allow this. After the initial run, the script can run again and install the rest of the big mods. Is there a way to achieve this too with FAST2?
  9. TheNightstalk3r

    EricJ Release thread

    Can't wait for the update for UH60s on the Workshop :D Taking our gameplay to the next level with these helicopters
  10. TheNightstalk3r

    [Release] Vcom AI 3 - Dangerous AI

    Unfortunately, with your suggestion you need to remove CBA as well from the used mods list. According to your mod files and some testing, having CBA enabled will overwrite whatever it written in the AISettingsV3.hpp file with either the CBA "custom settings" or default settings.
  11. TheNightstalk3r

    [Release] Vcom AI 3 - Dangerous AI

    Buuut.... I want VCOM to handle all AI, so not sure what problem you're trying to solve here :P
  12. TheNightstalk3r

    [Release] Vcom AI 3 - Dangerous AI

    Can confirm for at least 5 servers with the /userconfig/VCOM_AI/AISettingsV3.hpp in the root folder of the server, with the mod enabled on all clients and server, any change in the settings of the AISettingsV3.hpp file make absolutely no difference on the AI behaviour, e.g. disabling VCOM entirely with Vcm_ActivateAI = false; it is absolutely clear that VCOM is still influencing AI in activities such as calling in reinforcements, stealing vehicles etc. Additionally setting VCM_StealVeh = false; will not in any way prevent AI from stealing vehicles within their set radius. EDIT I've opened your mod, as found the VCM_CBASettings.sqf file. However I've also searched every file in the VCOM mod for reference to it and it has 1 result, in the config.hpp file. Even still, it seems the VCOM mod does use the VCM_CBASettings function but never does so succesfully, making the CBA settings obsolete. For example, leaving everything default except the debug setting (set to true) does not enable the debug mode.
  13. TheNightstalk3r

    ADV - ACE CPR

    Quick question, In my unit, the question rose whether the ADV CPR / AED is active even when the ACE revive is disabled in enforced ACE3 Settings (CBA). One person claims it works with revive on or off and one claims it doesn't work with revive off. Could you shed some light on this?
  14. TheNightstalk3r

    United States Air Force( 2015)

    found another one: http://steamcommunity.com/sharedfiles/filedetails/?id=1224471839
  15. TheNightstalk3r

    RHS Escalation (AFRF and USAF)

    This problem was already brought to light in May, where the missiles inheriting from the Macer variants bugged it out in the 1.70 update. However in the meantime (almost September) no update/hotfix has been released, leaving them useless for most of the time. Personally had to uninstall the mod for the unit because the attack helicopter wouldn't function in the ways intended (Radar guided and laser guided both failing to lock-on or reach target, only the M320 worked flawless)
  16. TheNightstalk3r

    Arma 3 Units - Feedback thread

    Hey @BohemiaBeck I am experiencing the same problem as jakes, with my unit of 23 members (already had to delete the old one and recreate it so it wouldn't bug out, but it did it again unfortunately). Posted about the issue on the ArmA 3 discord but no replies for days Also the tab with admins/operation officers is completely wiped of any members for some reason
  17. TheNightstalk3r

    Achilles

    RHS Russian Armed Forces have no reinforcements available in its module (group dropdown is empty)?
  18. TheNightstalk3r

    Achilles

    @oOKexOo I have the same thing happening as the other server admins. CAS modules is broken, with the mod also loaded serverside and key verification enabled
  19. Wouldn't that be enhanced soundscape or sonic cracks? Not the Dynasound ?
  20. Read the first post again. It's vanilla weaponry only
  21. Because apparently the mod doesn't let players hear the sounds when AI fire the weapons. Noticed another glitch that the .50 machine guns on the Little Bird of RHS USAF don't have a sound either, even when I am firing them.
  22. Did you have the addon running serverside enabled too or only client side? (Running local server is also serverside then)
  23. Okay I have a weird issue here. I'm using DynaSound 2 for my dedicated server (not loaded serverside). When I encounter AI with a TRG or a certain AK, I can't hear the shots. I only hear the bullets hit me or fly by. When I pick up the gun they used and I fire I can hear it all perfectly fine. Maybe it needs to be loaded serverside or something?
  24. TheNightstalk3r

    United States Air Force( 2015)

    I've found one issue that everyone in my community is facing: ```Wrong signature for file \@usaf\addons\ldl_ac130.pbo``` It only shows up when key verification is on, of course. We've redownloaded various times but no one seems to be able to get on the server with the mod enabled. Any suggestions? Greetz, TheNightstalk3r LtCol of the 160th JSFAR
  25. TheNightstalk3r

    NIArms Release Thread

    I can confirm this. It's rather annoying. Could it please be fixed? Also it would be awesome if you could upload the all-in-one bundle on playwithSix! ^^
×