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Everything posted by Focisz

  1. Is it possible to set custom stamina recovery and terrain factors for a unit? I know there is an option to tweak performance, but I can`t find anything on changing only recovery and terrain factors without touching performance.
  2. There are calculators online that will enable You to swap between G7 and G1 coefs. I use them, they are good enough. I believe they used to be correct in the past, but then with updates It might`ve been omitted. To get proper values open ace - rhs compats with depbo tool and write down those values into your atrag.
  3. So I am making a small addon for my group that is just a simple config file using assets from other mods from our modline (mainly 4 rhs, 3cb factions and dhi uniforms) I`ve already done 1 faction (USMC early 00s) and everything works as intended. I copied those files to create new faction (rgfc). I changed all required pathings and names of files, however it doesn't seem to be working properly. 1) Problem with randomizer script. 2) Problem with gear.hpp and weapons.hpp
  4. Small update. I`ve been trying to fix problem #1 for few days now. Just after posting it here I realized that in functions.hpp there should be class random_ARID {file = "RGFC\functions\fn_random_arid.sqf";}; still no juice. I just copied everything once again and new version seems to be working properly. No idea why, just arma things I guess. As for bad vehicle type error and gear.hpp I edited wrong file by mistake lol. No scope on SVD still solved, misspelled classname.
  5. Hello I have a problem with changing side of Mk21 Centurion. I want it to be indepentent and I`ve managed to put together script posted below. Everything works fine for local host, however for dedicated server (where the mission is going to be played) Mk21 Centurion is empty with na empty AI placed right next to it. This problem kind of makes or breaks the mission. if (!isServer) exitWith {}; texture = ((getObjectTextures this) select 0); SAM = [getposATL this, 0, "B_SAM_System_02_F", independent] call bis_fnc_spawnvehicle; deleteVehicle this; (SAM select 0) setObjectTextureGlobal [0,tekstura]; (SAM select 0) setVehicleRadar 1; (SAM select 0) setVehicleReportRemoteTargets true; (SAM select 0) setDir 286;
  6. Yep, I know this is weird. This mission was made on Jets DLC launch and I`m trying to revive it. But do they share a data link with other units of that faction?
  7. @pierremgi Yep, code is placed in the init of SAM. Sadly your solution doesn`t work either.
  8. Name: Martin Age: 22 Timezone: European-Based Languages: English, Polish Looking for: Hardcore milsim Zeus unit that plays many different types of scenarios (from guerillas to specops). No army-like hierarchy, no sticking to given specialisation (Arma is just a game, and there is a lot of cool stuff that can be done. No point in limiting yourselves). Just pure focus on effective and realistic gameplay. Can offer: 2200+ hours of Zeus-milsim experience. Ability to make mission as Zeus. Ability to take any role (from infantryman to more specialised stuff such as JTAC for example), maybe apart from piloting as I have never really got into it. There is also a chance that I will bring some friends with me with similiar knowledge and experience. Thanks for reading and feel free to pm me. o7
  9. Hello there! I'm writing on behalf of SNAFU, as we would love to offer our manpower to play as OPFOR for other groups, during TvT scenarios. We can provide authentic experience for your unit, taking on roles such as various militias, 3rd world militaries, or regular, eastern armies. We are familiar with tactics used by such units, and we will utilize said tactics realistically, offering fun milsim experience for you. We will act accordingly to your guidelines and we'll try to do our best to adjust the difficulty of our opposition based on the unit we're playing as — we can drop some CAS on you using Russian forward air control procedures, but then again, we'll be just as happy to pretend we're Chechen rebels or other sorts of generic OPFOR units. As most of our players speak Polish, we can communicate in foreign language that your players will not understand. We can also act and roleplay fairly good, so we can pretend to speak in broken english or just use plain, communicative language if that's what you need, we will surely add more immersion to your missions. We're perfectly fine with being at disadvantage, as long as the mission will not be a complete waste of time for us and will be still somewhat fun; we're not playing to win here, obviously, but rather to make the experience exciting for both parties. We are used to playing heavy milsim COOP scenarios designed and curated by our missionmakers in Zeus interface; we can offer up to 10-14 players and we're fine with mixing among AIs if you wish to play against bigger enemy. You can see list of our mods here, but we're fine with downloading more content. We prefer full realism, so we're playing without things such as STHud, artillery computers etc. As a Polish community, we're based around GMT+1 timezone. Our usual playhours are 19:00 to 00:00 and we're very active. HMU on PM, or talk to any of our group members with administrator rank! Cheers, hope to hear from you guys soon.
  10. Yep, found it. Still worth bumping the question :)
  11. Possibly it was already mentioned but I will not read 58 pages so sorry if reposted. Is it possible to make CUP assets visible in Zeus? Even if I spawn something using createVehicle, I am unable to move it, delete it. All I am getting is insufficient resources or something like that. I remember that AiAtp assets were visible in zeus interface. It will make placed structures more interesting and also add more divercity to missions.
  12. Hello, as I was playing some specop mission we came to conclusion that EMP granades would be something awesome to have, though I realize that may not be possible to achieve. Just a suggestion to ponder about. :)
  13. Focisz


    @diehardfc Did some more testing, looks like the amount of running mods created this snag, as my group uses quite a lot. So the cause is simply my not-so-master-race PC. Also suggestion: "spawn" category - light with adjustable radius and brightness
  14. Focisz


    Hello I have encountered a problem. I can log into Zeus only once, when I create the mission. Otherwise I am getting this error(pic below). Seems like Ares is taking too long to load, so TFAR thinks I am not on teamspeak and produces this bug. I have already tried validating game files, recreated my modline, redownloaded tfar and ares. I am getting this message for about a week now, before it was all good. I know there is probably nothing you can do about it, but still worth reporting I guess. @edit: Sometimes zeus interface loads properly and after 2 seconds error above pops up.
  15. Either I am blind or i can no longer find what once was "builders" category, which i used to use a loooot. :(
  16. I remember that back in days, when AiATP was used instead of CUP it was possible for Zeus to spawn A2 assets. Not all as I remember, but most of them. For instance, and all the similiar ones. Possibly there can be a solution. I hope you will find one :)
  17. Focisz


    I am missing the animal module that was originally in ares. The one where you could place goats, sheeps and seagulls (nice for scaring people on stealth mossions :D )
  18. That`s a negative I have alredy tried setting different values for HDR, cloud quality etc. It looks like hdr got crazy and enlightens too much. Also concerning vehicles from mods for instance rhs ones. It`s all bleachy, doesn`t matter if I look up or down.
  19. Hi everyone, I am getting this problem for some time now and neither have found a solution nor know how to handle this. This issue appears in 3d scopes and almost every vehicle (both vanilla and mods) Screen goes like that after 2/3 seconds. When I zoom in with eyes everything goes back to normal. Spec: Gtx 560 i5 2400 8gb ram win 7 64bit
  20. Tested on vanilla, scopes seem to be fine, but this happens in every vehicle where driver doesn`t look through camera (tanks etc.) On pickup truck it is most visible It tends to get more bleachy as I look up.
  21. I did some more testing and it appears to be caused by skies. As I look up everything enlightens, but when in vehicle this effect remains and is super annoying.
  22. Thanks, but it still doesn`t solve my problem :(
  23. Hi, are you planning on updating this map for arma 3 visual update?
  24. I think we should wait a bit and give modders some time to play around with new configs and all should be fine. Thing is (not implying that you did that, just an observation) copying configs from Altis will not work on non-mediterranean maps. That is why e.g Taunus or any sandy map looks like that. Just be patient, people can wait months for a need mod but can`t wait few weeks to sort things out.
  25. Focisz

    AWC Arms Release Thread

    Finally an addon with marksman/sniper rifles instead of another M4, keep it up. I also have a suggestion. Implementing https://forums.bistudio.com/topic/182380-weapon-eventhandler-framework/ (similiarly to the NIArms AWM and springfield) would add a lot to immersion.