D-man9000
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Everything posted by D-man9000
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I'm having a problem, where on the slots screen, the scrollbar keeps scrolling back up. So I can't select a slot that requires you to scroll down to. Seems to be happening on some other menus, too.
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No prob. The fastrope mod may work, too. Rather than deleting something you're rappelling from.
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I had the same problem. I added Airport towers in, but couldn't delete them. I resolved it by adding in the urban rappelling mod. I was able to rappel off of the tower, and saw about part way down, that I could recycle it. Does anyone know if it's possible to allow Mobile Respawns/Huron to be able to spawn infantry? I don't want to have the full buy menu, just the infantry one.
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@vastiny I run it in TADST without packing it back into a PBO, so that should be fine. Try running it in just the MP listen mode(go to MP and select host or whatever) see what happens
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@vastiny How are you running the mission? For my friends and I, I don't bother packaging it back up into a PBO, since we keep tweaking stuff. Because I'd left it unpacked and didn't remove the PBO file, I had two copies showing up. Make sure you're not doing the same thing. Otherwise, I don't see anything wrong with your classnames_extension file.
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Are you having compatiblity issues with VComm AI and RHS stuff? When I used it, the RHS tanks would never use their main gun, and the artillery pieces would fire in strange bursts.
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RHS Escalation (AFRF and USAF)
D-man9000 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I haven't tested the RHS fixed wing stuff yet, but the stuff from firewill has been fine on Dev.- 16577 replies
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RHS Escalation (AFRF and USAF)
D-man9000 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmm, maybe VComm AI is causing issues? I'll try it with that disabled.- 16577 replies
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RHS Escalation (AFRF and USAF)
D-man9000 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well sure, I was talking more about Bradley vs T-72 platoon. I took on 6 RHS Russian tanks last night. T-72s, T-80s and T-90s. None of them returned fire. With a Bradley, I was able to knock them all out. That's what I'm getting at, it's just kinda weird that they weren't returning fire. The crew would fire on infantry, once they got out of the tanks. So it's not like the AI isn't detecting friends when it shouldn't. And the AA and IFVs were attacking me without problems. Edit: To be clear, they were aiming their guns at me, just not firing. They'd track my Bradley everywhere it went with the gun.- 16577 replies
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RHS Escalation (AFRF and USAF)
D-man9000 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dunno if anyone else is experiencing this, or has a suggestion, but my AI controlled Russian tanks aren't firing their main gun. Been playing a game of Liberation, using RHS assets, with friends for a while, and we were all eager to jump back in with the new update. However, when we face a T-90A or a T-72 OBR 1989, they don't use their cannon. Makes tank engagements incredibly one sided. Hell, I was able to re-enact the battle of 73 Easting last night against a tank platoon. None of them fired on me. I should've been knocked out pretty damn quickly. Now, monkeying around in the editor earlier this week, I had a T-80 shoot it's main gun at a helicopter. Any idea?- 16577 replies
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Alright, new weird one. Our air assets that we buy, aren't saving. Everything else stays when we shut the server down. The aircraft disappear though. Anyone have any inkling on where to look first? It used to work fine. In fact, earlier this week, it was totally working fine.
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This may be more of a generic ARMA 3 scripting question, but, is there a way to label the units/vehicles in the buy menu? So instead of having the infantry unit display it's standard name in the buy menu, we can label it? The default names for the RHS Apaches are ab it confusing, leading to people on my server buying the wrong one at times.
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Whoa, you got the Nimitz working? As Base Chimera??
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Someone has done it: https://forums.bistudio.com/topic/183734-mpcti-coop-liberation-beta/?p=2910584 And I'm close to it, like I said, you just spawn in the water, instead of on the flight deck. I'm guessing it's an altitude setting for the marker?
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I know some people have done it, but I still haven't figured it out. I'd like to use the Nimitz instead of the LHD, or even Base Chimera. I've tried just copying Base Chimera's sign over to where the Nimitz sits, and that sort of works, but everyone always spawns in the water.
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This maybe isn't directly related to the mission.... Is there a way to spawn a soldier, and give them a custom loadout, similar to doing an arsenal export? I've been working on a late 80s, early 90s Liberation and have been using Delta Hawk's US Military mod.(https://forums.bistudio.com/topic/186728-us-military-mod/) however, his mod is missing snipers, and engineers. The last time I've modified a unit PBO was back in the OFP days. That was quite a bit less complicated to change loadouts or add new units. Also, Delta Hawk's EULA does state that you can't modify his PBO. So what I am wondering, is there a way make a unit that doesn't exist in any mods, but in the mission files, and is essentially just a loadout script. So like ["b_w_90s_engineer", 3,0,0] that references the loadout script within the Liberation mission?
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I'm getting this too, but the mission still works. How about yours?
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I had the same problem with the Eden editor. I don't think it's because of this mission. Maybe it's partially caused by the height the choppers are at, so that they sit on the LHD? Maybe tried opening it up in the 2D editor AFTER and saving it?
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I'm having the same issue as you. If I figure it out, I'll make sure to post back in here. I'm assuming nothing is working, right? Like the CH53 is still the Huron?
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So here's a snip of what I've got in classnames_extensions: // If overwrite is set to true, then the extension list will entirely replace the original list defined in classnames.sqf. Otherwise it will be appended to it. // Useful for total conversions to RHS and such, without having to alter the original file. infantry_units_overwrite = true; infantry_units_extension = [ ["rhsusf_army_ocp_rifleman",2,0,0], ["rhsusf_army_ocp_grenadier",3,0,0], ["rhsusf_army_ocp_autorifleman",3,0,0], ["rhsusf_army_ocp_medic",3,0,0], ["rhsusf_army_ocp_marksman ",3,0,0], ["rhsusf_army_ocp_engineer",3,0,0], ["rhsusf_army_ocp_riflemanat",4,0,0], ["rhsusf_army_ocp_rifleman_m16",5,0,0], ["rhsusf_army_ocp_machinegunner",5,0,0], ["CUP_B_US_SpecOps_Night",4,0,0], ["CUP_B_US_SpecOps_Medic",4,0,0], ["CUP_B_US_Sniper",9,0,0], ["CUP_B_US_Sniper_M107",10,0,0], ["rhsusf_army_ocp_aa",5,10,0], ["rhsusf_army_ocp_javelin",5,10,0], ["rhsusf_army_ocp_sniper",8,0,0], ["rhsusf_army_ocp_teamleader",2,0,0], ["rhsusf_army_ocp_crewman",1,0,0], ["rhsusf_army_ocp_helipilot",1,0,0] ];
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Cool, I'm sure I've messed something up. I'll post it up when I get home.
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I did. I also changed the Huron type to the RHS CH53, which is still showing up as a huron. I'm pretty sure the top options will change without having to set any other switches. So I'm pretty sure it just isn't loading the sqf file
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Are there error logs that might be able to help me troubleshoot? I started playing Liberation on .921 and without reading about modifying it, I just went ahead and modified the classnames.sqf file. Now that .923 is out, I'd like to convert and do it the right way, with the extensions file. I've put all the units/troops/vehicles/whatever into the extensions file, but it seems like the server isn't loading the file at all. Everything is using vanilla assets. Great mission, we've been having a lot of fun with it.
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