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About NeilZar

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  1. NeilZar

    Arma Zeus Cache

    Still happens in the latest version on 10/11/19 at 18:06GMT+1. If a faction didn't show up in the search, resetting the search won't bring the faction back. Need to start a new search to get everything back. As an example, searching for "1" in the BLUFOR unit tree leaves me with just the NATO factions in base game. Can also confirm, entering a space and then deleting it with backspace fixes the issue. Backspace has always worked for me in the text field. *EDIT* To confirm, steam DID update to the 10/11/19 17:22 update.
  2. NeilZar

    Arma Zeus Cache

    Found an issue with the search. When I search for something that doesn't exist, the tree remains empty after clearing the search bar in one go. Issue remains on reloading the interface and restarting the mission. Searching again for something returns the tree. https://i.gyazo.com/cd4a3d80bd0a446f26a5d111ad3c9b34.mp4 Similar to this issue; if the search bar empties and a faction didn't show up in the last search it will be removed from the tree. *EDIT* < This issue happens sometimes, not everytime.
  3. NeilZar

    Arma Zeus Cache

    In my experience, it is not loading the interface but assigning a Game Master module to a player. At least, that is the only time our server hangs related to Zeus.
  4. Getting the following error in our server logs: Error in expression <if (isPlayer(driver _this # 0)) exitWith {}; (_this #> Error position: <driver _this # 0)) exitWith {}; (_this #> Error driver: Type Array, expected Object I don't know where the error is coming from as there is no filename, but it would be fixed by fixing the if statement like this: isPlayer (driver (_this # 0)) Not sure if you have an issue tracker somewhere, couldn't find a link.
  5. I just checked out the mod and noticed that the mod overwrites more than half of the font definitions in the configs, why? I don't see why this mod should need to change the fonts.
  6. So I have noticed an issue with the RHS compats, they cause a lot of RPT spam for the reloading sounds. I don't allow the JSRS reloading sounds mod on our server, and it is only the RHS weapons that cause issues. The NIA one doesn't seem to be causing any issues.
  7. NeilZar

    RHS Escalation (AFRF and USAF)

    I don't know either, the only picture I was able to find was of a mod that adds the GSTAVO's M16A2 to the HIDF loadout through configs
  8. NeilZar

    RHS Escalation (AFRF and USAF)

    I was talking about not having those models in Arma, not RHS specifically. They are of such great quality, much better than other models of the same weapons.
  9. NeilZar

    RHS Escalation (AFRF and USAF)

    I hope not, that would be a waste of beautiful models. I'm just hoping to see some of the weapons in RHS at least, because it would be a waste to not get the Walther P38 or the MP44 models intended for Westwall in the game.
  10. NeilZar

    RHS Escalation (AFRF and USAF)

    Seeing as the M3 is already being added and it was originally intended for the Westwall mod, can you tell us whether any other Westwall stuff could come to RHS:GREF? I was able to find some great models on Artstation that were intended for Westwall and are now just sitting on a shelf.
  11. NeilZar

    Vcom AI V2.0 - AI Overhaul

    NVM, Updating the serverside version fixed it.
  12. NeilZar

    Vcom AI V2.0 - AI Overhaul

    When I have VCOM loaded as steam workshop mod, it will not load into the briefing screen. It gets stuck on the loading screen without any errors. RPT files don't show anything either. Are you using some waitUntil in the init?
  13. Can you explain to me what this part of the code does? if (isClass (configFile >> "CfgPatches" >> "task_force_radio")) then { _unit call TFAR_fnc_isForcedCurator; };
  14. NeilZar

    Werthles' Headless Module

    Hey Werthles, We have recently started using WHM with 4 clients on the server I play on. We normally play Zeus Milsim, where we mostly make missions using building compositions and then place AI inside those. The only problem is that since we started using HCs a few weeks ago, AI shoots through those Zeus placed buildings like they don't exist. Even going so far that the bullets the ai shoot go through objects that should not be able to be shot through like sandbags and h-barriers. We have been trying to figure out what the problem could be. While RHS has been named as the culprit, since we only use RHS units, I don't think that is the problem because, for as far as I know, RHS doesn't change anything about the AI coding. What we think might cause the issue, is the buildings being placed by zeus not registering on the HCs. Are all objects being placed by zeus registered by the HC's or are only the AI units registered? To further add to my believe that it's to do with the buildings being registered, I recently saw multiple vehicles moving through walls at a checkpoint placed by zeus. Not taking any damage going through it and generally not giving a toss about it, Hope you can elaborate and maybe provide a solution to this problem that is causing 90% of the players each evening getting really pissy.