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Posts posted by Ry4nD
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On 5/14/2023 at 9:24 AM, M.Mosley said:Can someone explain how to do the halo fix that Jigsor added to Github?
I made a pull request, replaced the old halo with a new halo https://github.com/Jigsor/BMR_Insurgency.Altis/pull/21
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On 1/27/2022 at 10:22 PM, avibird 1 said:@pierremgi and @Larrow can't get any of the scripts/codes from the two posts above to work. I don't understand why this is so hard to get this done. I just want the support to be used by two playable/switchable units in the mission. The mission is for SP or a small coop group. I had some code that allows the support to follow the player on any unit he team switch into but that was for SP only. Should I just give up on this and move on or can this be done with some workaround script ? Avibird
What are you trying to do? There is a video above that shows how to do it
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Updated, added 2 new drones for radio bravo and charlie , updated enemy spawn distance from 550 meters to 750 meters.
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5 hours ago, domokun said:Thanks for this mission. Is it possible to play this mission with ACRE2 instead of TF Radio?
I suppose you could edit the mission in the editor and remove the task force radio module, try to load the mission without tfar, then add the acre2 items? just make sure anything with tfar is removed, i've never used acre2, so not sure what's required.
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Malden Insurgency 2019 RHS AFRF VERSION
Realistic combat mission complete with all the tools you need for a full MILSIM experience. This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server and for experienced players, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Stay sharp in this dynamic combat environment.
Steam Link; https://steamcommunity.com/sharedfiles/filedetails/?id=1610831210
GitClone; https://github.com/rcantec/Malden_Insurgency_2019_ace_RHSAFRF.Malden.git
Mission includes support for Ammo drops and Heli extraction/transport, CAS, Artillary;
Mission contains view distance settings, dynamic earplugs.
Roadside IED's are dynamic throughout the locale.
Side tasks are included as well as various active A/O zones to capture.
Mission is a rolling release updated regularly for multiplayer performance.
To play this mission ace; ace compat rhsusf3,RHSAFRF3; CBA_A3; task_force_radio; RHSUSAF; RHSAFRF addons are required. The mission is compatible with all addons.
To begin using the Software;
To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions
Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK. The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose. The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk.
This mission is (c) 2016-2019 RyanD rights reserved. Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0) https://creativecommons.org/licenses/by-nc-nd/4.0/
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It is not a fix, if your server runs battleye... All good, I sent a message to Battleye, they don't support the dev versions of windows, so I rolled back, I can use a vm for testing new windows versions on my server.
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# Malden Insurgency 2019
Realistic combat mission task orientated, complete with all the tools you need for a full MILSIM experience.
This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server and for experienced players, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Stay sharp in this dynamic combat environment.
Steam Link; https://steamcommunity.com/sharedfiles/filedetails/?id=1605460540
GitClone; https://github.com/rcantec/Malden_Insurgency_2019_ace.Malden.git
Mission includes support for Ammo drops and Heli extraction/transport, CAS, Artillary;
Mission contains view distance settings, dynamic earplugs.
Roadside IED's are dynamic throughout the locale.Not added yetSide tasks are included as well as various active A/O zones to capture.
Mission is a rolling release updated regularly for multiplayer performance.
To play this mission ace; ace compat rhsusf3; CBA_A3; task_force_radio; RHSUSAF addons are required. The mission is compatible with all addons.
To begin using the Software;
1. To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions
Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK.
The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose.
The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk.
This mission is (c) 2016-2019 RyanD rights reserved.
Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
https://creativecommons.org/licenses/by-nc-nd/4.0/
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# CND OPS Malden
Realistic combat mission complete with all the tools you need for a full MILSIM experience.
This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server and for experienced players, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Stay sharp in this dynamic combat environment.
Github; https://github.com/rcantec/CND_OPS_MALDEN.MaldenSteam; https://steamcommunity.com/sharedfiles/filedetails/?id=1597196651
Mission includes support fo Ammo drops and Heli extraction/transport, CAS, Artillary;
Mission contains view distance settings, dynamic earplugs.
Roadside IED's are dynamic throughout the locale.
Side tasks are included as well as various active A/O zones to capture.
Mission is a rolling release updated regularly for multiplayer performance.
To play this mission ace; ace compat rhsusf3; CBA_A3; task_force_radio; RHSUSAF addons are required. The mission is compatible with all addons.
To begin using the Software;
1. To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions
Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK.
The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose.
The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk.
This mission is (c) 2016-2019 RyanD rights reserved.
Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
https://creativecommons.org/licenses/by-nc-nd/4.0/ -
Yes, I've tried disabling windows defender and modifying the kernel dump parameters to no avail, looks like it's something BE has to modify within their kernel,
based on some quick research and not knowing the accuracy,
QuoteThe process BEService.exe has their driver, called "BEDaisy" embedded in the .exe, as a byte array.
On game launch, BEService.exe drops BEDaisy to your disk with CreateFile & WriteFile functions, loads the driver and deletes itanother suggested disabling this feature, I didn't find a way to stop that
I also tried running BE in compatibility mode for Windows 8 and the same happens.
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Disabling battleye in the launcher, Arma runs perfectly fine, 70 FPS in 4K Ultra. Seems the battleye is causing the crash? any way to fix this from crashing windows? I get a green screen stop code thread exception for the BEdaisy.sys every time.
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Confirmed, fresh wipe and install of Arma 3 system crash stop code bedaisy.sys
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Launching a fresh install of Arma 3 results in a complete system crash and green screen of death, and then restart. I am running insider preview build 18305.rs_prerelease.181212-2133
Any ideas?
my next step is to wipe arma, do a fresh install on this build to see if it will make a difference.
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# CND OPS Zargabad
**Alpha mission, very first draft for testing.
You start off with limited supplies, a set of objectives to complete, many insurgents to test your skills. I suggest playing with a team, you will definitely need a medic.
Realistic combat mission complete with all the tools you need for a full MILSIM experience.
This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server and for experienced players, however you can also enjoy it in single player. I hope you enjoy it as much as I do. Stay sharp in this dynamic combat environment.
Steam Link https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=1595182898
Mission includes support fo Ammo drops and Heli extraction/transport;
Mission contains view distance settings, dynamic earplugs.
Vehicle IED, suicide bombers and hidden roadside IED's are dynamic throughout the locale.
Side tasks are included as well as various active A/O zones to capture.
Mission is a rolling release updated regularly for multiplayer performance.
To play this mission ace, ace compat rhsusf3, CBA_A3; CUP Terrains-Core, Maps, Weapons, Units, Vehicles, TFAR and RHSUSAF addons are required. The mission is compatible with all addons.
To begin using the Software;
1. To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions
Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK.
The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose.
The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk.
This mission is (c) 2016-2019 RyanD rights reserved.
Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
https://creativecommons.org/licenses/by-nc-nd/4.0/
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# Takistan Insurgency 2019 RHS
Steam link; https://steamcommunity.com/sharedfiles/filedetails/?id=1588092511
Insurgency style mission complete with all the tools you need for a full MILSIM experience.
This is a unique experience, the 1st edition of the mission and is a rolling release. This mission is designed for a multiplayer environment on a dedicated server, however you can also enjoy it in single player. I hope you enjoy it as much as I do.
GitHub; https://github.com/rcantec/Tak_Ins_ace_2019.takistan.git
Mission includes support system for Artillary, CAS, Ammo drops and Heli extraction/transport;Drone call via radio Alpha
Mission contains view distance settings, dynamic earplugs, vehicle spawns, rearm points, Zeus.
Vehicle IED, suicide bombers and hidden roadside IED's are dynamic throughout the map.
Side tasks are included as well as various active A/O zones to capture.
Mission is a rolling release updated regularly for multiplayer performance.
To play this mission ace, ace compat rhsusf3, CBA_A3; CUP Terrains-Core, Maps, Weapons, Units, Vehicles, TFAR and RHSUSAF addons are required. The mission is compatible with all addons.
To begin using the Software;
1. To edit the mission move the file into the following directory ~\Steam\steamapps\common\Arma 3\MPMissions
Special thanks to BangaBob, Engima, sethduda, cobra4v320, Soolie, aliascartoons, tonic & PHRONK.
The Software is distributed without any warranty; without even the implied warranty of merchantability or fitness for a particular purpose.
The Software (mission) is not an official addon or tool. Use of the Software (in whole or in part) is entirely at your own risk.
This mission is (c) 2016-2019 RyanD rights reserved.
Attribution-NonCommercial-NoDerivatives 4.0 International (CC BY-NC-ND 4.0)
https://creativecommons.org/licenses/by-nc-nd/4.0/ -
On 05/12/2018 at 4:31 AM, chrispools said:This script is outstanding, works really well. I do have an issue when trying to add custom factions from different mods though.
I am trying to add opfor units using the FIA Faction. (or any other for that matter)
I added this to the OpenMe.sqf.
null =[["EOSzone1"],[0,0],[2,2],[0,0],[0],[0],[0,0],[5,1,200,EAST,FALSE,FALSE]] call EOS_Spawn;And this to the unitPools.sqf.
EAST FIA FACTION
if (_faction==5) then {
_InfPool= ["O_G_engineer_F","O_G_medic_F","O_G_officer_F","O_G_Soldier_A_F","O_G_Soldier_AR_F","O_G_Soldier_exp_F","O_G_Soldier_F","O_G_Soldier_GL_F","O_G_Soldier_LAT_F","O_G_Soldier_lite_F","O_G_Soldier_M_F","O_G_Soldier_SL_F","O_G_Soldier_TL_F"];When i try it I get an error pointing to the mission path;
"line 123 error undefined variable in expression _unittype"_unittype looks like a typo, I checked my version, Don't see unittype anywhere...
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This is the absolute best script. I use it on every mission, thanks bangabob!
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Video of the drone call
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Takistan mission, added drone support (I made a new script yay!) Radio Alpha from the 0 menu, calls in a drone that you can control, you need a uav terminal though, updated intro screen, fixed user positions (EOD, Engineers) updated classes, removed vehicle drop until I fix the bugs with it.
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Just now, pierremgi said:Not the problem.
You can add/remove support links with commands like synchronizeObjectsAdd , AG EG btw, or use in the same way BIS_fnc_addsupportLink on server.
When you "draw" a link in editor, between two modules, you don't ask yourself if server will see it (and it does via mission.sqm everywhere).
The problem here is:
typeOf (_this select 0) isEqualTo "player" has no sense. You can use hasInterface, if you want, for no gain.
Yes, now I am starting to understand. Still learning ;-)
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I added this to my mission, and works even better than before, thank you guys.
//Support Requester By Ry4nD 2018 [_this select 0, SupportRequester, ArtilleryProvider] call BIS_fnc_addSupportLink; [_this select 0, SupportRequester, CasProvider] call BIS_fnc_addSupportLink; [_this select 0, SupportRequester, TransportProvider] call BIS_fnc_addSupportLink; [_this select 0, SupportRequester, AmmoProvider] call BIS_fnc_addSupportLink; [_this select 0, SupportRequester, HelicasProvider] call BIS_fnc_addSupportLink; };
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Well blow me sideways;
I tried your guys suggestion and removed the following;
if (typeOf (_this select 0) isEqualTo "player") then { and _this select 0 synchronizeObjectsAdd [SupportRequester]; SupportRequester synchronizeObjectsAdd [_this select 0]; BIS_supp_refresh = TRUE; publicVariable "BIS_supp_refresh";
in multiplayer on a dedicated server and it works perfectly, I always thought it may be redundant but wasn't 100% sure, thank you so much. I will adjust the script to reflect the suggestions.
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23 hours ago, Larrow said:Exactly what I thought. Plus this...
_this select 0 synchronizeObjectsAdd [SupportRequester]; SupportRequester synchronizeObjectsAdd [_this select 0]; BIS_supp_refresh = TRUE; publicVariable "BIS_supp_refresh";
Is already done automatically by this...
[_this select 0, SupportRequester, ArtilleryProvider] call BIS_fnc_addSupportLink;
Which I thought sounded familiar and now realise, after a forum search, is the same answer I gave to the same code here.
BIS_fnc_addSupportLink
/* Author: Josef Zemanek Description: Adds support types during a mission. Parameter(s): _this select 0: OBJECT - Requester unit _this select 1: OBJECT - Requester module _this select 2: OBJECT - Provider module Returns: nothing */ _reqUnit = _this param [0, objNull, [objNull]]; _requester = _this param [1, objNull, [objNull]]; _provider = _this param [2, objNull, [objNull]]; if (!((_reqUnit in synchronizedObjects _requester) && (_requester in synchronizedObjects _reqUnit))) then { _requester synchronizeObjectsAdd [_reqUnit]; _reqUnit synchronizeObjectsAdd [_requester]; }; if (!((_provider in synchronizedObjects _requester) && (_requester in synchronizedObjects _provider))) then { _provider synchronizeObjectsAdd [_requester]; _requester synchronizeObjectsAdd [_provider]; }; BIS_supp_refresh = TRUE; publicVariable "BIS_supp_refresh"; TRUE;
requesting unit, requestor and provider are all synced together, then the comm menu is refreshed(BIS_supp_refresh) and PVed.
Yes, thank you, the issues we had previously was making it repeatable in multiplayer, having the requester and provider was required, otherwise it would execute once then not function after that. So far this way I can use it any amount of times in a multiplayer campaign. I will test your therory, to see if _this select 0 synchronizeObjectsAdd [SupportRequester]; is redundant, but I don't think this will work without it, or am I missing something?
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Updated mission features in map, vehicle spawn moved and now is all in 1, add auto rearm for fixed wing and heli at both bases, random weather changes every hour. Various other tweaks and performance updates.
Update to multiplayer Support requester
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Support requester works as it should in my latest mission, you can check the implementation here -> https://github.com/ryd3v/SOGALT.Altis