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What would be the easiest way to remove a created zone/area?
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Advanced Combat Radio Environment 2 (ACRE2)
RL - AVE replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You place it on the ground and ace interact up rather high on it.- 891 replies
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Advanced Combat Radio Environment 2 (ACRE2)
RL - AVE replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you mean GSA - Ground Spike Antenna? We use them and they work well in difficult terrain to gain a few meters in antenna height and LoS.- 891 replies
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script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
RL - AVE replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm trying your fix aswell @jgaz-uk https://imgur.com/a/anlHRPm -
ServerifyA3 - a dedicated server configuration tool
RL - AVE replied to sadfrog17's topic in ARMA 3 - SERVERS & ADMINISTRATION
@jesperom Our server is running. What version are you using and what is not working?- 82 replies
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- arma 3
- dedicated server
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Player initiated respawn MP Dedi
RL - AVE replied to RL - AVE's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Updated original post -
RL - AVE started following Arma 3 Photography - Pictures only NO comments! And List your Addons Used!, Player initiated respawn MP Dedi, Adding Ace interaction via config and and 7 others
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I had a take on implementing a higher risk of loosing force and combat efficiency when taking high risks in our milsim group. The increased risk should push all commanders to vaule the lives of the players througout the gaming session, and to make decisions based on that risk. This respawn method is one of of many ways to achieve this. With this script dead players are respawned by other players placing their dead body in a body bag and returning it to a collection point (object named morgue). I plan on using it together with a second method of respawn through Zeus manual mass respawn. Requirements: ACE 3 //Editor placed Tarp_01_Large_Yellow_F (morgue). No respawn modules. Empty marker (respawn_west). //description.ext //init.sqf Credit to @pabstmirror who got this going at ACE Github!
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Advanced Combat Radio Environment 2 (ACRE2)
RL - AVE replied to ACRE_Team's topic in ARMA 3 - ADDONS & MODS: COMPLETE
+1 Possibly an example mission, I struggle with initialization as specified units are absent as players join. Same goes for a tut/example mission of Spectator setup.- 891 replies
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Adding Ace interaction via config
RL - AVE replied to Reeveli's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm learning by creating a simple mod with: custom equipment in crates containers that spawn said crates through ace interact with child. But I must have missed something obvious, any help would be appriciated! Should I do anything differently? Is to run MP on dedi, only tested from editor MP. What works: Packing from P:/ruthless/addons/RL_Logistik with PboProject without errors. Crates are fine, containers show up in editor and Zeus. Other crates that init the same way as the currently non-working containers (init="[(_this select 0)] execVM ...) are executed fine. What doesn't work: No custom ace interaction on the custom containers. Standard "Interact -> Cargo" from inherited ace works. \ruthless\addons\RL_Logistik\config.cpp \ruthless\addons\RL_Logistik\scripts\cargo\RL_amcontainer_liten.sqf _________________Update________________ After some help from ace slack and @dahlgren I changed the implementation to the spoilers below. Unfortunately it didn't solve my problem; no custom ace interaction on the custom container. Standard "Interact -> Cargo" from inherited ace works. \ruthless\addons\RL_Logistik\config.cpp \ruthless\addons\RL_Logistik\functions\fn_RL_FINKAL_556_stor.sqf -
script vDog Patrol and VDog Feral Multiplayer Scripts [v1.9 - updated 05/18/2020]
RL - AVE replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Really nice update, we really enjoy some canine action! That goodDogBark.ogg though... -
Same here
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
RL - AVE replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Error report: It might be a problem with my download, but we get error on "Sound: Error: File: TPW_SOUNDS\sounds\animal\chorus4.ogg not found !!!" and indeed this file is missing in the pbo.- 5737 replies
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- single player
- realism
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Scripting a Group of Protesting Civilians
RL - AVE replied to swift39's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Read this thread with great interest. Would you mind posting your working version for SP, local MP and dedicated again? @Grumpy Old Man -
terrain HEBONTES - AAF/NATO MILITARY TRAINING GROUND
RL - AVE replied to vPzBtl33_Hunger's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Exellent map and great assets! Is it possible to initiate the popup target control from another object through it's Init? -
Artillery Radar Script Release 0.3
RL - AVE replied to ofp_f3d3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking forward to try out your script, this will balance the use of A3 artillery and contribute greatly when predict launch position is implemented! Player Counter-battery fire FTW!