headstone
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release vAiDriving Multiplayer Script [v13 - updated 05/26/2020]
headstone replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
yes, ai driving control https://forums.bohemia.net/forums/topic/223430-ai-driving-control/ -
release vAiDriving Multiplayer Script [v13 - updated 05/26/2020]
headstone replied to LSValmont's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is it compatible with ai driving mod, can i run them together? -
Fox's Arma Server Tool Extended Rewrite (FASTER)
headstone replied to Keelah's topic in ARMA 3 - SERVERS & ADMINISTRATION
In my case it doesn't work with big mods from steam workshop, rhs for example. I get "A Steam Download timed out" error. With smaller mods all works fine- 163 replies
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- server
- dedicated server
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If someone wants to play in Dissension 1.5 with many mods(some with custom configs), small bugfixes in Dissension itself(like opfor income) and extended vechicle list for rhs, welcome to my server, it's not 24/7 because running on same PC as client, but we have headless client on my friend's PC, so the perfomance is acceptable. Unfortunately i don't have static ip. Currently it's 176.104.204.180 but it can change. You can find my server by name "HeadStone Dissension server" Required and suggested mod collections: https://steamcommunity.com/workshop/filedetails/?id=1590368180 https://steamcommunity.com/sharedfiles/filedetails/?id=1614892439 Please don't abuse debug console and spectator mode, they are available for all in testing purposes)
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Hi, looks like i'm accidentally find a bug, and fix it) In dis_IncomeTimer.sqf in lines 150 and 163 you have "_PTake = 50" and "_PTake = 25" and should be "_PTake = _PTake + 50" and "_PTake = _PTake + 25". It's broke player income for Opfor is always 25 no matter how many towns and grids you have. I'm fix this and all works fine now) And i found another small bug, if you play for opfor, you don't have action "OPEN TABLET" near barracks, only "Command Interface" in esc menu. This bug i'm not fixed yet) Sorry for bad english, it's not my native language.
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ai mod [Release] Vcom AI 3 - Dangerous AI
headstone replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What about smoke grenades? I noticed that ai don't use smoke in current version of Vcom, it's not implemented yet? -
Thanks for this great mission, really looking forward to update What about using github with dev branch for such impatient people like me?) By the way i made extended rhs preset for dissension, with a much greater variety of vehicles on both sides. it's maybe pretty unbalansed, but it's fun. Perhaps someone come in handy) https://pastebin.com/eNsdZyBE
- 143 replies
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Fire For Effect: The God of War - smart & simple AI artillery
headstone replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Understood, thanks for the detailed answer) -
Fire For Effect: The God of War - smart & simple AI artillery
headstone replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
By the way, i think i'm found another bug. Looks like opfor default SPG (O_MBT_02_arty_F) doesn't work "out of the box" now) I manualy add it in RydFFE_Other array, and all works fine. Not tested for bluefor SPG, vanilla mortars of both sides work fine with default config -
Fire For Effect: The God of War - smart & simple AI artillery
headstone replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, thanks a lot, i'm just integrate your fix in VCOM by myself) What is the logic of this? When arty shoot with special and secondary ammo, in which cases? And why need other two values 4 and 5? -
Fire For Effect: The God of War - smart & simple AI artillery
headstone replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How to configure it for m109 from rhs? If i add [["rhsusf_m109_usarmy"],["rhs_mag_155mm_m795_28"]] in RydFFE_Other array i wil get 13:28:18 Error in expression <then { _ammoC = configfile >> "CfgAmmo" >> _subAmmo }; _actHit = getNumber (_am> 13:28:18 Error position: <>> _subAmmo }; _actHit = getNumber (_am> 13:28:18 Error >>: Type Config entry, expected String 13:28:18 File Vcom\Functions\FFE_Functions\fn_AutoConfig.sqf [RYD_fnc_AutoConfig], line 120 For other arty units from rhs all works fine -
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high command HCC - High Command Converter 1.5.5
headstone replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, first of all thanks for such a great mod) I've found a very strange compatability bug with this For clean test I launch only with CBA, HCC and achilles mod, create new mission, place 1 unit and zeus module with owner "#adminLogged" and achilles module are not avalible Without HCC all works fine- 164 replies
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- large scale operations
- zeus
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ai command dlc C2 -Command And Control
headstone replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hmm, look's like in latest beta this "wait" feature from HCC works fine) -
ai command dlc C2 -Command And Control
headstone replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And another question, I'm playing with "alive" addon, it have "SPOTREP" feature, and in callsing field i had this "MCSS_C2_MEMBER_0" are there ways to fix this and replace with my actual callsign? -
ai command dlc C2 -Command And Control
headstone replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, i wrote it in discrord, but look's like my message is lost, I'll duplicate it here: Hi, i found this mod https://forums.bohemia.net/forums/topic/185710-hcc-high-command-converter-154/ and tried to use it simultaneously with C2, all works fine except one feature: doesn't work "wait" commands for HC groups, without C2 all works fine. Is it possible to provide compatability with this mod? Or maybe implement this "wait" feature for HC groups in C2... It would be great)