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headstone

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About headstone

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  1. headstone

    [CTI,TvT,CooP] Dissension

    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)
  2. headstone

    [CTI,TvT,CooP] Dissension

    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.
  3. What about smoke grenades? I noticed that ai don't use smoke in current version of Vcom, it's not implemented yet?
  4. headstone

    [CTI,TvT,CooP] Dissension

    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
  5. Understood, thanks for the detailed answer)
  6. 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
  7. 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?
  8. 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
  9. 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
  10. Hmm, look's like in latest beta this "wait" feature from HCC works fine)
  11. 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?
  12. 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)
  13. headstone

    Released![MP][WarFighter] Liberation

    Hi, will you continue to develop? I love you static weapon and artillery feature, this is exactly what is missing in original liberation. And i fonud a bug, huron just explodes after spawn, and does it constantly, i think it's related with 1.78 with physx update, in my case it broke many old mission, now vehicles explode much more often. For now i just comment "huron allowdamage true" in hurun_manager.sqf, but this is a temporary solution.
  14. What in particular? And what about vcom ai compatability? Not good i guess because of this By the way, thanks for great mission) And one more question, i play with ace mod, but i don't like it's medical system(problem with ai sometimes) what if i just delete "ace_medical" modules this should work fine with OPEX?
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