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subroc

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Everything posted by subroc

  1. subroc

    Leights OPFOR Pack

    I can´t get this addon to work with ALiVE, iv´e tried all the factions, they all spawn opf_f units. A strange thing iv´e found dePBO:ing the addon is that faction names differs between the cfgvehicles and the cfggroups Edit: changed the faction names in the pbo so the cfgvehicle and cfggroups factions are the same, no difference
  2. subroc

    [SP / MP] RealBattle RTS

    Is it possible to remove the vanilla weapons/gear from the arsenal in RHS version? Really enjoying this.
  3. ok, thanks for testing. Will look in to it.
  4. subroc

    RHS Escalation (AFRF and USAF)

    Is there any plans om making hiddenselection camo available on your own models? Was thinking on giving my insurgents basic armor, but the textures doesnt look like the bmp1s have been stored for 15 years under a tarp in a desert rebel camp :) http://forums.bistudio.com/showthread.php?185489-Sub-Insurgents-Middle-east-irregulars
  5. I haven´t tested verified the functionality with ALiVE, but they should be compatible. I followed the cfgGroup stucture from RHS mod.
  6. Hey PlayWithSixguys! Where are the update?! :confused: :rolleyes:
  7. Sorry to see, that people dont ask for permission for reusing stuff or atleast give credits. the "sfp_a2_data\data\env_land_co.paa error comes up sometimes" could come from any of the things the Swedish Forces Pack crew extracted from the A2 models that BIS made available to the community. I´ve personally put in quite a few hours extracting the vest from the russian A2 mlod, and cutting out the crew and pilot helmets from the rest of the A2 models and i know the rest of the team made a lot of effort in configs and vehicle models (mi24/btr60). Im not the right person to tell anyone they cant use these models as they are under BIS EULA but it would atleast be nice to get some cred for the work we put in. But hey im glad people like "your work"...
  8. Ive strapped my self into a AAF plane looking to do some strafing runs on enemies in a Alive mission but noticed that the units on the ground isnt spawning properly. I´ve set the spawn/despawn distance to 1500m and doing a knee-high flyby of an enemy marker didnt get the unit to spawn. Is there a built in check preventing units to spawn when the player is in a plane?
  9. I have some problems with syncing CQB module to a military placement module, faction: ind_F and a TAOR named INDFOR_TAOR_1. the cqb module spawns nothing when i sync it to mil placement module but when i leave it unsynched the cqb spawns units all across the map. Any suggestions?
  10. Sub_Radio made by Subroc Version : 0.1 Description: Adds ten custom channels for the ingame VoIp radio. Use dialog to add the player to the channel and then switch to that channel with the chats default "Next Channel"/"Previous Channel" to activate it. Installation: copy the sub_radio folder to your mission folder. Add this to your init.sqf : _null = [] execvm "sub_radio\sub_radio_init2.sqf"; Add this to your description.ext : #include "sub_radio\sub_radio_UI.hpp" then when you launch the mission you shoud have a "Open Radio Menu" in your actionmenu. Features: - Extend the default chat VoIp channels. - Scriptbased no addons needed. Changelog: V0.1 - First public release Known Bugs: - Doesnt check if the player hasweapon radio, will be fixed later - When a channel is selected from the dialog the old channel is still active until custom channel is selected with default next/prev channel keys, i think it cant be fixed as the default chat is somewhat hardcoded. - Some strange behaviours when player inside vehicle. Installation: copy the sub_radio folder to your mission folder. Add this to your init.sqf : _null = [] execvm "sub_radio\sub_radio_init2.sqf"; Add this to your description.ext : #include "sub_radio\sub_radio_UI.hpp" then when you launch the mission you shoud have a "Open Radio Menu" in your actionmenu. Download: Download Here Copyright: Use it, Abuse it or improve it. All up to you, but it would be nice to be mentioned in the credits
  11. Really nice script! Great fun just to boss around some AI on the map. Is it possible to run this script and disable the need for the sound pbo, im working on a mission that will probably be put on a public server and would like to let anyone play without the need for the sound addon? of course it would be possible to define the sound in the description ext, but as it adds ~750kb extra in missionsize it would be nice to just disable the sounds
  12. i havent looked at that function so i dont know how its used, but as i see no scripting command to force a chat channel, i doubt it is possible. But feel free to change my script. All i wish for is a line in the credits :D
  13. Hi Made a quick n´dirty (as all my releases:D) AP Mine addon Its placeable via the editor but ingame you man pick them up and place wherever you want. Made two variants one pre-armed for a editor placed minefield and one in safemode so you can put them as a "ammobox" (yeah i know its a bit messy but..) look in the readme for further info. drop a line here if anything is unclear. *Edit its not tested in MP, if you test let me know how it runs. Download: http://www.ingaklena.se/tmp/arma/@sub_apmine.rar
  14. 3inar: 1 mag each? Not by default, They should carry 4 mags, not sure about the AT guy if the bandoiler accepts 4mags + 1 AT rocket, but i´ve checked that the MG and rifleman have 4 mags which they happily blasts away at blufor soldiers. Lightninguk: Right now, atleast the sfp_wamako_units.pbo have dependencies for other pbos in SFP. The island might work standalone with these files: sfp_wamako.pbo sfp_wamako_objects.pbo sfp_wamako_roads.pbo but as for now the units need their sfp weapons. This could possibly change in the future depending on what our modelmakers stick their head into next. Brain: Picatinny rail for the AK5? Not sure what you mean, The ak5c have fully working rail for optics and support for silencer and flashlight/laser
  15. subroc

    Volvo C303

    As far as i know, the 303 model was made with O2
  16. subroc

    Russians

    Any plans för releasing AK74 for A3? any plans for other camotypes like flora, digital flora or klmk?
  17. ...and check that the server is VoN enabled. gonk: No, i havent found a way to mute specific players. But now as Acre is prereleased for A3 there are more qualified addons for running full blown radio simulation...but not as lightweight and scripted ;) I will probably not do any updating on this now that Acre is out, but as stated in the first post if anyone feel a need to alter/update feel free to do so.
  18. You should add: this addEventHandler ["Respawn",{ _setCh = player addaction ["Open Radio Menu","sub_radio\sub_radio_menu2.sqf"];}]; to your units in the editor to have the command reappear efter respawn (someone correct me if im wrong, im not used to do mp scripting).
  19. strange, and you toggled the next/previous chat channel to be shure the channel change got activated? Do the persons spawn inside the helis (as editorplaced heli player is pilot och with moveindriver) or do they enter the helis manually? It could be that when a unit in a vehicle is added to a radiochannel array it would rather add the unit and not the vehicle, will look in to this.
  20. Not to blow my own whistle but: http://forums.bistudio.com/showthread.php?137963-EBSS-Epic-Battlefield-System-Scripted-version&highlight=ebss could help to reduce the amount of units on the map at the same time. With this you are able to set a maximum number of units for each HAC commander and spawn more when the commander runs out of units. Havent tested this with the latest version of HAC but should be compatible. It may conflict with the bigboss scripts if you use the "HAC-auto-place-variable"
  21. The heli looks nice, but i also think its sad that the expansions only will be released via PW6/Six Updater. If i want to "social network" i rather go to a pub. Otherwise thanks for the CWR2 mod, really nice to relive old ofp memories
  22. subroc

    Mp -[Fockers] Most Wanted co-op

    Really nice mission, was on my way making a similar mission, but this far more advanced than i could have made. A little request is to not have the unit classnames hardcoded in the scripts but instead have something like FOCK_WEST_RIFLEMAN variables and then a unitconfig.sqf run in the init to make it easier to convert the mission to different mods, was looking at converting it to SFP mod but not feeling up to scanning all the scripts for classnames :)
  23. really nice, my day just got busy :D Edit: I was looking trough the script and thought if instead of reading the size/composition of groups by "count units group _leaderguy" or "*classname* in group _leaderguy", wouldnt it be possible to store the units in the group in a setvariable array to the leader of the group? That would make it possible to have all units in a group stored even if you run a AI caching script. It might be hard to incorporate with 3rd party caching scripts as the setvariable of the group composition can only be done while the group is not cached. just an idea that sprung to mind.
  24. Just two markers at the loceation you want the unit to spawn, then sync the unit with the two markers (F5)
  25. For EBSS own "dumb commanderAI" it sends units to random towns within townradius disregarding if he has sent a group there earlier. Dont have the script at hand right now, but as far as i remember when a group reach a town it will start patrolling in a 500m radius using BIS_fn_taskPatrol function. from what i recall it can be some trouble to control the AI manually once this function is in effect. I will try some alternative "patrol functions" maybe set a guardtrig in the selected town and give the group a guard wp in that town, that will make them react to threats in other towns aswell. For the HAC commander it will first send groups to random towns but relocate them according to where threats are. Best way to avoid sending groups to empty town that are not used in mission is to disable the "hacautoplace" var and manually place the HAC objectives in the editor. You can even setpos them around from a own script while game is running I need to check how EBSS performs with "hacenabled" option. It may very well be that the patrol function also blocks out any commands from HAC.
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