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zenith777

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Everything posted by zenith777

  1. zenith777

    RHS Escalation (AFRF and USAF)

    Is there any possibility of having at some point tank crew helmets function as ear protection? Would make working alongside tanks and driving turned out more bearable, especially with T-72 variants.
  2. Well obviously it's not a formation meant for frontline fighting, but rather a way of moving with whole company when nearing the presumed enemy positions with enemy having air superiority. The tracked front units are moving few hundred meters ahead of the wheeled maintenance and support units and communicate between each groups with motorbike messengers and radios. And once there is enemy contact supporting units stay back and fighting elements move on to normal attack formations etc. This method is of course highly dependant on the terrain used, but I'd say there is areas in VT5 fit for it as there is enough gaps between the taller trees. The main idea of my previous post was that it's already hard enough to try to accomplish the wanted results in the missions in ArmAverse due to certain restrictions, and having even more restrictions that albeit might at times feel justified can at certain times cause even more problems, especially if there is AI units involed. So I'd rather have more freedom than restrictions for gameplays sake, as it's' easier to simply just not do something than it is to do the impossible. Which is why this is happening: In case of an alarm I'd drive my own pre-planned route to my fire position which I scouted before I settled for the night. If the enemy has air superiority, would you rather risk going to the road and getting your vehicle taken out by air assets or keep using the woods as cover as much as possible?
  3. Well, in my opinion vehicles should be able to operate in the forest, as that's the primary way of avoiding enemy air threats. Of course the wheeled variants should not be very efficient but it still should be possible even for them. During my conscription my instructor used to say that if there is no path in the forest, we simply make our own. Tracked IFVs and APCs are surprisingly efficient at pushing over trees if done right, and tanks do not even notice the trees in front of them. For example if a company uses mixed elements of tracked and wheeled vehicles (e.g. BMP-2s, MT-LBvs, CV90s, Pasis, Trucks etc) tracked vehicles are used in the front to make paths and wheeled vehices will follow the same paths in the distance. Also at nights we used to bring the vehicles as close to our tents as possible (which of course are placed in to the forest) so if there is an alarm we would be able to quickly get to the vehicles and fight.
  4. zenith777

    RHS Escalation (AFRF and USAF)

    By digging through http://class.rhsmods.org/rhsusaf/CfgWeapons.html you can already find rhs_weap_M107 and rhsusf_10Rnd_STD_50BMG_M107 in there, so I'd say it's pretty safe to assume that M107 will be included at some point as there already is classnames for it.
  5. zenith777

    (Co30) Evolution-A3

    I do not recommend hosting ArmA 3 servers using Linux, as the A3 Dedicated server software is not exactly well done for linux. I know plenty of people who have had different kind of problems caused by using linux dedicated server which do not appear when using windows server or linux via wine.
  6. zenith777

    (Co30) Evolution-A3

    I probably explained it too complicatedly. :D What I meant is making sure that the availableWeapons variable always contains the right data when it is called. As availableWeapons is a global variable, it is not stored on the server. This causes it to reset every time the player reconnects. Should be easily fixed by just fixing the inconsistency with the rankweapons. What I was trying to say is that the way availableweapons variable is initialized causes this to happen: For example if a player with score 210 decides to reconnect availableWeapons variable resets. Once he is back in the server buildammocrate is called and since he has 210 pts it means that he is rank COLONEL. So once the buildammocrate initializes, it looks for case COLONEL which sets the available weapons to availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons + rank7weapons Since case COLONEL currently doesn't include rank5weapons and rank6weapons it causes that the player is missing those weapons from the crate, as his availableWeapons has directly changed from default (PRIVATE) to COLONEL thus availableweapons does not contain anything cases CORPORAL-MAJOR add to it. So make sure it is defined right every time it initializes i.e. just add rank1items, rank5weapons and rank6weapons :p switch (_EVOrank) do { case "PRIVATE": { availableWeapons = availableWeapons + rank1weapons; availableMagazines = availableWeapons call EVO_fnc_buildMagazineArray; availableItems = availableItems + rank1items; }; case "CORPORAL": { availableWeapons = availableWeapons + rank1weapons + rank2weapons; availableItems = availableItems +[b] rank1items[/b] + rank2items; availableMagazines = availableWeapons call EVO_fnc_buildMagazineArray; }; case "SERGEANT": { availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons; availableItems = availableItems + [b]rank1items[/b] + rank2items + rank3items; availableMagazines = availableWeapons call EVO_fnc_buildMagazineArray; }; case "LIEUTENANT": { availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons; availableItems = availableItems +[b] rank1items[/b] + rank2items + rank3items + rank4items; availableMagazines = availableWeapons call EVO_fnc_buildMagazineArray; }; case "CAPTAIN": { availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons + rank5weapons; availableItems = availableItems + [b]rank1items[/b] + rank2items + rank3items + rank4items + rank5items; availableMagazines = availableWeapons call EVO_fnc_buildMagazineArray; }; case "MAJOR": { availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons + [b]rank5weapons[/b] + rank6weapons; availableItems = availableItems + [b]rank1items[/b] + rank2items + rank3items + rank4items + rank5items + rank6items; availableMagazines = availableWeapons call EVO_fnc_buildMagazineArray; }; case "COLONEL": { availableWeapons = availableWeapons + rank1weapons + rank2weapons + rank3weapons + rank4weapons + [b]rank5weapons + rank6weapons[/b] + rank7weapons; availableItems = availableItems + [b]rank1items[/b] + rank2items + rank3items + rank4items + rank5items + rank6items; availableMagazines = availableWeapons call EVO_fnc_buildMagazineArray; }; };
  7. zenith777

    (Co30) Evolution-A3

    I think you'll also need to add rank1items to all cases, just like every other rankitems is done. There's also inconsistency in availableWeapons as for every case previous case's rankweapons are added except Major is missing rank5weapons and Colonel is missing rank5weapons and rank6weapons. This inconsistency causes problems with rejoiners as Major can't access rank 5 weapons and Colonel can't access rank 5 and rank 6 weapons. Because if I understood it right EVO_fnc_buildammocrate is called every time a player gets rank, and rank is straight based on score, which rejoiners get to keep thus not "reaching" ranks 5 and 6 which update the availableWeapons with those rank weapons. Weathersystem is giving me an error in .rpt 12:13:41 Error in expression <erUpdateArray = weatherTemplates select rw2_Current_Weather; _weatherUpdateForec> 12:13:41 Error position: <rw2_Current_Weather; _weatherUpdateForec> 12:13:41 Error Undefined variable in expression: rw2_current_weather 12:13:41 File mpmissions\__cur_mp.Altis\scripts\randomWeather2.sqf, line 141
  8. zenith777

    (Co30) Evolution-A3

    Noticed a small mistake in RC10 in fn_buildAmmoCrate.sqf. Case Private is missing availableItems, and "rank1items" don't get used anywhere. I doubt this is intentional as you have defined acc_flashlight and ACO sights as rank1items in init.sqf. Also "optic_Hamr" is defined twice in rank2items. Wouldn't mind some AI AA-defences around the base, as enemy air support tends to follow sometimes back into the base causing havoc there. Automatic repairing/refueling/rearming in the base area like in the original Armed Assault EVO would be nice, as it's pain in the arse to start individually repairing/refueling the vehicles in the base that have been damaged thanks to those enemy air support vehicles. Also if you are planning on making a RHS version, you might have to redo the way you check vehicle ranks in fn_vehicleCheck.sqf as vehicles in RHS are under different factions. (e.g. A-10 is under USAF, M1A2SEP1TUSK1 is under US Army 2014 etc.)
  9. zenith777

    RHS Escalation (AFRF and USAF)

    I needed to find the groupnames too so I took the liberty to find em myself. Groups can be manually found by opening rhs_c_troops.pbo and looking up from .hpp files in groups folder. Here's group names for russian infantry squads: VDV: East -> rhs_faction_vdv -> rhs_group_rus_vdv_infantry -> rhs_group_rus_vdv_infantry_chq rhs_group_rus_vdv_infantry_squad rhs_group_rus_vdv_infantry_squad_2mg rhs_group_rus_vdv_infantry_squad_sniper rhs_group_rus_vdv_infantry_squad_mg_sniper rhs_group_rus_vdv_infantry_section_mg rhs_group_rus_vdv_infantry_section_marksman rhs_group_rus_vdv_infantry_section_AT rhs_group_rus_vdv_infantry_section_AA rhs_group_rus_vdv_infantry_fireteam rhs_group_rus_vdv_infantry_MANEUVER ->rhs_group_rus_vdv_mi8 (you can replace mi8 with mi8, mi24, bmd1, bmd2, bmd4, bmd4m, bmd4ma, bmp1, bmp2, btr60, btr70, btr80, btr80a, gaz66 or ural. Note that mi8 and mi24 don't have AA squads.) -> rhs_group_rus_vdv_mi8_chq rhs_group_rus_vdv_mi8_squad rhs_group_rus_vdv_mi8_squad_2mg rhs_group_rus_vdv_mi8_squad_sniper rhs_group_rus_vdv_mi8_squad_mg_sniper rhs_group_rus_vdv_bmd2_squad_aa MSV: East -> rhs_faction_msv -> rhs_group_rus_msv_infantry -> rhs_group_rus_msv_infantry_squad rhs_group_rus_msv_infantry_squad_2mg rhs_group_rus_msv_infantry_squad_sniper rhs_group_rus_msv_infantry_squad_mg_sniper rhs_group_rus_msv_infantry_section_mg rhs_group_rus_msv_infantry_section_marksman rhs_group_rus_msv_infantry_section_AT rhs_group_rus_msv_infantry_section_AA rhs_group_rus_msv_infantry_fireteam rhs_group_rus_msv_infantry_MANEUVER ->rhs_group_rus_msv_bmp1 (you can replace bmp1 with bmp1, bmp2, btr70, btr80, btr80a, gaz66 or ural) -> rhs_group_rus_msv_bmp1_chq rhs_group_rus_msv_bmp1_squad rhs_group_rus_msv_bmp1_squad_2mg rhs_group_rus_msv_bmp1_squad_sniper rhs_group_rus_msv_bmp1_squad_mg_sniper rhs_group_rus_msv_bmp1_squad_aa rhs_group_rus_msv_bmp1_squad_aa Also the documentation contains few errors in classnames, rhs_uh60 should be rhs_uh60m and rhs_ural_XX should be rhs_ural_XX_01, same with rhs_ural_open_XX.
  10. zenith777

    Domination Redux by Champy and Tankbuster

    Use Windows Dedicated server via Wine, fixes the problem. We struggled with the same problem and found out that the mission doesn't function properly on Linux dedicated server, only way to workaround is to use Windows Dedicated Server via Wine.
  11. zenith777

    Domination Redux by Champy and Tankbuster

    We managed to solve the problem. It was caused by Linux Dedicated server, which doesn't seem to work as intended. Once we switched to using Windows Dedicated server on Linux via Wine, everything started working properly.
  12. zenith777

    Domination Redux by Champy and Tankbuster

    We've been having some problems with getting this mission to work on dedicated server with my buddies. We played on listen server and everything worked fine. But when we tried to set up dedicated server we get problems with getting radio towers and outposts to appear on main targets. Also when radio towers and outposts won't appear, it also breaks side missions. We've had about 30% succcess in having the tower and outposts to appear on first target. But once the target gets cleared the next target gets broken again. Any idea what might cause it? Only addon we use is vts_weaponresting and I suspect it isn't the cause of the problem. We have tried looking around and we suspect that there is a problem with script stopping working or something like that.
  13. BMP-2s of FDF have had huge problems with being able to damage CV9030s even from sides with KASI-simulating systems during military training exercises when engagement ranges have been more than 200 meters. Most of the damage they have been able to produce is damaging weapon systems and communication systems.
  14. zenith777

    J.S.R.S. 1.5

    Talking about tank track noises... Don't know if it is possible in ArmA 2 to simulate terrain having an effect on track noises and especially when turning the tank, but anyways BMP-1s and BMP-2s make quite loud track screeching noises when moving on asphalt or concrete. As I've been working alongside BMP-2s due to my conscription for this whole year I can say that those screeching noises are LOUD when in close proximity, especially when moving the tanks to tank shelters in urban areas. You can hear the track screeching on this video during 2:35, 3:36 and 3:58
  15. BMP-2s don't have any scope shake when shooting using 3UBR8.
  16. I have noticed that your BMP-2s have 15 boxes of PKT ammo each containing 250 rounds. That's 3750 rounds for PKT. I've been serving my conscription in Finnish Defence Forces as an MT-LBv commander in Armoured Jäger Company which means that I have been operating with BMP-2s for my whole service. BMP-2s (atleast in FDF) have 2 PKT ammo boxes in which they carry the ammo during combat. Both of the ammo boxes have 40 ammo belts that can hold 25 rounds and when linked together that means that each box has 1000 rounds ready to be used as one belt. So more correct ammo capacity would be 2 boxes of 1000 rounds for PKT. (2000 total) The way the ammo is stored in the turret means that I bet it can't be stored in any other way on the other side of the border.
  17. How about actually looking before answering. On the first page there is only "DOWNLOADS OFFLINE PENDING UPDATE "
  18. Back in the OFP days the RHS studios MBT addons had the cargo script which disabled the ability to get in cargo when the crew was not turned out. Problem was that when the tank spotted enemy activity, the crew turned in resulting all the troops on the back to be ejected out of the tank. It was kinda hazardous when the tank was moving 30 km/h even tho the script made the tank to stop.
  19. zenith777

    [OA]A few guns need zeroing....

    A-10 also has the crosshair a bit left of the HUD reticles.
  20. zenith777

    IR Strobes works?

    How about playing the night ops training...
  21. zenith777

    Using backpacks/rucksacks

    Look at the backpack and you'll get an action to the action menu. Can be kinda hard sometimes. And what would be the point of that? You put your bags in the car when you are going to the journey in real life, so why wouldn't you be able to do the same in OA?
  22. zenith777

    Using backpacks/rucksacks

    I was able to put SPG-9 and Tripod bag to the SUV.
  23. You should use modfolders instead, because the OA has expansion management and all the folders that have addons folder inside them on the ArmA 2 directory are listed as an expansion. Simply create a folder inside ArmA 2 directory and then create addons folder inside it and add your addons to there, that way you can disable the mods if you sometimes want and can't accidentally f**k up OA stuff.
  24. zenith777

    Using backpacks/rucksacks

    If you open bag while in Ammo crate Gear menu you will see them as a separate view.
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