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Azza FHI

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Everything posted by Azza FHI

  1. Azza FHI

    Authentic Gameplay Modification

    Yes ive read that before we implicated the module. Check pbo module works as it should, except it cause a script error inside agm_core -> fn_maps.
  2. Azza FHI

    Combat Space Enhancement 0.2

    is this with the new version? god I hope not, that was the one thing that was really annoying. if u have any kind of debug during the mission, you can use this [player, player] call cse_fnc_healLocal_CMS; to completely clear someone from all vanilla and cse injuries. its not ideal but at least it get them out of trouble. you can also use standard FA or medikits.
  3. I don't quite follow your last bit, but ill explain it as best I can. obviously every clan would do thing differently when it comes to command structure but this is a good example command elements - LR ch1 freq 50 alpha SW ch1 freq 311 bravo SW ch2 freq 312 Charlie SW ch3 freq 313 Recon SW ch4 freq 314 alpha leader will have LR 50, SW ch1 for his own squad, and if needed he can set SW additional to ch2 if he needs comms with bravo. go to controls, configure addons bottom right, TFAR and then make sure u set SW transmit Additional (not ALT) now edit the radio in game, change to channel 2 freq 312, press the 'set additional channel' once. after that change back to channel 1. u now have both channels set with 2 different keys. u can probably do the same for LR but u would feel like a call centre if u had 4 radios going lol
  4. Azza FHI

    Authentic Gameplay Modification

    hi not sure if this has been reported. I doubt it because it is not a common error. it only seems to happen when I am using the 'check pbo' module when there is a whitelist present. doesn't make any sense how that would relate to this error, but that the only time I get it. error happens at map screen http://imgur.com/HS8aHHI
  5. are you aware that u are able to set a secondary channel with 1 SW radio? if your interested I will write up how (its a little confusing). has helped me out a lot when commanding multiple teams and u don't want them sharing a SW channel. @NKEY - a few questions. this is how we have configured TFR since early release. init.sqf // TFR mod configuration #include "\task_force_radio\functions\common.sqf"; if ((isServer) or (isDedicated)) then { tf_give_personal_radio_to_regular_soldier = true; publicVariable "tf_give_personal_radio_to_regular_soldier"; tf_no_auto_long_range_radio = true; publicVariable "tf_no_auto_long_range_radio"; tf_same_sw_frequencies_for_side = true; publicVariable "tf_same_sw_frequencies_for_side"; _settingsSwWest = false call TFAR_fnc_generateSwSettings; _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]]; tf_freq_west = _settingsSwWest; publicVariable "tf_freq_west"; }; just wondering if this is still good practice? or is it better to us modules in the mission? and also would u be able to edit this so that we can define all our LR freq to 50. thanks
  6. Azza FHI

    RHS Escalation (AFRF and USAF)

    Weve tested fastroping and it works with rhs uh60s already. We use agm alongside rhs and cse. These are the pbos we run http://m.imgur.com/JPFM9U7 and nothing interferes with rhs. Agm comes shipped with alot of features, half of which arent really needed such as ballistics, realistic names, tank fire modes etc
  7. Azza FHI

    Combat Space Enhancement 0.2

    Yes they are pretty similar if u run both mods as a whole which is obviously a bad idea. If u use all of agm except medical and only medical from cse like we do then there are no conflicts.
  8. Azza FHI

    Combat Space Enhancement 0.2

    well, im in charge of implicating mods in our clan of ~30 players. we run a mix of AGM and CSE. we only want CSE for medical, and AGM for the rest of the functionality. If we are able to delete certain pbos, then its a fail safe for our mission makers to not use wrong modules and cause conflicts.
  9. Azza FHI

    Authentic Gameplay Modification

    Can someone shed some light on the check .pbo function. Will this pickup if a clie t is using an outdated mod? Or will it only check if there is something missing/extra.
  10. Azza FHI

    Combat Space Enhancement 0.2

    Hi, have asked this in CSE forums but thought i would try here also. Anyone know if cse .pbos are modular like agm? I know the features wont be enabled untill u place a module in editor, but we are wondering if we can delete certain pbos that arent wanted, like backblast, logistics or vehicles etc. Or will this cause issues? Thanks
  11. Ahk cheers. Cleaned up my pc abit yesterday, installed new drivers etc. This was just a quick test run to post here. In the past i have seen a few fallback errors and then afterwards the rest of the lines are allocated as SP. im assuming it has failed at this point. I guess ill paste that if it happens again. Can anyone explain what is happening there and can it be avoided?
  12. hey fred can u look at this to see if its all good? cheers http://pastebin.com/DAPUEfmT
  13. Azza FHI

    Combat Space Enhancement 0.2

    we use a script called from the mission init rather than syncing modules. // Combat Space Enhancment Medic class define if ((typeof player == "rhsusf_army_ocp_medic") or (typeof player == "rhsusf_army_ucp_medic") or (typeof player == "o_medic_F") or (typeof player == "b_medic_F") or (typeof player == "B_G_medic_F")) then {player setVariable ["cse_medicClass",1]}; as u can see it defines all those classes as medics. U can check that it works by checking some ones vitals, if you are a medic it will give you a proper reading of 80 for example instead of weak,normal etc edit - the above might be abit irrelevant to the above posts, I thought u were having issues defining medic but I see the issue is with the surgical kit. anyway, hope this helps someone...
  14. Azza FHI

    Helvantis Terrain

    thanks so much! this snow effect combined with this awesome map (and also TFA snow camo units) has breathed new life into A3!
  15. Azza FHI

    ASR AI 3

    its been talked about a few pages back. anyway it all depends on what the AI are local to. If you or you mission makers know what they are doing when it comes to editing they will understand locality. pretty simple, ASR needs to be on the machine that the AI are on. If AI are always spawned serverside then ASR needs only to be on server. if players spawn units with Zeus then those AI are local to his machine and will not get the ASR values unless he is also running ASR. units placed in the 2d editor will be local to the server unless running headless client setup when it comes to headless client, I have no clue but I would love to find out. im guessing everyone should run it. and yes the server needs the config.hpp and yes this one will override any others run by clients.
  16. Hey cant wait to make our squad use this lol. Is the debug always there or can u turn it off?
  17. Azza FHI

    Helvantis Terrain

    What u mean snow flurries? Are u able to make it snow? If so do u have a link
  18. Azza FHI

    Helvantis Terrain

    Had a play on this, really nice! Lol jonathon what happens?
  19. Azza FHI

    Arma3 Videos

    a bunch of mission intros made by our mish makers throughout the year.
  20. Azza FHI

    RHS Escalation (AFRF and USAF)

    Will do, thanks
  21. Azza FHI

    RHS Escalation (AFRF and USAF)

    Not sure if its been reported yet, but the rpgs need to be configured slightly so that the AI are able to use them against infantry.(or maybe just the OG7 rocket?)
  22. Azza FHI

    Combat Space Enhancement 0.2

    Hey glowbal, is there any way to save the player state when in revive mode? Our group sometimes plays long running mission that goes for 3 or so days with players connecting and disconnecting as they please. We need it so that a player cannot disconnect when in revive and re connect to continue playing, they should re connect and go back into revive. or could this be a feature u include in future?
  23. Azza FHI

    ASR AI 3

    Oh ok. Is there any benefit for the clients to run asr if the ai is local to server only?
  24. Azza FHI

    ASR AI 3

    my opinion if you are using a dedicated server is to only run ASR on the server. we find we are constantly fine tuning the userconfig skill values which would not be possible if every client had their own userconfig. there are so many variables, type of mission, how many players etc. obviously not everyone goes to these lengths but just sayin it just seems messy to have all players run the mod, especially when it works perfectly when its only run on the server. Robalo, everything is working sweet with RHS and the new update. just one request, the Russians don't launch RPGs at players no matter what kind of rockets they are carrying. are u able to look at that? default units do it when using the rpg42 alamut. tested with 20 rpg Russians with me as allowdamage false. even took all their AKs away and they still didn't use it. as soon as I got in a vehicle they used them straight away, no matter if they had anti personel or anti tank. haven't seen them throw smoke either, but have only done a few tests so far.
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