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Azza FHI

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Everything posted by Azza FHI

  1. FOXHOUND SIBERIAN GUARD Hello! First public mod release, all feedback welcome. This is a retexture pack of the RHS Gorka uniforms and a few different vests, helmets etc to suit snow terrains. Now also includes some vehicles. Units and groups are found under Opfor->FOXHOUND SIBERIAN GUARD. All gear is prefixed with 'FSG' in arsenal Inspiration came from this guy for those fond of MGS Dependencies RHS: Armed Forces of the Russian Federation Credits The Crew at Foxhound International for modding and texture help RHS Team for their amazing mods Future Plans Helicopters Gloves Known Issues Bug which disables the CSAT Ifrit turret when this mod is run in conjunction with ACE Recommended Terrains (Dependent on CUP Terrains) Thirsk Winter Chernarus Winter Napf Winter Changelog V1 first release V2 fixed iteminfo error added TIGR and BTRs compatibility for ALIVE V3 added white AK74M added URAL and UAZ DOWNLOAD ARMAHOLIC STEAM WORKSHOP
  2. hello again, so ive been making mission intros by exec camera.sqs and pasting the scenes into an sqf., when the camera starts there is a message saying this method is obsolete and I should use bis fnc camera old. I no sqs is outdated now, but the only help about camera intros on the net that I have found is based on this method. does anyone have any tutorials on what the new way is to make intros thru bis functions?
  3. All credit and thanks goes to Zooloo75 for his original mod and giving permission to share this edited version. DOWNLOAD Mediafire Steam Workshop Armaholic - coming soon Dependencies - CBA Features - Optimised for multiplayer environment - No gibbing or changes to character models - Activation via module in editor - Removed configuration system, all options are in the module Warning: With cleanup activated you should not experience much of a performance hit unless you put an unnecessary amount of lead into a unit. This will create excess blood effects and will result in loss of frames. All licensing and permissions as per the original mod found here Changelog V1 - Initial Release V2 - Added optional pbo for automatic activation for use in any scenario (steam workshop version has the pbo in main addons folder, remove if necessary) ENJOY!
  4. Strange, none of our players had any issues. If its installed correctly then it should work. Try - running everything as administrator - updating ts - ts instalation matches your operating system (x32 or x64) - old plugins removed
  5. V1.0.245 is available on github. Although not an official release we switched to it recently and its working well. Its much better than 0.9.12 which is the most recent stable The changleog is quite big but the 2 things that make all the difference imo is the ability to hear players directionally when you are spectating them, and the cba settings menu is now working properly compared to 0.9.12 and has more options. The ts plugin system has changed, there is now an installer which will put the dll in users/appdata so its worth removing the previous plugins in TS/Plugins to avoid conflict https://github.com/michail-nikolaev/task-force-arma-3-radio/releases/tag/1.0-PreRelease
  6. That icon is only suposed to pop up and then quickly dissapear when you change your voice volume
  7. it sets all SR and LR freqs but thats it.
  8. all the cba options are now configured at map screen in a multiplayer session under configure addons. the settings should be persistent. u cant do the frequencies there tho, to do that do the following: put this in initserver.sqf or similar private _time = time; waituntil {sleep 1; ((call TFAR_fnc_haveSWRadio) || (time > _time +60))}; _Channels = [1,2,3,4,5,6,7,8,9]; _frequencySW = 311; _frequencyLR = 50; { if (call TFAR_fnc_haveSWRadio) then { [(call TFAR_fnc_activeSwRadio), _x, str _frequencySW] call TFAR_fnc_setChannelFrequency; }; if (call TFAR_fnc_haveLRRadio) then { [(call TFAR_fnc_activeLRRadio), _x, str _frequencyLR] call TFAR_fnc_setChannelFrequency; }; _frequencySW = _frequencySW + 1; _frequencyLR = _frequencyLR + 1; } foreach _channels; thats with the latest TFAR from git (v1.0.245) and the latest CBA. unsure if the latest version on withsix is the same
  9. They are available in config view under tools in Eden. "CfgGroups" >> "East" >> "FSG_OPF" >> "Infantry" >> "assault_Squad", "assault_Squad_small", "assault_Squad_large", "AT_squad", "MG_squad", "Crew", "Sentry_team", "Sniper_team", "Sf_team"
  10. Cant you just find that info in the cfg viewer? Otherwise ill post it when i can
  11. Nice one! Is it possible to jam Blufor radios only? Planning to use this in a tvt where opfor can choose this as a perk...
  12. Azza FHI

    Annoying with vanishing particles

    You are definitely not the only one with this problem. I saw it a few months ago and Im amazed it has not been fixed as there are multiple tickets about it now (mine and yours at the very least). How can people use smoke grenades effectively with this problem? the weird thing about it is that if you zoom in with your right mouse button you can see the 'invisible' particles re-appear. So its just a bug, nothing to do with particle limit
  13. Azza FHI

    (SMA) Specialist Military Arms

    Yeah my bad, should have listened to my own advice. Didnt realise we were still running MRT with the new cba which caused the issue. All working fine now
  14. Azza FHI

    M27 and HK416 by SLATTS

    Put the mod folder in your arma root and then 'add local mod' in the arma launcher This isnt the area for troubleshooting. U should post issues u have in the respective mods thread. Or if you search for how to instal mods im sure youl find the answer
  15. Azza FHI

    (SMA) Specialist Military Arms

    Yeah i noticed the 3x eotech switch optic function with ctrl + num/ stopped working with the latest patch. You are seeing MRT options without running the mod because it is now integrated into CBA which u are running. So i guess we wait for a fix
  16. Updated link and changelog on first post
  17. I saw your comment on the workshop, cheers for troubleshooting. Ill try get a fix out soon.
  18. Yeah we are experiencing that too. Hopefully it can be fixed, weve been using this mod for years
  19. yeaap shes dead. i was workin on this mod, everyone just seemed to fade away for some reason. IRL stuff i guess
  20. Azza FHI

    ASR AI 3

    Im 90% sure this happens when you use the additional ASR RHS compatibility pbos. U running them?The logic behind that is that after lots of testing a few months ago i can confirm that the rhs pbos were causing this issue when running robert hammers pistol pack (none of those pistols had any sound) The configs got updated so we started running them again, then i noticed the same issue except with rhs AKs. Removed the rhs pbos and havent seen the bug since.
  21. Any word on a volume fix for tfr? Everything is working really well except for the occasional transmit on wrong radio bug, and the elevated volume since the last update. Default volume has risen from 7 to 8 which almost blows your head off for most players. Yes its not hard to change it once at the start of a mission, but we play many types of game mods including TVT will many respawns, so having to lower your volume after each spawn is getting old quick. Ive even tried to edit the mod by looking in every single config for the word 'volume' and changing the default to 6, but this approach doesnt seem to have any effect. Cba settings menu at map screen on server has no effect for the volume option either. So can we expect this to fixed or at least a work around in the next update? Or can anyone suggest a work around for the time being? Cheers
  22. Azza FHI

    ASR AI 3

    Get mikeros tools if you want to start playing with mods. Double click on the pbo and itll unpack and de binarise the configs.
  23. Azza FHI

    ASR AI 3

    Turn debugging on in the userconfig then look at the server rpt to see the entries after session with ASR enabled
  24. We got it all working as intended. This code is in our init.sqf. Combined with using the CBA settings ( loggin in as admin --> map screen -- > configure addons ) seems to have made it all work including setting the frequencies to 311, 312 etc One thing that is not working is the volume setting, which by default is now at 80 which is very load for most players. Will be great once that is working. Cheers for progressing the mod! private _settingsSwWest = false call TFAR_fnc_generateSwSettings; _settingsSwWest set [2, ["311", "312", "313", "314", "315", "316", "317", "318"]]; tf_freq_west = _settingsSwWest; private _settingsLrWest = false call TFAR_fnc_generateLRSettings; _settingsLrWest set [2, ["50", "51", "52", "53", "54", "55", "56", "57", "58"]]; tf_freq_west_lr = _settingsLrWest;
  25. if your server is not setup so the clients must have the same mods as the server, then anyone should be able to join the server without mods unless the mission is dependent on TFR (modules placed).
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