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cdn_biggdogg

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Everything posted by cdn_biggdogg

  1. It also doesn't work if you start a listen server through the multiplayer menu. Or at least it doesn't for me anyway! (play/multiplayer/host new server/LAN server) Thanks for the info and for the link. Awesome addon guys....keep up the great work!
  2. It seems that in the CQB module in the last couple of updates I'm not able to switch the locality to server any more. The unit(s) will not spawn even though it shows them in the debug that they have been. The JIPclient locality works fine but I'd like the server to handle the AI and not the clients. Is anyone else having this problem? It was working for me two versions ago but not in the last two updates! I did search this thread for any info but at 368 pages I could have missed it.
  3. Not that I know of. That's a question best thrown at maker of the VAS script Tonic. He should be able to answer for you.
  4. Here's a config I wrote to clean up VAS which is meant for this weapon pack. It also gets rid of most of the smoke ordinance and a few other things. It's meant to allow mostly blufor weapons only. This allows the base weapons with and without the grenade launchers in the 3 different textures. (regular,desert,woodland). Sorry! My FTP seems to be having issues with direct linked files! -->VAS Config for Nata weapon addon Put this inside the VAS folder inside your mission. Replace the one that's there. Edit to your own preferences.
  5. cdn_biggdogg

    J.S.R.S. 2.2 Soundmod

    This broke the UAV system for me. I'm unable to connect to either of the UAV's (regular or CAS version) through the terminal. I can connect to the UGV's without problem. If I remove the 4 UAV .pbo's from the mod then they work fine. Not sure if it's another mod messing with yours or if I missed something. I never tried the quad copters! Is it just me or has someone else seen this problem too?
  6. I think the .7 from the 3.7 and 4.7 is the file extension .7z meaning it's a 7zip compressed file Just a guess
  7. cdn_biggdogg

    co30 Domination! One Team

    I second that! The way you have coded this to make it completely customizable is simply outstanding! The server I admin is running a highly modified version with tons of addons and I must say that it's probably the most stable mission to do such a thing with!
  8. cdn_biggdogg

    co30 Domination! One Team

    I second this. Rather than just cutting the number of anything in half as I like the number of armored vehicles in the mission can you (Xeno) set it up to have the number of vehicles and infantry editable in the init.sqf as you have so many other parameters? It would be nice to be able to select the vehicle and the number that spawn and to be able to add extra vehicles or remove vehicles at the main missions within that array. And even better if you could include a value for a random number as well. An array such as ["T72",3,2] where it spawns 3 T72's with a random number added that it will spawn anywhere from 1 to 5 T72's. This should satisfy all parties as they can edit to their own preferences! I hope it's possible!
  9. cdn_biggdogg

    F35 Lightning II - JSF

    We're using the latest release of the SU33 and it's not reporting any ST errors in the server.rpt. We're at the point that we test any new addon and if we see it generating the ST errors then we just don't include it. You might get away with one or two on a server but it's just downhill after that. I believe RockofSL to be right when he says it's not the error but the reporting of it! Makes sense! So to clear it up I'm not saying that the F35 is causing lag because we're not running it. I'm just stating that the ST errors need to be fixed one way or another if possible. As a server admin to a coop 20 man server, we're not too concerned about errors that pop up once and don't interfere with any other part of the mission but the errors that constantly generate over and over are a problem such as the ST errors!
  10. cdn_biggdogg

    F35 Lightning II - JSF

    @[APS]Gnat We're using the Su33 Addon with the afterburner and vapor effects without issue so I can't see it being a problem. It's been our experience that addons generating the ST errors do eventually cause the server to become unstable and unplayable or crash it completely. Once we removed them or updated them to fixed versions the missions are more stable.
  11. cdn_biggdogg

    F35 Lightning II - JSF

    I'm not a modeler but here's what I found: and this: Hope this helps!
  12. cdn_biggdogg

    F35 Lightning II - JSF

    Eble.....you've done some nice work but with almost all OFP conversions I've saw all have one thing in common and that is they generate errors such as this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">Warning: rkt_f35\rkt_jsf_usn_mesh.p3d:1 Error while trying to generate ST for points: 1848, 1837, 1849 in the arma_server.rpt file. This brings a dedicated server to it's knees trying to get past it. I got these errors for each version of F35 you have so it adds up to hundreds. All in all you have a really good model, just needs some tweaking and polishing and it will be a great model. Keep up the good work!
  13. cdn_biggdogg

    co30 Domination! One Team

    First off I'd like to thank Xeno for an awesome mission and for making it easy to configure to your own tastes! Now I have a couple questions for you scripting guys! I have put Mando's SAM script in, (because I have greatly increased the air power), to offset the "pig shoot" but now the aircraft stand just a very small chance of surviving which is good but I'd like to include the mando missile ecm script to all the aircraft to give a little better chance! Question 1: Is there a way to use the vehicle init line on the vehicles in domination? The script spawned ones I mean? Question 2: What's the best way to initialize the ECM script on all the air vehicles. (We're using the actual mando missile addon and not the version included with Xeno's mando missions if there's a difference) Any help is appreciated!
  14. cdn_biggdogg

    Sentinel AH-1Z Pack Released

    My apologies. I did read the read me and totally missed that! But I was looking for class names at the time and didn't pick up on that part of it. That's usually not included with vehicle releases so I wasn't expecting it...LOL! Thanks again!
  15. cdn_biggdogg

    Sentinel AH-1Z Pack Released

    Thanks Archangel for investigating and explaining that to me. I didn't know who's code was causing the issue. We've been in contact with the author of the Alien Mod before so if you don't have any luck let me know and we can try to get him to clean it up. He's been helpful in the past. In the mean time I've came up with a workaround by separating the Alien mod stuff into a separate Mod folder and only activate it when the certain missions are being played. I have noticed a marked improvement in the server since we removed it so it was causing problems. The server seems more stable. Your choppers are a joy to fly and have been an exceptional addition to the missions we play. Thanks again for the awesome work you've done and for your help! As a side note.....with so many addons for countermeasures and such...We're using the Mando ones...it would be helpful if you could create your script so that you can disable the countermeasure system by adding a line of code to the init.sqf so they don't interfere with each other! Something like SenCobraCountermeasures = false. So if it's there the default settings can be over ridden. Just a thought!
  16. cdn_biggdogg

    Sentinel AH-1Z Pack Released

    Thanks for the quick replies guys! You were correct, the ArmAliens Mod v4.0 mod is interfering with your addon. Unfortunately we have missions based on some of the UFO's from that mod so I can't delete them. I also tried loading both mods in different orders as Alex[Dev]72 suggested but it didn't make any difference but it did help my general performance in the game itself so thanks for that tip Alex!!! Just for your info it seems it's only the actual UFO vehicle PBO's that are causing the problems. The ones we are using are murdock_ufo.pbo, ufobb.pbo, ufobb_small.pbo, ufotriangle.pbo that are causing the ordinance not to show! Any one of them loaded will cause it! So I guess I'm stuck with this small bug but your choppers are too good to not use because of it!!!! Thanks again! P.S. I'm hoping you can find a way to code it so it will work if it's possible!!!
  17. cdn_biggdogg

    Sentinel AH-1Z Pack Released

    Awesome work! I have added them to our mission but the hellfires and Aims don't show up when fully loaded?(looks like they're all fired off) What might cause this? Everything works flawlessly, it's just a visual thing!
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