Jump to content

Harlow-16AA-

Member
  • Content Count

    106
  • Joined

  • Last visited

  • Medals

Everything posted by Harlow-16AA-

  1. Harlow-16AA-

    Multi-Session Operations v3.3 is released!

    Awesome work Wolffy! We've been wanting to give this a go since it was first announced, but time snuck away from us. We now have a few weeks where we have nothing planned ... so perfect timing :D Three Questions though: 1. Is there anyway of hiding the map markers showing units, sandstorms, flies, etc.? 2. We've put together a mission on Takistan, starting at the northern Airbase. Once the mission starts there is a huge group of enemy that spawns right next to the airbase - it seems to continiously spawn in as well (at least we saw no end to them). I had set "Independant is friendly to OPFOR" and have the following factions spawning: BIS_TK_INS and BIS_TK_GUE. Is this happening because the independants are set to dislike Blufor, switching the town immidiately hostile? 3. We also noticed that quite often enemies would spawn right infront of us (presumably populating a group?). Is there a way to set the minimum distance they would do this at? Thanks a lot!
  2. Thanks Predator. We were thinking of that - but ... it felt a bit cheaky since they're not really fully British (what with the rocket pods and minigun).
  3. I understand that reasoning. You have a shipped product you need to make compatible. Fair enough. Yep, well aware of Valve-Time as well as a modest degree of other insight. I do indeed. That's where it's recommended that Steam users wait for the Steam patch. And I've also seen a few replies on other forums where people are having difficulties with using that patch on a Steam version of the game. Please don't get me wrong Dwarden. I, as much as everyone else, appreciate the work that goes into this, patching and the delivery of it and in particular you and the rest of BIS' avid support of the community of this unique game. It's just a real shame that everytime a patch is released there seems to be one problem or another with the Steam delivery. I'm not saying it's all on your end either - I'm pretty sure it's not. It's just ... annoying (which I'm sure is something you think I'm being and I know is something you think Steam is being ;)). Thanks for answering my questions anyway. I shall remain patient and when I fail in that, I'll give the disc-patch install a go.
  4. Thanks Dwarden, didn't see that post. I know I likely will be seen by most everyone has having "no right" to ask this or make the suggestion of this- Is there a reason this patch was released prior the Steam one being ready? Or was it ready and it's a technical issue on Steam's side? Because a) the last time we were told this it didn't work for everyone and b) because it was advised not to, to wait instead. Have you tried it Sickboy?
  5. Plenty of response from BIS on various issues, but no answers on when the patch will be available on Steam. I'm getting more than a little annoyed with how the patch delivery is delt with. Time and time again this happens - release a patch for half of the community as soon as it's done, but don't wait (and more likely probably don't schedule with Steam) for a release of the Steam patch to occur simultaniously. How many patches have we seen now? This happens every time! Can you please for the love of god attempt to fix this for the next time you release a patch?? It shouldn't be the case of people saying "Oh god no. Not this pain again!" when a patch is released.
  6. Cheers Jaynus! We're moving our group over to this beta now as well and will provide bug reports on any issues we come across (two logged already). So far so good though :)
  7. Thanks for the link jaynus! We'll be switching to this version and report any bugs we come across in devhaven. One quick question though - what version of the TS3 server are you running over at UO?
  8. Squad name 16 Air Assault Brigade (16AA) Timezone/location World Wide, though predominantly European Squad gamemode preference Co-Op Website address www.16aa.net | Recruitment Post
  9. Hi NouberNou; if you'd like us (16AA) to help out on the testing, send me a PM with details mate.
  10. Just a quick question- has anyone else noticed that the P:UKF-CSM L85's sound differently than the BAF-CSM ones? Is this on purpose or have I done something wrong? We keep both P:UKF weapons and the CSM sound mod files (as well as other addons) in a single folder. Would that be causing the issue?
  11. Operation Outreach We've put together our OPORDs for our previous Operation (Outreach) in our forums and have opened that forum up to the public. If you'd like to see the details, feel free to head on over to the forums: here. We're still working on getting the mission files put together for general release, but hope to have this done soon! Operation Driftwood As of the 26th of January we have been engaged in our latest of Deployments. This time to the island of Podagorsk where we are attempting to dislodge a well equipped military regime. We expect this Operation to last for another 3-4 weeks before we return to our Home Rotation for two weeks. Our Sections are performing very well in this Operation, putting to excellent use the Section Drills everyone has been working hard on over the Christmas break. Our Pilots are also providing top-notch support in Transport, CASEVAC, Resupply and CAS missions. Server changes We're in the process of finalizing our third private server at the moment. Once done we'll open one of the others up for Public access, most likely playing without Mods - though we are open for suggestion on that. Recruitment Continues We are always on the look out for new members to strengthen our unit. Whether Infantry or Pilot, if you're interested in a team that works together and enjoys playing ArmA2 as realistically as we can, visit '>www.16AA.net and post up your application!
  12. More oddities last night. Comms on the ground were flawless. Everyone could communicate perfectly with one another. However, problems occured with our Air again where towards the end of the Op, and despite being well within radio range and clear LOS, not a single one of our 5 pilots could communicate back to me. They were receiving my communication fine, but I couldn't hear any of them. They were not TS muted either. Any clues as to what could possibly be causing this? Has anyone ever come across as similar issue?
  13. Oh, that's done by default :D Learned that a while ago :)
  14. Hi all - noticed something last night whilst testing out the latest version to see if it had resolved the above mentioned problems we were having. When I transmitted (on the PRC117f) and spoke just as another person was transmitting and speaking, my TS3 began to hang and crash. I reproduced this issue twice. Any suggestions or advice? Anyone else have this happen to them?
  15. Hi all, we've been having a recurring problem I was hoping perhaps someone here could help shed some light on. One of our members consistently cannot hear certain other players on long range radios (117f), though he can be heard. He is one of our Pilots and his Co-Pilot (so same aircraft) can communicate with both him and those the Pilot cannot hear without problem as well. Prior to getting into the chopper and lifting off, he can hear everyone fine (as proven with radio checks). But through the course of the Op he looses the ability to hear certain people. The Pilot is not locally muted by TS3 (even when he isn't within ear shot) and local communication with him works fine as well. Any ideas? How does ACRE handle two players in an aircraft both with LR radios? Is the way it handles this any different from when the players are on the ground?
  16. Harlow-16AA-

    Ace Wounding Plus?

    I'm pretty sure something to that effect is already being done in ACE, no? You wont be 100% healed until you are healed in a MASH tent.
  17. Looks to me like that's just a graphical change for the GPS device itself; though I haven't played PMC yet. Are you asking how to create that from scratch or how to give that existing PMC device to one of your players?
  18. That's almost a crime! We'll be sticking to whatever version you guys are supporting, NouberNou and Jaynus! For now - we've downloaded and are storing the latest beta server and client for both 32 and 64 bit and will be keeping that safe! Hopefully there'll be enough outcry over this to send a wake up call to the TS devs. Not sure about other groups here, but I know we only use TS beause ACRE uses it. If it weren't for ACRE, we'd likely be on Ventrillo instead.
  19. Harlow-16AA-

    Trigger detecting a backpack

    Ah, so grouping the backpack with a Trigger will fire the trigger when the backpack has been placed inside the trigger. Good temporary solution for now, but if anyone has any ideas as to how to make same trigger fire if it is walked in (still on back), that would be fantastic. ---------- Post added at 09:42 PM ---------- Previous post was at 09:40 PM ---------- Thanks CarlGustav; I'll look into that method. Thanks for the reply!
  20. Hi all, I'm wondering if someone might be able to help with this; I've searched and haven't been able to find an answer or other work around for this. Basically the scenario is this; A backpack needs to be collected and returned to a base area (trigger area). How would the trigger detect that the backpack (which is being collected and now being carried by a player) has entered it? Thanks!
  21. Harlow-16AA-

    alice lag on dedicated

    Are you shooting the civilians? If so, that will cause desync (yellow and red chains) as documented here: LINK
  22. First, place this in your player unit's init line: this setCaptive true; this allowDamage false; This makes your OPFOR guys ignore you, since you're "captive". Should they decide to shoot you, you wont die :) Then place the civvies where you want them (you have that no doubt) and name them (eg. civ1, civ2, civ3). Create one BLUFOR unit of higher rank than the civvies next to each of the civvies and set "Probability of Presence" to "0". Technically you should be able to group all civvies with one BLUFOR and set their formation to "None", but I find even when I do that, they arse around. Next, in each of the civvies init lines put this: this setCaptive true; this disableAI "move"; This will set your civilians to Captive and make OPFOR treat them as such (i.e. wont shoot them until you let them via the trigger below). It also keeps the AI from laying down, or freaking out because there are guys with guns there. Place your execution detail (OPFOR units), name them and put this in their init line: this setStance "UP"; This prevents them from crouching when firing. Now place a trigger somewhere else and out of sight. Set it to BLUFOR present and put a delay timer on it, for however long you need to get yourself into optimal 'filming' position. Have a BLUFOR AI guy walk into the trigger via a waypoint. In the trigger's "on activation" field put this: civ1 setCaptive false; killer1 doFire civ1; civ2 setCaptive false; killer2 doFire civ2; etc... What that will do is remove the "Captive" flag from the civilians, making them fair game to shoot on by your Execution Detail. The "killer1 doFire civ1" portion will make the execution OPFOR named "killer1" target and kill the civilian named civ1. Its optional really -- by removing the setCaptive flag from the Civilians, the OPFOR will recognize them as BLUFOR (since they're grouped to a BLUFOR unit) and kill them anyway. A bit longwinded, and probably other ways of doing it ... but there ya go.
  23. Echoing. Rough estimate would be much appreciated.
  24. Harlow-16AA-

    16 Air Assault Brigade - ReBorn

    This was our opening mission of a small Campaign we've embarked on in Takistan entitled "Outreach". The below follows the format for each of our Sunday Operations. It starts with a WARNO (Warning Order) to alert everyone that something will be happening. Followed by any intelligence or further information we have for it. Lastly, a full OPORD (Operation Order) issued to the Platoon, which is then discemenated and follow-up OPORDs are issued by the Section Commanders to their Sections detailing their taskings. After the Op, the AARs (After Action Reports) are written up. The WARNO: The Intel/Additional Information 1 Platoon's OPORD The AO map:
×