Harlow-16AA-
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Everything posted by Harlow-16AA-
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UPSMON - Urban Patrol Script Mon
Harlow-16AA- replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, that's true (but you still need to a mortar placed). But that would explain it if he just can't see the mortars firing -- though I would think the explosions going off would tip him off :D -
UPSMON - Urban Patrol Script Mon
Harlow-16AA- replied to Monsada's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I had 'difficulty' getting this to work as well - not that it doesn't work, it's just a matter of having the conditions. The Op we ran last night (and incidentally all of our Ops use UPSMON, which has made things so much easier to make and more interesting to play in! Well done Monsada!) had two enemy Mortar units in it. One was manned by a Fortify team and one was an editor placed, crewed Mortar. The INIT line in those had the command line as written on the wiki. The trigger area had the init line as written both in the wiki and part of what is in the example mission. The Mortars will not fire immidiately. The conditions have to be met first- 1. The trigger needs to activate. So if you haven't removed the countdown/timeout timer from the trigger, then it wont activate until the times set in there. I removed these from my trigger for the Sunday mission. 2. The enemy needs to know you are there and can't be too close to you, otherwise the mortar wont fire for fear of blowing themselves up. 3. The Mortars need to be within a certain distance from the strike area (its either 600 or 800 metres) and cannot be too close to the targets they're trying to hit. On the Sunday Op mission we played, the Mortars were about 600m away. The enemies came in and started engaging us. I think it was about 2-3 minutes after they started shooting at us, they had relayed the information to the Mortar teams and they began shelling. Post up your mission here, I'll have a look and see if the triggers are right and the init lines are correct. I will say it took me a few days to be absolutely certain that they were going to work in the mission. Set yourself to invincible (this allowDamage false; in your player's init line), have some UPSMON units come towards you, shoot at them, but stay a good distance away from them - don't kill them. Eventually the mortars will fire -- and once they fire and you add more players into that area and more enemys that potentially could spot you, they will go off. AND IT'S BLOODY AWESOME :D -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Harlow-16AA- replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I disagree :) The option should definitely be there. Last night for example when everyone was kicking off and then on top of it someone was directing my eyes on enemies right infront me, it was a godsend to be able to just flick the headset off really quickly and then raise it again. I do admit I've done the "why can't I hear anyone?!?!" thing myself as well -- maybe a small icon - ala the 'you're now deaf' ACE icon, would be handy instead of just flat out removing it? -
ShackTac Movement addons
Harlow-16AA- replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
NoRailGunner - to each their own, I suppose. In reality you'd hardly get stuck on a door frame - you'd intuitively move your gun or body slightly. You'd also not get stuck in tree branches with it, or a fence, or what not. It might not look pretty, but it certainly allows a more realistic feel of what you'd be doing in reality (i.e. not being a muppet). But like I said - to each their own. For example, I'm not using ShackTac's HUD, because for me it breaks the immersion and despite increasing your awareness of where your squad is relative to you - I feel looking around gives me a more realistic way of doing that. Fact is that when it comes to CQB ArmA2 is CLUNKY - always has been, right back to the days of O:FP. This makes it a little less awkward. -
ShackTac Movement addons
Harlow-16AA- replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Had this mod running our Sunday op. VERY NICE! Makes room clearing so much better. Since you're mucking about with movements, any chance of allowing the throwing of grenades while leaning? -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Harlow-16AA- replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey guys - just wanted to add to the list of compliments on 1.0.14. Our Sunday Op (25 or so people) had no comms issues at all, that would be ACRE related - where as before we'd have muting after reinforcing and people not being able to hear one another. So fantastic job guys! Keep up the good work. I can't imagine playing the game without your mod. And of course: THANKS! -
ACE Wounding system
Harlow-16AA- replied to BittleRyan's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm guessing this is mostly down to caliber. The 5.56 ones are lighter and cause less damage than the 7.62 ones shot by OpFor. Just a guess. It's true though that it used to be a lot more forgiving, which made it a lot more fun an ineresting in a firefight (more critical/T1 casualties than dead/T4). It's a shame really. -
Ambient Civilians, Ambient Vehicles and Ambient Animals in Multiplayer
Harlow-16AA- replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'll add this to our upcoming Sunday Op mission, see how it goes and post findings. We'll have about 25-30 people on and there'll likely be a few JIPs. Thanks for your research and help ST Dux. -
Ambient Civilians, Ambient Vehicles and Ambient Animals in Multiplayer
Harlow-16AA- replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Would removing the respect system have any other ill effect, other than disabling how civilians react to people that have done them harm? Regards the hit eventhandler; something like this in the module's init then? Thanks again! I would presume so. Never tried it though. Also, the first bit can probably be dropped, if you want it applied to all areas. -
Ambient Civilians, Ambient Vehicles and Ambient Animals in Multiplayer
Harlow-16AA- replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Might be able to do something using this: Taken from here: http://community.bistudio.com/wiki/Ambient_Civilians -
Ambient Civilians, Ambient Vehicles and Ambient Animals in Multiplayer
Harlow-16AA- replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Interesting find. Could you share how one would go about assigning BIS_fnc_respect to a blank function? Thanks muchly! -
British 3 Rifle Infantry MTP
Harlow-16AA- replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I like that idea a lot. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Harlow-16AA- replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome, thanks Evilstiefel. -
User Add-On Guide for more Realism and Immersion (ACE2-based)
Harlow-16AA- replied to the.d's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I did a search on this topic but haven't found an answer to my question- Is there a way to mix both SLX Woundings and ACE Wounding together? I've tried it by just whacking in SLX and turning on the ACE Wounding mod - and yes both seem to work. However, what appears to be happening is that both are working concurrently. Example: I shoot a guy in the legs. He drops to the ground and can only crawl now. Using ACE I apply bandages and morphine and now he appears fine. Except that his legs are still bloody (which would be fine as is, because let's face it, we're not running around with a bottle of Vanish in our backpacks) and he can't get up until I use SLX's "Bandage PersonXYZ" from my action menu. Has anyone got it to work so that the ACE Medical appliances also heal SLX wounds? -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Harlow-16AA- replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
What is strange is that it mostly/almost exclusively happens when you die though as opposed to randomly muting someone (clientside) while your alive and well. I'm sure I can convince a bunch of bods to try to get some more results on this. If there's anything in particular you want us to give a try on to get more info on that issue, feel free to send me a PM or post here! To be honest, that is at the moment the biggest issue our group has with ACRE at the moment (the 'can't hear you, even though you're next to me' thing) - and I realize that this could also be down to TS3. Just seems odd that it seems to be pronounced right after death. Still loving it though :) One or two last questions as well, if you don't mind? 1. I thought I read this somewhere, but for the life of me can't find it again in this thread. Would you advise moving to TS Beta 32 if we're using 1.0.10(f) ? 2. You mentioned 'bad installs' in the UO/HC game. Could you clarify in case any of our numbers might have a bad install as well? Thanks muchly! -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Harlow-16AA- replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi guys, Have you ever come across the issue whereby when somebody dies and respawns outside of local hearing range they are not able to hear or be heard by certain other players, despite regrouping and standing right next to them? This issue only seems resolvable once TS is restarted. We are using the 1.0.10(f) version of ACRE and TS Beta 29. Appreciate any feedback. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Harlow-16AA- replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
If it's Voice Activation, in TS3 go to Settings->Options->Capture. 1. Select Push-To-Talk and hit apply 2. then immidiately select "Voice Activation" and hit apply That'll sort that problem (but it is covered in the FAQ) Can you confirm your mate is running TS3 in Admin mode (though this is also covered in the FAQ/Readme). -
JTD Ambient Civilian Traffic module
Harlow-16AA- replied to TRexian's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
And you strike again :) As before - looking forward to your next edition and will definitely be using it! -
16 Air Assault Brigade - ReBorn
Harlow-16AA- replied to Temujin's topic in ARMA 2 & OA - SQUADS AND FANPAGES
Recent Updates The 16AA is growing and evolving, as we speak. Leadership (HQ) changes and LOTS of new faces and LOTS of old faces. We’ve had an influx of new recruits, and we’ve had an influx of former 16AA members, and Reservists re-join active service. 1 Flight to field helicopters with 2 man crews, as a minimum and additionally are heading up the Mortar-support section. The infantry sections have been busy also, gaining recruits and both sections, in 1 Platoon, are now up to full strength and in fact have a couple of supernumerary positions as well. With the extra boots on the ground, training and missions are seeing a full 2 sections being fielded. And with all the new recruits, the training of 1 Platoon has taken a whole new meaning, and under the direction of Pte Timmis and the Training Wing, recruits and Pte’s are undergoing a complete series of training scenario’s and exercises. Of course the NCO’s are also being put through their paces during training. Due to the surge in capability, our HQ has also been expanded. Former Platoon Sgt Hutson, has been promoted to Captain, and is now the Commanding Officer of A Company. 2LT Hewitt continues in his role as OC, 1 Platoon, A Company, reporting to CPT Hutson. As mentioned previously, with the implementation of Arma 2 Combined Operations, our RLC staff have been busy building missions and updating the 16AA mission pack. Also a new gaming server and TS server have been brought on line to support all the activities of the 16AA. Our Addon-Sync repository has also been brought online, making it easier for everyone to keep up to date with the server version of our mods (for more details see our website). The 16AA is always recruiting and encourages potential members to join us on our Team Speak server and have a chat with the guys. -
ACRE v1.0 - Advanced Combat Radio Environment - Official Thread (ArmA2 to TS3 Plugin)
Harlow-16AA- replied to noubernou's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks NouberNou! We had our weekly Op last night and found similar results. Thanks for your efforts though! This is by far one of the most immersive mods I've ever seen. -
I have to agree, the "installation" guide isn't really that straight forward to everyone thats installed it so far. We've about 30 guys install it in our group with varying levels of "success" (all down to understanding). More times than not it requires someone who did understand it all to walk them through it. We have put together a little how-to for our new members - if there is any interest in that we can definitely post it here, or send directly to dev for inclusion in a future version? Hit me up on PM if that's the case.
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Silly question maybe, MortenL, but your sure the guy has a radio in his inventory? :)
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Quick question guys- Is it worthwhile downloading the latest TeamSpeak 3 version and your quick-fix updates for that TS3 version, or would you recommend staying on v3 of your mod and the relevent TS3 version that works with it?
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TRexian's working on doing that, if I'm not mistaken, for his JTD Civilian Traffic mod.
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Oh boy oh boy oh boy... The details on that daniel defense RIS -- amazing. And the rest of it looks awesome, too. I'm off to link this on our website now so that the rest of the group can say "oh boy oh boy oh boy.." as well. This will be fantastic and I certainly can't wait :) Thanks for sharing man!