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About mcnools

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    Master Gunnery Sergeant


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  1. I'll take a look at that, looks very useful! thanks again!
  2. Looks beautiful! makes me wish me and my group didn't just finish our WW2-campaign, would have loved to done some missions on this map. Next time!
  3. The building is looking really really beautiful, good work!
  4. Haha, damn. Never knew that was a thing. Your'e right, works fine now. That might explain why some other scripts from the forums I've tried never worked... Guess you learn something new every day, haha. Thank you very much for your help man! Saved me a lot of trouble.
  5. Does this link work? https://drive.google.com/file/d/104NvdBQXP1jVQhOvyexQCCDXRmksleFf/view?usp=sharing Made a clean mission with just ACE/CBA loaded but still have the same problem. As far as I know I'm not using respawn on start but I need to check into that more.
  6. Possibly, I don't have anything else in the initplayerlocal.sqf though.. Only thing I have is some post processing settings in the init.sqf. However, I am running with ACE so maybe that conflicts somehow. Not that it should I guess, only thing I can think about that is related there is that we use the setting for respawning with the same gear you died with. edit: tried it on a completely clean mission too but no luck unfortunately. Adding "this additem "ACE_EarPlugs" to a units init seems to give him the earplugs so at least it's the right classname, haha (always good to rule that out).
  7. The earplugs aren't appearing but I'm not getting any errors. I put the code into "initPlayerLocal.sqf". If I understand correctly you don't have to execute the initplayerlocal.sqf script manually right? it should just kick in when you start?
  8. Sorry for the late reply but I didn't have time to test the script on our server until now. Unfortunately I cannot get it to work. Do I have to specify the unit ID's in the "_unit"-param? and if so, how do I separate the ID's when I put in multiple ones? (sorry if I'm missing something obvious, while I've been making missions since OFP I still can't really grasp scripting very well, haha).
  9. Thank you very much! Will try that first thing tomorrow. 🙂 And thanks for your compliment! I have indeed given up on terrain creation simply due to how much time it takes. I've been happy to see others getting my maps working properly in ArmA 3 though, and it always makes me glad to see people still remember them, so thank you!
  10. Well, I just completed the 10th mission in a campaign I'm making for a group and I realized I forgot to add Ace Earplugs to the default loadout. Is there any way to just put a script in the init.sqf or similar (easy to copy into all the missions) that adds an item (in this case ACE_EarPlugs) to every playable unit on mission start? This would probably be quicker than going through all missions and every single unit (some already have some specific things in their init so I can't override all of them). So I thought I'd just ask before heading into this grueling task.
  11. mcnools

    RHS Escalation (AFRF and USAF)

    Affirmative! I made a ticket about it. I've asked a couple of other members of my group to test and see if they have the same issue too. If it's just me it's no big deal. 🙂 http://feedback.rhsmods.org/view.php?id=5715 (Another member of my group could not reproduce this error, so it might just be something on my end, wrote a not about in the feedback-page too) edit: huh, with this new knowledge I tried to do a repair on both RHSGREF and RHSUSAF and that seems to have solved it. I removed and re-downloaded RHSGREF earlier and that didn't help so I suppose the problem might have been some corrupt files in RHSUSAF or something. Will update the feedback-page.
  12. mcnools

    RHS Escalation (AFRF and USAF)

    First picture was from Anizay, second from Tanoa. Using Horizon Islands Defence Force-M113's in RHSGREF. If it can't be reproduced I suppose it could be some corrupt files/weird settings on my end or something. Just thought I'd report it in!
  13. mcnools

    RHS Escalation (AFRF and USAF)

    Nope! Just running the RHS-mods.
  14. mcnools

    RHS Escalation (AFRF and USAF)

    Oh I made sure of that a while ago! this issue only happens with the M113's and no other vehicles/weapons etc. from what I can tell. I'm updating my drivers though. If this doesn't happen for anyone else I suppose it's something with my computer! I'll update here if the driver updating solved it or not. I'm gonna take a look and see if it happens to all versions/textures of the M113 too, or any other RHS vehicles. Edit: Checked again and the error only appears on the Horizon Islands Defence Force-texture, on the "unarmed" version it just appears on some parts of the vehicle. All other M113-textures work fine (even editing the properties of the horizon islands m113 and changing the texture there works). Started with only the RHS-mods active. The error only appears up close too. I'll upload a couple more pictures. https://imgur.com/a/sYdRCUo Gotta say it's pretty funky though! haha. The way it acts when I move the camera around leads me to believe the problem is with normals/gloss maps or something like that. Never seen it before like I said, and doesnt seem to happen with any other RHS-vehicles. (I updated my drivers too). If anyone else wants to troubleshoot, make sure your'e looking at the Horizon Islands Defence Force-M113's.
  15. mcnools

    RHS Escalation (AFRF and USAF)

    Since I last used this mod there seems to be a problem with the M113's, no idea what's causing this but I can look into it further (if it happens on all variants/textures etc.) Unless you're already aware of the issue (or if it's just happening for me)