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mcnools

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Everything posted by mcnools

  1. Hello again dear forum. I'm trying to work on a mission for my group where one idea is that the mission starts with a black and white-post effect and then as you enter an area it gradually becomes coloured during a timespan of maybe 5 minutes. Is there any good way to go about this? (must get it working on our dedicated server too)
  2. mcnools

    Arma 3 Art of War DLC Feedback

    Quick question: Will missions using assets from the DLC (the paintings, coffins, uniforms etc.) still work for people who do not own it? (as long as they're not wearing the clothes etc. that is). Wondering if I should include some of these assets in missions for my group or not.
  3. I'm working on some missions for my group where small radioactive areas will be an obstacle to get around/through using the correct equipment. I've already got the radiation scripts working fine however I would like to be able to make the areas slighty visible as well for atmosphere. I was thinking about having a very light "dust" or light brown-ish fog in the radioactive areas (small areas, about 20-30 metres etc.). The dust/fog should be very very subtle. Does anyone know of a script that sounds somewhat like this? I've looked at: https://www.armaholic.com/page.php?id=29026 But I can't figure out how to make the area the dust appears in much much smaller and not affected by wind.
  4. I'll take a look at that, thanks! Also found this script and if I could change the fog colour to be more brown/beige and make the fog A LOT less dense it would do what I'm looking for, having a hard time figuring it out though, reading scripts for me has always been tough. https://www.armaholic.com/page.php?id=34204
  5. Hello, for a couple of years now me and my group has been having a problem, we always run the zeus-module with #AdminLogged as "owner" and it usually works (had some problems with it not working after respawn but after using the respawn module instead of the old marker method for respawns it seems to work better). However, sometimes zeus just doesn't seem to work and we just get the "zeus ping"-icon and sound when trying to enter Zeus mode even when logged in as admin on the dedicated server, even though the admin hasn't respawned etc. This can sometimes happen even when we've tested to make sure zeus works just the day before playing the mission and we haven't really been able to find any reason for this happening. Just figured I should make a topic and see if anyone else has experienced a similar thing and what could cause it, it sort of seems like zeus isn't recognizing the admin (logging out and logging in again doesn't seem to help). Has anyone got any idea or maybe some way to troubleshoot? (what to look for in the server .rpt for example). Edit: Should mention that we're running a few mods, we use different mod-lists every campaign we make but the basic mods that we always use are CBA, TFAR, ACE and ALIVE.
  6. This mod is looking so very very good. Looking forward to playing on it with my group in the future. I've only tested it out a little but everything is looking and sounding great. Only issue I've found is that the rear MG view on the T-28E seems obstructed by the tank itself when aiming in most angles. Maybe something to look into. Keep up the good work! Loving it!
  7. mcnools

    Nassau 1715

    Gotta say the quality of this mod is amazing. Usually these more "unusual" mods have pretty sloppy textures etc. but the uniforms and ships and everything in here looks amazing. The new frigate is very cozy too, love it. Keep up the good work!
  8. mcnools

    Scottish Highlands [TERRAIN]

    Looks very good. Love the ditches etc. Details like that really improve a map, not only visually but gameplay-wise. Looking forward to it!
  9. So I'm trying to add some diary entries for a horror mission I'm creating for my group. I've got it working perfectly in single player but for some reason the diary entries do not show up when we test it on dedicated. I'm using the "Create Diary Record"-modules linked to a trigger that activates when we complete an action on an object. The trigger activates since we get the "log downloaded"-message that I put in there. But the diary entry does not show up for any of us. I'm guessing the module doesn't work on dedicated servers? if so, is there any other way that works on dedicated? Would be grateful for any help, been a bit burnt out after spending 2-3 days troubleshooting a crash problem I had. Here's pictures of how I set it up:
  10. For clarification: I'm also just wondering if there is another way to do it other than using the module if that other way works on dedicated servers. 🙂
  11. mcnools

    Zombies & Demons 5.0

    You might have figured it out already, but in one of the modules (zombie settings I think?) there is an option for "starting animation" or something similar, you can set that to "crawling out of ground".
  12. 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.
  13. I'll take a look at that, looks very useful! thanks again!
  14. 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!
  15. The building is looking really really beautiful, good work!
  16. 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.
  17. 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.
  18. 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).
  19. 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?
  20. 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).
  21. 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!
  22. 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.
  23. 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!
  24. mcnools

    RHS Escalation (AFRF and USAF)

    Nope! Just running the RHS-mods.
  25. 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.
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