Z-Nine
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Posts posted by Z-Nine
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On 12/20/2017 at 12:14 PM, KingN said:After a period of silence I'm happy to inform that the next major update is just around the corner. It includes the American version of the mission, a new Middle Easter Insurgents enemy faction for Altis terrain, few other additions and of course some bug fixes and minor polishing. I have even finished a trailer video featuring the new American player faction. Since the final testing of the mission may take a little longer, Christmas is coming and all that hassle, I'll link the trailer from Youtube here for you to enjoy while the update is brewing up. :) Stay tuned!
Looks great! Keep up the good work KingN.
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25 minutes ago, Wiki said:"Why AAF did attack NATO instead of waiting for their withdrawal?"
I think it's because ofCTRG.
CTRG (Miller) is after the East Wind device.
Somehow, CSAT knew CTRG was trying to steal it and, as they have stronger relations with the AAF, they asked Akhanteros to strike on CTRG and/or NATO to protect it.
Better wipe NATO and CTRG out rather than risking a leak.
Plus, that would also be a debt being paid for the second point below
"Why did FIA attack the AAF convoy?"
Good question still not answered yet.
In my campaign 'Twilight of the gods', I give one explanation that could make sense IMHO - although it's just my point of view.
It's not FIA who attacked but CSAT SF dressed as FIA (deception operation) after Akhanteros asked them.
If they do that, the negotiations couldn't happen and the FIA would officially be the one to blame (and the AAF would be free to continue the S&D against the FIA)
Plus, that would also make NATO credibility in jeopardy as they put some pressure to have the AAF negotiate with FIA.
---> FIA is responsible for the attack on the AAF convoy hence there is no negotiation whatsoever and it's not AAF fault
---> NATO is also responsible because they organized the negotiation meeting
It's a win-win for both CSAT and AAF
Still, that's just my explanation.
I prefer this explanation.
But seriously, I think you are right about CSAT sparking it off. Though I don't think they would tell the AAF about the Eastwind device.
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Just wanted to say good luck with everything. The original has been one of my all-time favorite experiences with ArmA 2. Here's to hoping all the kinks with the new updates will work out. Thanks for the hard work
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Much respect to Randy and I wish the best for his friends and family.
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Yeah, I drive by the Oshkosh truck plant at least once a week (Which is the logo on the steering wheel for the BLUFOR MRAP) and there are tons of these things getting popped out. These are most definitely phasing the humvee out and I don't see what is wrong with them functionally other than size. Regardless, far too many have been made for them to go back on it now. These are being used in the military and I feel like ArmA 3 portrayed it fairly well.
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So far it's working pretty great. Just to bug report on the latest version - civilians are spawning with no gear ie. in underwear during dedicated multiplayer. It works fine for single player
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This is all working great so far. The only bump I've ran into is how to add custom units. Not sure what value I am suppose to put in for the addon module.
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DAH! Don't say that! I've been working on a mission for days that is supposed to go up on a dedicated!
Well I certainly hope you have better luck. It scrapped one of our missions as well. You can use older versions of the mod and it will still function. We are, unfortunately, using alive - and the older version of Irregulars only functions with the CQB aspect of the mod. Regardless I have tried launching only Irregulars with the required weapons addons on the server and it still does not work with the latest addon.
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Unfortunately I get no error log, but with the latest update my dedicated server no longer works. I've narrowed it down to the irregulars addon, and I have updated all of the required and optional addons. It runs fine on my personal pc, but the server does not show up unless I disable those addons.
I tried your latest hotfix. If there's anything I can do to help pinpoint the problem let me know. Hope to see this working soon!
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Respawning at all in the editor has never really worked for any mod or in-game script. You should always test it in a server.
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Looks good! Make sure you link to the actual armaholic page though or it won't link properly.
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It seems, unfortunately, the the respawn settings are not working either. At least, it's taking over 100 seconds still for the respawn option on death to show up. Not sure why this would be happening.
Edit: There seems to be a lot of strange stuff going on with the mod right now. I am trying to run an ALIVE mission. Currently all that is running on it is BTC Logistics, Mobile Supplies (Which allows for mobile respawn points), the Alive Modules, and the XMedsys. At first it seems like the xmedsys is functioning properly, but after a time it starts to act weird. Our players will actually die instead of being in the "surrender" state, which will send them back to the main spawn, but still stuck with the respawn dialogue for a certain time until they have to click it. Sometimes, when the xmedsys declares a player "dead" it will start the countdown function, as it normally should, but then the player will randomly respawn back at the main base - the countdown timer freezes and the person cannot do anything to get out of it other than forcing the game to shut down.
This isn't frustration or anything, just letting you know. I wish you luck with your mod, and it seems to be functioning fine on it's own when we aren't trying to use missions with respawn.
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tell me what you want to do and i can tell you whats correctI am trying to get the respawn function to appear almost immediately as well as get rid of the medical icons on the right hand side. Thanks.
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I've been trying to use this mod in conjunction with BTC revive. Specifically trying to utilize the respawn at base and mobile respawn features of that mod (While trying to disable it's revive options, which seems to be causing issue). Unfortunately it seems like while running the XMedSys the respawn dialogue dissapears. There are no error messages and I have very little experience dabbling with script. You wouldn't happen to know any glaring issues between the two mods that might be causing this, would you? Thanks!
I just got rid of the BTC revive and am now using a different system. That being said, I am now having some issues editing the variables of the mod itself for my mission.
I've tried putting this in the init.sqf, am I doing something wrong?
X39_MedSys_Display_TimeBeforeRespawnAvailable_Death = 5; X39_MedSys_Display_TimeBeforeRespawnAvailable_NormalKnockout = 1; X39_MedSys_Display_Overlay_EnableLegView = false; X39_MedSys_Display_Overlay_EnableHealthView = false; X39_MedSys_Display_Overlay_EnableBoodView = false;
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Hey - thanks for the work on the mod. I do have one question for you, however. Is it possible to disable spawning with long range radio backpacks? The only issue is, with running the ALIVE mod, is that backpacks are getting littered all over the server and the garbage collector does not wipe them. We have our own means of acquiring our own long range radios and do not need this script, as helpful as it would be in a larger mission. Thanks for your time and help.
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This might seem silly - but is there some way to disable the medical and revival system of BTC revive? I simply want to use it for the mobile HQ spawn and would like to implement the xmedsystem. I have not found a way to successfully jerry-rig the two together unfortunately.
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Love what you have done for everything so far! So far the only issue is I can't seem to get CQB working for civilian military placements. It works fine for the military, but it seems like it might super-cede the civilian ones. Regardless, great job and I look forward to more!
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I just checked the documents folder and there's nothing in it aside from missions and saves. I have checked the addons folder numerous times and from what I can tell everything in there is vanilla. I installed all my mods the proper way, with @folders and launch parameters. all of those folders and parameters are now gone. even on the off chance that I accidentally installed 1 or 2 mods into the addons folder, which I promise I didn't do, that wouldn't account for 11 different mods being 100% operational.I just took screenshots of my main directory and addons directory in case you think I'm just not looking hard enough
Then delete your addons folders, your missions folders, move out your mod folders, delete your profiles, then redownload them.
I have been approached over a dozen times from my friends with this problem and it has always been the case.
You have a file somewhere where it shouldn't be. That's all I can tell you and that's all people are going to be able to tell you unless you have something more to show us about your issue.
The first place I'd start before a redownload is your config files in the directory. Make sure it's not launching from one of those.
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I said in the op that I have no launch parameters and that I never put anything in the addons folder. I've completely removed every trace of the mods. even if I accidentally put a couple of files in the addons folder that still wouldn't explain 11 different mods being completely functional without actually being in the game directory at all.Check your arma 3 my documents folder, check, doublecheck, then recheck that your main arma 3 addons folder is completely free of mods. Not your directory. All mods should be installed with @folders created in the directory. I am literally talking about your addons folder itself.
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If you are using launch parameters (which will override anything you do in the options menu) or if you installed the mods incorrectly into the main addons folder you will not be able to disable those addons.
These are the only two likely reasons.
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Recently, as of the full release of the game, while playing ArmA 3 it will randomly and suddenly exit to my desktop. No error messages and super quick. The only kicker is that ArmA3.exe is still showing up under my processes and is using the same amount of memory as it was when my game was running. This leads me to believe this might be something similar to ArmA 2 where the screen would go black, but you could hold left shift and press minus and type flush to help with the VRAM and everything would be A OK again.
Does this sound right to anyone else? It's a shot in the dark, but the game is most (assumingly) definitely still running missions as the ram and cpu usage still fluctuates with the program.
If this is the case, would it be possible to still run flush, or am I totally in the wrong category of what the problem could be?
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Would it be possible to include a version that would just port over the maps? It would make it a lot easier for dedicated servers to host these maps without needing to uploading many gigs of content onto the FTP that is not going to be used.
Thanks for all your hard work on this project. What you have done so far is well appreciated.
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Really glad to see MSO (In spirit) making it's way back into ArmA 3. As it stands already it is pretty satisfactory. As soon as we get the abilities to move objects/store them and move ammo crates it will be like MSO never left. Minus the really great insurgency/ied features, of course. Anyways, keep up the great work. Can't wait to see more!
@BigShot - they should change once you are inside the zone and no enemies remain.
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Did you check the parameters? You should be setting the time of the server in there if you haven't edited them.
In case you are unaware - in the upper right corner while you are hosting (or logged in as admin) you can edit certain values for the INSURGENCY mission, including the time of day. This is overriding your editor settings.
[MP] =BTC= Hearts and Minds
in ARMA 3 - USER MISSIONS
Posted
Hey guys. Thanks for the mission. It's always been a favorite of mine and my friends. We are having issues with ACE and not sure who's end it's on. We are getting an error that says ace_medical_gui.pbo is outdated. Is this something that can be fixed? We tried a lot of methods to try to get it working.