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SD_BOB

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Everything posted by SD_BOB

  1. Ok lets do an update... Firstly yes, my client and the server box are both on windows. I did have a look for the server you mentioned, but it appears to be down, i will check again tomorrow. Before starting just to confirm the test on the clean version was done as so, no mods loaded on client or server. Done a fair amount of testing tonight with one of my guys. Found a few new things which may or may not help, i'll try to explain in a somewhat cohesive manner... Running the new clean version you sent does the same thing while loading, gets stuck on the "onLoad" screen before the map. From this point as the client, your only option is to Alt-F4, you cannot back out. If you have two people in the server at this point and the admin dumps their game. Then the map continues to load in with the other player. The admin can then rejoin the server and get into the game fine... At this point i'd like to say we tested lots of combinations of people logged in and letting the mission load with no one logged in. This does appear to be the same behaviour as using the -autoinit parameter on the server, once in game. Once in the mission, its suffers from the same initilisation problem as mentioned before. The info billboards are still over by the hangar at the start also i noticed some base objects were misaligned. This time while testing i stayed in the mission for a few minutes and it does appear that after a while the objects start to align and the boards move over one by one. So lets wrap it up by saying either using the admin "dump" method of starting the game or the -autoinit, it results in some kind of very (very) slow or bugged (i hesitate to say that, as i know your scripting knowledge is top knotch) initilisation of the mission scripts. Just a sidenote, we went off to one of the task objectives that did appear on mission start, there are indeed AI units at these locations, so at least that works (not tested if missions complete). What else.... I tested all of the above behaviour with the official 0.40 CUP release aswell and encountered exactly the same. A thought, its the only thing that makes any sense to me. You have the restricted admin slot and i noticed on the editor there is a ZEUS Gamemaster module specifically setup for you. Could there be the possibility of the scripts which are checking for the restricted admin and stuff interfering? That kinda doesnt make sense now i've read it back, but feck me i'm stumped on this one. I think thats everything... :blink: Oh can you just confirm that the map markers i've seen in the editor are supposed to display for clients on the server? i.e the arrows and area markers over the towns. (If so, then they dont work either or haven't loaded)
  2. Ok sound like a plan, ill keep trying for now. Thanks for your help. EDIT: Just a quick update, i downloaded the v0.30 version off github. Firstly i tried the ACE Altis version, loaded fine on the server, seemed to have an initialisation problem as some of the billboards are not moving to the places in the base, also no map markers. Then tried the CUP Takistan version, again loads fine on the server now, but there is the same issue of it not seeming to initialise properly. On both versions, not all of the info billboards get moved into the base positions (sometimes one or two do, but not all) and there are no map markers. Tasks pop up fine (although i've not actually checked if they have spawned). But at least these older versions load up. It all just seems so random and it seems i'm the only one having this problem. I have double checked the server is right up to date as are all the mods on my end and the server. Very strange...
  3. Yeah i've just gone back and double checked with no -autoinit on the server and only the required addons server side and on my end. No mission start... Again loads fine in the editor, just not on the server. Is there anyone who has this working or could check on a (non-local) dedicated server, confirm this is just a problem with my server. I really want to play this aswell :P EDIT: Tried to get another guy into the server, same thing, so its def no my end, still possibly the server but other missions load fine. Here is the end of the server .rpt 21:19:04 [55578,735.282,0,"XEH: PreInit Started. v2.2.0.151130. MISSINIT: missionName=co@x_sme-gen, worldName=takistan, isMultiplayer=true, isServer=true, isDedicated=true"] 21:19:04 [55578,735.448,0,"XEH: PreInit Finished."] 21:19:04 Error in expression <HitFace max HitNeck> 21:19:04 Error position: <HitFace max HitNeck> 21:19:04 Error Undefined variable in expression: hitface 21:19:04 Error compiling 'HitFace max HitNeck' in 'HitHead' 21:19:04 Error in expression <HitPelvis max HitAbdomen max HitDiaphrag> 21:19:04 Error position: <HitPelvis max HitAbdomen max HitDiaphrag> 21:19:04 Error Undefined variable in expression: hitpelvis 21:19:04 Error compiling 'HitPelvis max HitAbdomen max HitDiaphragm max HitChest' in 'HitBody' 21:19:04 Error in expression <HitArms> 21:19:04 Error position: <HitArms> 21:19:04 Error Undefined variable in expression: hitarms 21:19:04 Error compiling 'HitArms' in 'HitHands' 21:19:05 c:\w\stable\futura\lib\network\networkserver.cpp NetworkServer::OnClientStateChanged:NOT IMPLEMENTED - briefing! 21:19:05 [55579,736.702,0,"XEH: PostInit Started"] 21:19:05 [55579,736.711,0,"CBA_VERSIONING: cba=2.2.0.151130, "] 21:19:05 [55579,736.721,0,"XEH: PostInit Finished. State: _isClient=false, _isJip=false, _isDedClient=false, _isServer=true, _isDedServer=true, _playerCheckDone=true, _sp=false, _startInitDone=true, _postInitDone=true, _mpRespawn=true, _machineType=0, _sessionId=3, _level=0, _timeOut=false, _game=3, BIS_functions=<NULL-object>, group=<NULL-group>"] Its gets to that point then nothing...
  4. I will try again, i use the ACE server config, so there shouldnt be a problem there, just disabled the revive script in mission parameters. I did wait a good 5 minutes, but ill give it another shot. This does look excellent though, i'm eager to try it. Thankyou... EDIT1: Just waited 30 minutes no mission start. Gonna investigate more... EDIT2: Ok this is getting stranger... I stripped off addons in stages, until i got down to literally the required addon for the mission this being:- @cup_units;@cup_vehicles;@cup_weapons;@cup_terrains_maps;@cup_terrains_core;@cba_a3 Still the mission will not load, so i went back to my server launch parametres. By complete accident i turned on -autoinit, which launches the mission on selection instead of waiting for player to ready up. To my suprise the mission loaded and i managed to join. Now here's another strange thing, even though i'm now in the mission, something definatly has not initialised as the boards for the various areas (Arsenal, Repair etc.) are still sat in the middle of the runway together. The markers on the map are also missing as are all the base objects. I'm generally pretty good figuring out mission loading problems, but this has got me totally confused.
  5. I know in the last update the ACE version was dropped... Would there be any reason the mission would not load with ACE active on the server? I try to load the mission on my dedicated server, i can download the mission file and get to the onLoad screen. But then it just sits there and does not progress to the map screen. I can load the mission up in the editor no problem, which is what is confusing me at the moment; I can confirm all required addons are running on the server.
  6. I thought i'd post this here for those that have been looking for this in the past. After a bit of messing around a couple of weeks ago, i finally got an animation script to work globally on a dedicated server (On the fly in Zeus). The next step was to see if i could create a custom ARES entry to drop animations onto AI units, for use in coop missions. Again, after some messing i think i've cracked it. https://forums.bistudio.com/topic/172089-polpoxs-calm-animations-script/ This is using the original Polpox version, you can get the script on the link. Just add it to your mission dir as normal, i use a scripts folder in the mission dir. Then add the following to you init.sqf //Ares--------------------------// if (isClass (configFile >> "CfgPatches" >> "Ares")) then { ["Custom Animations", "Stand", {[[[(nearestObject [_this select 0, "Man"]), "STAND"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Stand Rifle", {[[[(nearestObject [_this select 0, "Man"]), "STAND_RIFLE"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Stand Table", {[[[(nearestObject [_this select 0, "Man"]), "STAND_TABLE"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Hands Back", {[[[(nearestObject [_this select 0, "Man"]), "HANDS_BACK"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Lean", {[[[(nearestObject [_this select 0, "Man"]), "LEAN"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Patrol", {[[[(nearestObject [_this select 0, "Man"]), "PATROL"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Briefing", {[[[(nearestObject [_this select 0, "Man"]), "BRIEFING"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Talk", {[[[(nearestObject [_this select 0, "Man"]), "TALK"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Ease", {[[[(nearestObject [_this select 0, "Man"]), "EASE"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Exercise Push", {[[[(nearestObject [_this select 0, "Man"]), "EXERCISE_PUSH"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Exercise Knee", {[[[(nearestObject [_this select 0, "Man"]), "EXERCISE_KNEE"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Repair Kneel A", {[[[(nearestObject [_this select 0, "Man"]), "REPAIR_KNEEL_1"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Repair Kneel B", {[[[(nearestObject [_this select 0, "Man"]), "REPAIR_KNEEL_2"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Repair Prone A", {[[[(nearestObject [_this select 0, "Man"]), "REPAIR_PRONE_1"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Repair Prone B", {[[[(nearestObject [_this select 0, "Man"]), "REPAIR_PRONE_2"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Repair Stand", {[[[(nearestObject [_this select 0, "Man"]), "REPAIR_STAND"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Sit", {[[[(nearestObject [_this select 0, "Man"]), "SIT"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Sit Rifle", {[[[(nearestObject [_this select 0, "Man"]), "SIT_RIFLE"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Sit Low", {[[[(nearestObject [_this select 0, "Man"]), "SIT_LOW"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Sit Low Sad", {[[[(nearestObject [_this select 0, "Man"]), "SIT_LOW_SAD"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Sit High", {[[[(nearestObject [_this select 0, "Man"]), "SIT_HIGH"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Sit Table", {[[[(nearestObject [_this select 0, "Man"]), "SIT_TABLE"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Treat Wound", {[[[(nearestObject [_this select 0, "Man"]), "TREAT_WOUND"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Wounded A", {[[[(nearestObject [_this select 0, "Man"]), "WOUND_1"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Wounded B", {[[[(nearestObject [_this select 0, "Man"]), "WOUND_2"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Shooting Stand", {[[[(nearestObject [_this select 0, "Man"]), "SHOOTING_STAND"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Shooting Kneel", {[[[(nearestObject [_this select 0, "Man"]), "SHOOTING_KNEEL"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Shooting Prone", {[[[(nearestObject [_this select 0, "Man"]), "SHOOTING_PRONE"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Shooting Stand/Kneel", {[[[(nearestObject [_this select 0, "Man"]), "SHOOTING_STANDK"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Shooting Kneel/Stand", {[[[(nearestObject [_this select 0, "Man"]), "SHOOTING_KNEELS"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; ["Custom Animations", "Dead", {[[[(nearestObject [_this select 0, "Man"]), "DEAD"],"scripts\PLP_calmSoldier.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP;}] call Ares_fnc_RegisterCustomModule; }; There are a couple of the animations that don't react to enemy fire, but most do and i've found it very useful during our coop sessions.
  7. SD_BOB

    MKY Sandstorm script

    Would it be possible to add a feature to, call and adjust the script on the fly? Currently i have commented out the script call in the init.sqf, then using the admin console i can set the sandstorm going mid-mission. What would be very helpful, is if we could adjust the script once its running, so for example you can build up the sandstorm to level 3, then back down again. Not sure if thats within the scope of what you want to do with this, but as alot mission making for coop group events is heading the way of using zeus and on the fly mission making, it would allow alot more flexibility. Brilliant work on this though, really does add a nice dynamic to missions. Bravo sir....
  8. From a standpoint of having no audio mods what so ever. What should i download from the Laxemann "series" as it were for the best effect? Do i just need Dynasound or do i need to add Enhanced Soundscape ontop?
  9. SD_BOB

    US Military Mod

    I think the Six website tries to get you to download this new Sync with Six thing, which personally i dont think is much use at the moment, here is the link for the PlaywithSix program. https://auth.withsix.com/api/downloads/latest?type=0
  10. SD_BOB

    US Military Mod

    If you do look at doing a hot fix at some point for the armour values, would you also consider adding the required config entries to make the backpack radio compatible with Task Force Radio. Also just an observation, would it be an option to not have the backpacks autofill with gear?
  11. Has anyone got a decent Dedicated MP compatible artillery script? I used Bon Artillery on ArmA 2 Unsung 2.6, which is perfect as the grunts on the ground have to control their own artillery with grid coordinates and adjustment. But i cannot for the life of me find anything like Bon, that is worth using. The closest i have found is Drongo's artillery addon, but there are a number of problems and i would prefer to use a script solution. Everything else seems to be simple click on map solutions, which just isn't as immersive as putting someone under pressure trying to figure out grids under fire.
  12. Ok after more playing around, and rethinking this a bit. I have decided to modify the section i highlight for a standard local say3D call, then just run the whole script through "bis_fnc_mp" So modified it looks like this: if(!isServer)exitWith{}; waituntil { !isNil "BIS_fnc_init" }; private ["_source", "_delay", "_norepeat", "_radius", "_sounds", "_selected", "_sound", "_length", "_wait"]; _source = _this select 0; _delay = _this select 1; if(count _this > 2) then {_norepeat = _this select 2;} else {_norepeat = Nil;}; _radius = 20; //["string"(name as defined in description.ext or by default),integer(length in seconds)] _sounds = [["music2",145],["music3",175],["music4",260],["music5",145],["music6",180],["music7",210],["music8",190],["music9",170],["music10",180],["music13",215],["news1",30],["news2",60],["news3",30],["news4",45],["news5",95]]; if(!isNil "_norepeat") then {_sounds = _sounds - [_norepeat]}; _selected = _sounds select (floor(random(count _sounds))); _sound = _selected select 0; _length = _selected select 1; if(!alive _source) exitWith {}; _source say3D _sound; //[nil, _source, rSAY, _sound] call RE; _wait = (_length + (_delay)); sleep _wait; //[_source,_delay,_selected] execVM "scripts\baseradio.sqf"; [[[_source,_delay,_selected],"scripts\baseradio.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP; Then just inititate the script from the init.sqf [[[BaseRadio,2,15],"scripts\baseradio.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP; Previously the script was initialised via a radius trigger, which deactivated the script on exit of the radius, for simplicity i have removed all the variable checks and simplified it for using the init.sqf to run the script. I cant imagine it would cause much performance drop to have it running while the mission is played. I've not tested this on the dedicated server, but it seems to work. If anyone has any thoughts or a better way to implement this please let me know.
  13. Hey guys, i'm looking to update an old ArmA 2 script i have for playing sounds from an object in a random order. To basically use it to have a radio on in base... Here is the script, now, there is only one part as far as i can see that would need updating/changing to work with ArmA 3. if(!isServer)exitWith{}; waituntil { !isNil "BIS_fnc_init" }; if(radioplay)exitWith{}; radioplay=true; publicVariable "radioplay"; radiostop=false; private ["_source", "_delay", "_norepeat", "_radius", "_sounds", "_selected", "_sound", "_length", "_wait"]; _source = _this select 0; _delay = _this select 1; if(count _this > 2) then {_norepeat = _this select 2;} else {_norepeat = Nil;}; _radius = 20; //["string"(name as defined in description.ext or by default),integer(length in seconds)] _sounds = [["music2",145],["music3",175],["music4",260],["music5",145],["music6",180],["music7",210],["music8",190],["music9",170],["music10",180],["music13",215],["news1",30],["news2",60],["news3",30],["news4",45],["news5",95]]; if(!isNil "_norepeat") then {_sounds = _sounds - [_norepeat]}; _selected = _sounds select (floor(random(count _sounds))); _sound = _selected select 0; _length = _selected select 1; if(!alive _source) exitWith {}; [nil, _source, rSAY, _sound] call RE; _wait = (_length + (_delay)); sleep _wait; if(radiostop)exitWith{}; radioplay=false; [_source,_delay,_selected] execVM "scripts\baseradio.sqf"; This section, [nil, _source, rSAY, _sound] call RE; is using the ArmA2 MP framework, to play a sound globally. What i cant figure out is, how to use ArmA3 bis_fnc_mp to allow this script to work again. I've played around with it for the past couple of hours, but just cant get it working. Does anyone have any idea how i can get this working in ArmA 3? Thankyou in advance for any help...
  14. Related to the above... Is there a setting i can use in the serverconfig.hpp to disable ACE medical, so that it doesn't show up in the menu's and does not add medical items/replace default game medic items with ACE ones. I'm looking to use other features of ACE with the BI implemented revive system, for Unsung vietnam missions. As even the basic medic system can become quite frustrating with jungle fighting.
  15. SD_BOB

    US Military Mod

    Fantastic job on this so far, nice to have some good quality web kit, instead of plate carriers. Just to be clear, as of now, this is not compatible with 1.54 and the changes it introduced on protection values?
  16. Make sure you lower your view distance and object draw distance. You dont really need anymore than 800m, this can be as little as 300/400m, if your in some of dens areas.
  17. I'd definitely be up for doing some patrols, don't mind running something on my server, its only a wee one mind. We normally do our game nights on Wednesday, did our last one before the xmas break last week. But i might look at running a small Unsung session this Wednesday. Would have to be a Zeus mission for now, as i am still in the process of setting up a bigger template for dynamic patrols. We do have a collection on PwS, just search the collections for ^BOB^ Vietnam. There are a couple of other mods alongside Unsung, but nothing that most people wont have already. Server name is ^BOB^ Killzone, we generally play from 19:30ish GMT. As i say last week was the last before xmas really, but we might get a couple on. (Just a little warning, the collection did just get a bit bigger with the inclusion of the 80's/90's mod, got some very nice older kit which goes alongside Unsung gear nicely.)
  18. Yeah some good books in that list. You'll enjoy reading SOG, some horrible stories in there, SOG teams getting overrun etc. But also a couple of classics, including one about an NVA bike captured on a trail during a snap ambush, which i wont spoil... but its a story i love telling to others. I would also HIGHLY reccomend the "Six Silent Men" series, which are written by a number of different LRRP team leaders and highly respected members of the LRRP community, the books cover pretty much all LRRP activities (obviously not everything, but a good overview) during the war from the early 101st Airbourne LRRP teams, then the switch later in the war when they became Ranger LRRP. P.S. Speaking of SOG i have a fair bit of vietnam era gear, some repro and original, but you couldn't tell the difference. You probably have alot of reference material but if you need any photo's taken of some of the rarer bits of SOG kit let me know. I have a webbing rig made up at the moment, with a BAR belt, XM-28 gas mask pouch, mini smoke grenades and a firefly strobe (in the pouch), plus the additional standard canteen/compass pouches etc. Same goes with uniforms, got a good set of tiger stripe and ERDL, along with some spray painted OG's for the SOG look. But i imagine the black spray paint onto OG's is a pretty easy thing to do in photoshop. I do have a couple of mates with some of the rarer locally produced tiger patterns, the "Gold" tiger stripes for example, who i'm sure would be more than happy to get some shots of them. Oh and just found the ruin in Indian Country :) Great place for a last stand. (Been paralleling trails in that area for a while.)
  19. Is there any chance the version of this on play with six, will be updated? Still showing an old version at the moment, i know you've posted above to only mirror on Armaholic. But for those of us that have switched their communites over from manual addon downloads and shortcuts to PlayWithSix, its not really feasable to start having to talk people through doing manual mods. Having it available on there would be such a big help... Thanks
  20. SD_BOB

    US Military Mod (80s 90s)

    I hope you reconsider this, even if you dont upload and setup the PwS entry yourself, if can be done by the Six staff. I, like alot of communities, rely on Six to keep online collections in order for our users. There really isnt a better option for distributing alot of addons to members, with a ranging experience with using mods with ArmA. Really looking forward to this release, thank you in advance for your hard work.
  21. I've not done any Ares implementation yet, but i have managed to get the animations to play on my dedicated server for all players. Put the following into the execution box of a unit, when double clicking on them in zeus as admin. [[[this, "sit"],"ShoterAnimation\ShoterAnimation.sqf"],"BIS_fnc_execVM",true,false] call BIS_fnc_MP; Seems to work fine, just change the animation name as needed. I'm unsure of any effects to server performance etc. Basically had a trawl through the BI Wiki, and cobbled it together,
  22. Pffft... 40 Watt? You must be joking, your gonna be lucky to find anything like that. I have a nylon jumper and a half inflated balloon from last week if thats any good. Good to hear more plans for the tunnels...
  23. The tunnels were indeed a nice suprise, few things to work on with them, buts its nice to see that its possible to implement them to a certain degree. Have the tunnel been mapped for AI use? That was the only reason for the two observations i have about them, mainly the big long straight sections, would be nice to maybe make them slightly smaller and more "curved". But as i say if the reason was AI then thats fair enough. Fantastic work so far guys, really looking forward to see what comes next.
  24. SD_BOB

    (SMA) Specialist Military Arms

    Can confirm the above, looks like only the fixed showcase file was updated on Six, all other files get removed upon updating the SMA mod.
  25. Is this mod still something that people would recommend using over the vanilla experience. No updates on here for a while, i'm just wondering how "in touch" with the new game updates this is. I'm looking at using your dynasound and wondering if this is worth running along side it.
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