SD_BOB
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Everything posted by SD_BOB
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Can confirm this, removing CUP_Weapons_ACE_compat.pbo, fixes it.
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@Ares - Modules expanding Zeus functionality - Release Thread
SD_BOB replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, i've started trying to look at the "Custom Module" feature of Ares, as i feel this can offer alot to our sessions. The first thing i would like to try and implement is modules for using an animation script by polpox. I'm pretty useless when it comes to scripting and even more so, when it comes to MP. So with that in mind, i'm really hoping someone has done what i'm trying to do, or can instruct me on how to get it working. Here is an example of what i have tried:- if (isClass (configFile >> "CfgPatches" >> "Ares")) then { // Ares is loaded, register the custom module. ["Animations", "Lean On Table", { _nil = [this,"LEAN_ON_TABLE",false,"LIGHT"]execVM "Scripts\PLP_calmSoldier2.sqf"; }] call Ares_fnc_RegisterCustomModule; }; This results in the custom module showing up in Ares, but the script doesnt run correctly. I wasn't expecting it to work and i can see a couple of reasons why, even with my lack of scripting knowledge. But i haven't got a clue on how i would go about getting it to work. If anybody could help me on this, i would be very grateful. Just to be clear, i would like this working in a Dedicated server enviroment. Thankyou in advance for any help on this matter. -
POLPOX's calm animations 2.0 script
SD_BOB replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yeah i figured that, but how would one go about it with zeus? I cant name a unit i place down in zeus, so i cant exec globally the script on a specific unit from the server debug screen. -
POLPOX's calm animations 2.0 script
SD_BOB replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Has anyone had any joy using this in conjunction with Zeus? More specifically in a dedicated enviroment? The animations only appear client side, the unit dissapears for other clients. So while the person who called the script on a unit in mission can see the unit and animation fine, all other players cannot see the animated unit once the script has been called, it just vanishes. I would really love to be able to use this in our zeus sessions, a big thanks for the continued work on this. -
Funnily enough the best place i've found for Falkland missions is actually Altis. There are a couple of rocky islands off the coast that are perfect, and even certain sections of the western hills/mountains. You have to be very generous with the cloud cover and fog. But it works, here's something we did a while ago...
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ACE3 - A collaborative merger between AGM, CSE, and ACE
SD_BOB replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
^^ Feel like a fool :P I looked at the bloody file before posting just to double check aswell. Guess i'm more tired than i thought... Thanks alot for that, much appreciated. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
SD_BOB replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a server config parameter for revive time? I have recently moved from using mission modules, to the serverside config. Using the export function, i cannot seem to set a time parameter for the revive function, before respawn. Thankyou for any help... -
Looking forward to any updates, i turn the mod off occasionally and you just miss so much without it. Don't suppose there will be a fix for the campfires huge flames, with the next patch? It's really the only thingy that breaks the immersion of small campsites etc.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
SD_BOB replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fantastic release, nice to see cooperation does pay off, Bravo..... Looking forward to more info on the serverside config. Question about the optional files, i'm assuming these are there to allow compatability with the overheating system etc? -
Have we had confirmation this is an issue from BI? Its quite a major one really, i'm assuming not everyone is getting it, the question is why are some?
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Yeah this is quite annoying, voting admin is fine but not being able to use zeus #loggedAdmin is a bit crap. I have tried the "solutions" people have posted on the feedback tracker, but still getting the same problem.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
SD_BOB replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is the version on PwS marked unofficial the on we want? i.e will that one be updated? -
Soulis6 Have you still got this? Would appreciate if you could post the code. Cheers.
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[OPEN BETA] [SP] bCombat infantry AI Mod
SD_BOB replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can confirm the PwS version, is missing all the config files etc. Only showing the Addon and Key folders. -
@Ares - Modules expanding Zeus functionality - Release Thread
SD_BOB replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I wonder in a future version if it would be possible to incorporate simple animations into ARES. Something which is missing from a lot of missions is that little bit of atmosphere, guys stood around talking, sat down etc. I have been using this script by Polpox http://forums.bistudio.com/showthread.php?182180-POLPOX-s-Calm-Animations-Script If possible it would be very nice to have the ability to be able to select an animation from a list and apply to a unit. -
Has anybody got the above working? I'm having trouble getting a vehicle to act as a medical facility, i've tried using the module with the vehicle name, also using "cse_fnc_assignMedicalFacility_CMS" in the init field of the unit. Both returns the same, i cannot use full heal on a unit near or in the specified vehicle. The other medic modules are set up ok, as far as i know. I can use the advanced options as the medic, iv's/stitching etc. But cannot for the life of me get the full heal to show up.
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POLPOX's Calm Animations Script
SD_BOB replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just wanted to say, i did check out the new beta, seemed to work well. The only problem i found, was that putting units into animation states after mission start (i.e in zeus) or after JIP on a dedicated server the units playing the animations vanished. Apologies i've not had chance to test it more, been pretty busy since my last post. -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
SD_BOB replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Apologies if this has been mentioned, i have had a good search but came up empty. Is there a way , or does anyone have the code for closing the doors on the new buildings, specifically the hangar object? Any help would be most appreciated. -
Basic revive seems to work fine for us aswell, only problems we ran into were as i mentioned a couple of pages back, the shear amount of wounds that need to be bandaged etc.
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Really enjoying the mod so far, been testing it over the past couple of weeks with my group. Very impressive... I do have a little question regarding the medical system and bandaging. We are running the basic revive system, now i assume this is the cause...But we seem to get massive amounts of wounds when someone is wounded, we're talking something like:- Right Arm 14 Medium Wounds 21 Small Wounds 8 Large Wounds This would largely be the same for the other body parts. Now i don't mind a few wounds on each limb/torso etc. But is there anyway to avoid these seemingly massive lists of wounds to bandage? It really slows the game down to a crawl when you have spend such a long time and exhaust your supply of bandages to get just one person back to a stable condition. I have the medical system set to recruit level of difficulty. I was hoping this would reduce it slightly.... Would there be any way to say have no more than 4/8 Wounds per body part? I really like the functionality, just the slowdown to game play can be a real pain, especially for shorter sessions. A bit long winded, apologies for that, hope i got the point across, again a big thank you for your work with this.
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We also have had this from time to time, as you say though no real repro steps, just seems to happen randomly.
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POLPOX's Calm Animations Script
SD_BOB replied to POLPOX's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Apologies POLPOX only just seen this beta, i will give it a good testing tommorow and report back. Thank you for continuing to work on this, it is much needed. -
Toadie's SmallArms and Animations for Arma3
SD_BOB replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That would actually explain a lot, i had no idea it was even running. -
ALiVE - Advanced Light Infantry Virtual Environment
SD_BOB replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone else been experiencing quite a lot of "rubber banding" with the AI recently? Also seem to be getting quite a bit of desync lag and some weird trippy effects when combat support transport choppers come in to land. We've just started using CSE, so i'm not sure if its related, but as the ALiVE team helps test CSE, i would assume they work pretty well together. -
Cool no worries, i'm sure i read on Trixies thread before he "retired" from the modding as it were, that he gave permission for use of the current files. EDIT:- Yeah he did, as long as credits given etc. Not sure who the other authors are, but worth shooting him a PM, see if anything comes back.