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SD_BOB

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Everything posted by SD_BOB

  1. SD_BOB

    Advanced Ballistics (WIP)

    Brilliant Ruthberg, filled in the only gap i had in the weapons with these rifles. Is there any chance you could release this on the Six network? I'd love to be able to add them to our collection and get them running on game nights with CSE. Once again cheers for all your work.
  2. I also seem to get this problem running the RHS mods, well i get it on the usual gear scripts and virtual arsenal. They do however show up on VAS. I generally stick it in a mission, just for this purpose. If you then save your gear, it should stay there. On a seperate note, i'm not sure if i'm imagining this, but was there talk of a possible HLC Bolt Action Sniper pack? Would love to see something high quality in this area as its so much more satisfying to use. Also an MG pack, these are really the only high quality things missing from the game now.
  3. SD_BOB

    Advanced Ballistics (WIP)

    I dont suppose there is any ASDG compatibility with the above Trixie update is there? ;) Fantastic work on this mod Ruthberg... Only really discovered recently and testing lots of things, i have so many little question, but i'll hold off for now so i can get a full idea of everything. Again great job, a big thankyou.
  4. Works fine for me, dedicated starts and runs. Might be worth re-downloading the latest version, delete what you have currently on your server and re-upload a nice fresh copy.
  5. It does indeed work fine with these units. http://alivemod.com/wiki/index.php?title=Supported_Factions Supported factions, with faction class names.
  6. Firstly let me just say, a huge thankyou for this, Zeus was a great feature by BI but as with most things, its lacks so much. You are really fleshing it out nicely... I do have a couple of feature requests/ideas, i'm not sure whats possible, but these small things are the only real block in me making the switch completely from MCC. Features:- Weather - More control over the weather in a mission. The standard weather effects module is pretty useless for fine tuning a certain weather condition. If something could be done to get sliders or even just an interface to enter number values for each of the weather conditions as you can in the 2d editor, it would be superb. Skip Time - The ability to skip time instantly to a desired value. The current Zeus module, seems to be a bit unreliable with the whole "4 Hours Later" or whatever cutscene and it does take a while to actually change the time. EDIT ONE:- Copy Paste Arsenal Units - The ability to copy paste units already loaded with custom loadout. So you can put one unit down, load the custom loadout in with the arsenal module. Then just copy paste that unit with the custom gear already on. Currently if you do this, it just pastes the original unit without the custom kit. Dont know if this would be possible but it would save a hell of a lot of time.
  7. Apologies then :) i'll have to take another look. Just hate to see that modern tiger stripe pattern used as examples when ppl ask for it. Its just horrible... A big thankyou for your efforts with this and the TFAx packs though. Dont really use anything but these when playing.
  8. If you ever do think of tiger stripe, for TFAx. Please do not use the horrible modern "corny" as you put it pattern. http://www.asmc.de/images/product_images/popup_images/109164_0.jpg (162 kB) Yuck! The original tiger stripe patterns are so much nicer, although the idea of a vest/plate carrier doesn't appeal. A set of clothes would be cool i suppose...
  9. SD_BOB

    TFAx - International Units

    ^^ Cant say i've ever had this problem. What others mods are you running?
  10. I tried a while ago to run the functions through the BIS_fnc_MP, but still no joy. Tried different things, posted on these forums in the editor section, at which point a couple of people tried various things, the conclusion was the functions are not really designed with MP in mind. LouisV did you manage to find out why it wasn't working on your end? I seem to be having the trouble aswell since updating the script to v2.0 EDIT:- If i use the previous script version the following works fine:- _nil = [this,"LEAN"] execVM "scripts\PLP_calmSoldier.sqf"; Using v2.0 it does not...
  11. These functions, are not MP (Dedicated) compatible. Have tried to use them in the past with issues such as clients not seeing the animations, units not playing the animations at all and units playing animation floating in the air.
  12. This does indeed look like a must have addon, looking forward to seeing where you take this. I'm currently looking at alternatives to MCC, as i'm not too interested in all the new functionality MCC is adding, its really bloating with stuff i will never use. I've not tried ARES yet, as i've been keeping an eye on it to see what bugs and things are thrown up in the early phases. I do have a quick question, regarding use in a dedicated enviroment. Would ARES be required for all clients to use all the features from a mission building point of view? For example, if i as the mission creator have ARES and its on the server aswell. Could i use something like the house occupy feature and still have clients without ARES have the AI occupy the buildings aswell? I'm really trying to reduce the amount of addons needed for my group, as some members are not a comfortable with the ArmA file structures etc. So if this is something that could be used with all clients having it, it really would be perfect.
  13. SD_BOB

    Farooq's Revive

    Has anyone else noticed the following behaviour since the last official game update. 1st - Medics sometimes (Generaly a little way into a session) get a situation where they cannot fully heal someone. The person who is injured shows no sign of being injured, but they cannot run. You go to heal them, but have no options. 2nd - After fully healing your self, you get the silly "medic" beep noise when fully healing yourself. The beep they continues to loop after the heal is complete.
  14. Try changing the mod launch order, i have had the same issue in the past. (Unrelated to AiA TP)
  15. Now you've said it, it makes complete sense :D I am indeed using the mod version, i will make sure its set to manual in the template. Thankyou.
  16. When i say animations, specifically the animations you might want a unit to play to create ambiance around your mission (Repairing a vehicle, leaning on a wall etc.) Once loaded into the mission the animations will play fine, until MCC has synced. Once this happens the units running the animations revert back to the "default" position, hands by their sides not moving. Something like this script http://www.armaholic.com/page.php?id=26640, is affected. Animations play fine then stop once synced... Sometimes they do carry on with the animations, its really quite inconsistent. I have had the problem without using this script aswell. Another affected scenario, which i have come across is a trigger sound initiated at mission start, stops once MCC is synced. So for example you create a trigger set to condition true, then play the "Wind Fast" environment sound, once MCC syncs the sound stops playing. Also while i'm here, just a unrelated question regarding the weather selection. Currently it seems you are unable to set any overcast conditions without it starting to rain. If you set this in the editor, you can create overcast skies with no rain. Trying this with MCC however anything toward or over the mid point in the overcast slider starts the rain aswell.
  17. Is there a function to check if MCC has been loaded/synced at mission start? I'm having issues with things like animations, that just stop working once MCC is sycned. (Dedicated server)
  18. Just to check, has this "hotfix" been applied to the Play with Six version? A big thankyou fabrizio_T, this mod really is superb.
  19. Apologies if this has been asked and that it is more related to PwS rather than this mod... Is anyone succesfully running AiA TP with ArmA 2 maps on PwS? It seems that PwS does not recognise AiATP as being compatible to run ArmA 2 maps in ArmA 3. For example, if i create a collection with maps such as Mcn_HazarKot,Torabora, Thirsk. I assume this is the case for all ArmA 2 maps, but these are just examples. Then add AiA TP, PwS says the ArmA2 maps are incompatible. Do this same thing with @A3MP and it works fine. As far as i can see this is just a problem or PwS, not seeing AiATP as a "required" or dependency for running ArmA 2 maps. I have submitted a support ticket to PwS on this issue, but fear it has gotten lost in all the others. So back to my original question, is anybody running this setup succesfully, or have an idea on how i would go about this. As this is the only thing preventing me from switching my group fully over to AiATP. Thankyou in advance for any help.
  20. SD_BOB

    ASOR Gear Selector

    Just wanted to say, a big thank you for this system. Its makes gear selection so much easier.
  21. Yeah same thing here Sel, takes a while to respond. I'm looking a bit more into the function i found in the BI Bootcamp mission:- fn_suppressiveFire //Parameters private ["_condition", "_vehicle", "_weapon", "_target", "_radius", "_rateOfFire", "_delay"]; _condition = [_this, 0, { true }, [{}]] call BIS_fnc_param; _vehicle = [_this, 1, objNull, [objNull]] call BIS_fnc_param; _weapon = [_this, 2, "", [""]] call BIS_fnc_param; _target = [_this, 3, [], [[]]] call BIS_fnc_param; _radius = [_this, 4, 0, [0]] call BIS_fnc_param; _rateOfFire = [_this, 5, [15, 20], [[]]] call BIS_fnc_param; _delay = [_this, 6, [0.5, 1], [[]]] call BIS_fnc_param; //Validate vehicle if (isNull _vehicle) exitWith { "Vehicle not defined" call BIS_fnc_error; }; //Validate weapon if (_weapon == "") exitWith { "Weapon not defined" call BIS_fnc_error; }; //Validate target if (count _target < 2) exitWith { "Target not defined" call BIS_fnc_error; }; //The main loop while _condition do { //The final target private "_targetFinal"; //If radius is bigger then 0 we get a random position within a circle if (_radius > 0) then { _targetFinal = [_target, _radius, random 360] call BIS_fnc_relPos; } else { _targetFinal = _target; }; //Aim _vehicle doWatch _targetFinal; _vehicle glanceAt _targetFinal; _vehicle lookAt _targetFinal; //Number of rounds to fire private "_rounds"; _rounds = floor (_rateOfFire call BIS_fnc_randomNum); //The amount of time between bursts private "_delayFinal"; _delayFinal = _delay call BIS_fnc_randomNum; //The delay sleep _delayFinal; //Fire for "_i" from 1 to _rounds do { if !(call _condition) exitWith {}; //Add event handler private "_eventHandler"; _eventHandler = _vehicle addEventHandler ["Fired", { (_this select 0) setVariable ["BIS_vehicleHasFired", true]; }]; //Fire weapon _vehicle selectWeapon _weapon; _vehicle fire _weapon; //Wait waitUntil { !isNil { _vehicle getVariable "BIS_vehicleHasFired" } }; //Reset _vehicle removeEventHandler ["Fired", _eventHandler]; _vehicle setVariable ["BIS_vehicleHasFired", nil]; }; //Refill ammo _vehicle setVehicleAmmo 1; }; //Log ["Vehicle (%1) has finished firing", _vehicle] call BIS_fnc_logFormat;
  22. Cheers for popping back to answer my question, i'll have a fiddle around and see what can be done. Once again thanks for this script.
  23. That's a shame brians, hopefully something can be sorted in the future. Until we get a fully fledged IED mod, i just have to say thank you for this. It at least gets us half way there. P.S I'm assuming its out of the scope of the script, to remove all normal objects from the IED arrays and use just the IED objects, with createMine instead of createVehicle?
  24. Can anyone confirm if PlayWithSIX has the updated version available? My version on Six says 1.0 and has the CBA dependency... Cheers
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