SD_BOB
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Everything posted by SD_BOB
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F.A.T.A. - Federally Administred Tribal Areas, Pakistán
SD_BOB replied to minimalaco's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey just a quick question, is it possible to remove the @a3mp dependency for fata on PlayWithSIX? I'd like to switch over to the AiA TP, but cant delete @a3mp, becuase of the dependency. -
Great job on these, would really like to use them for multiplayer with my guys, but the reported .rpt errors are a bit much. If you could eliminate these errors then i think it would not only allow us to use them :) But generally make a better mod all around.
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Randomly generated roadside IEDs
SD_BOB replied to brians200's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has anyone tried using the IED objects in the zeus modules? I have managed to get the classname, well at least it should be:- "IEDLandBig_F" "IEDUrbanBig_F" "IEDLandSmall_F" "IEDUrbanSmall_F" None of these however appear if called with the IED script. Its a shame if these objects cannot be used, i think they would be ideal. Just to mention the above posts aswell, i'm not running ALiVE. -
ALiVE - Advanced Light Infantry Virtual Environment
SD_BOB replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just wondering if anyone can confirm the following behaviour since the last ALiVE update. Basically any object on the map (in 2d editor), which has this enableSimulation false; seem to disappear a few seconds after mission start, with ALiVE active. I've not tested with just ALiVE & CBA yet, but i've not had a problem on previous ALiVE versions, with my current mod setup. -
Apologies if this has been asked before, but it Blastcore required server side to enable the bigger smoke grenade view block for AI?
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Authentic Gameplay Modification
SD_BOB replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thankyou but that doesnt help. There are alot of situations this wont work in... I understand there a ways around it, but as above it doesn't work for certain situations. Is there a plan in the works to solve this issue without work arounds? -
Authentic Gameplay Modification
SD_BOB replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Has there been any confirmation, if a solution to the "setCaptive true" not working has been found? -
Reliable Animations - Dedicated Server
SD_BOB replied to SD_BOB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thankyou for that sxp2high. I'll get stuck in this weekend see if i can get something together. I really do wish BI would pay a little more attention to the MP side of things. Like you say, there are some very nice function/modules. The one's i have seen and thought, "yeah that could be useful". Seem to always have problems or flat out dont work in MP. -
Reliable Animations - Dedicated Server
SD_BOB replied to SD_BOB's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Apologies for the late reply, i've been a bit busy. Basically, i'm just looking for a way to give my missions a bit more life. The reason the ambientAnim appealed to me, was the fact there are some nice animations, its looks good to have AI hanging around a base or checkpoint etc. Its always nice to have a guy repairing a vehicle as you walk by, or a guy sat on a wall. There are some good animations hidden away, but using them easily and without sync problems is what i'm having trouble with. Ideally i'd like something which can be implemented in whatever situation i need a little extra ambience, also ideally that these animations would cease on the event of the unit becoming aware or being shot. In answer to your question genesis, yeah basically... I mean an option to define an animation or have a unit play random animations. As some of the animations are in multiple states, for example most have an "in", "loop" and "out" states. It would be nice to use some of these aswell. -
There are more than this post in this thread, so to anyone getting BSOD's with the update. Try updating/complete reinstall of the latest drivers for your ethernet.
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TFA - Naval Special Warfare Gear
SD_BOB replied to spectrersg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
^^ This is caused because other people do not have the same mods as you. On their screen as they don't have the gear you appear in underwear. Only fix is for them to get the addons aswell. -
IgiLoad script - logistical support
SD_BOB replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seems to work fine for me with the latest update. What isnt working specifically? -
Takistan Insurgency [Dev Thread]
SD_BOB replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello Phronk, first of all let me say a big thankyou for this. A couple of questions... I am using the ALiVE version, but i just wondered if there was a reason you have removed this from the scripted version? As i have implemented it into the ALiVE version, just want to check there isnt a problem you have found. Also have you looked into the FFE script system? http://forums.bistudio.com/showthread.php?168779-Fire-For-Effect-The-God-of-War-smart-amp-simple-AI-artillery I'm not sure how much of this is implemented in ALiVE i know the devs, we're looking into possibly using some parts of it. But anyway... Basically i was looking for a way to give the insurgents, a little more potency. Using FFE and some insurgent mortars placed around, you can get a nice surprise if you sit up on high ground or stay static for too long in a compound. I'm still playing around with placement and tweaking to get the best results, but it looks promising so far.- 606 replies
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- takistan
- insurgency
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(and 3 more)
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^^ Delete that post & check the first page of this thread (FactionNames). ;)
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[WIP] Von Quest Industries - H.A.L.O. System
SD_BOB replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Firstly let me just say this addon is fantastic, really does add so much more immersion to a HALO drop. I cant wait to see where you take this in the future. Secondly i would just like to enquire as has been mentioned previously, about the possiblity for a version of this addon or indeed a method of implementing with what he have currently. A way to start in the back of the C130 ready to jump, currently what we have is great and as a training scenario is spot on. But from a mission point of view, having to request a flight plan, and get all your kit isnt a viable option for most missions. So for clarity what i'm asking, is the possibility of starting in the back of the C130, in the air ready to go. With a mission maker defined drop point... Or the ability to define an area where the drop zone will be (like a 2x2km box). As i say the current version is great for training, but i'd like to put that training into practice in missions. -
ALiVE - Advanced Light Infantry Virtual Environment
SD_BOB replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Deleted: Found the answer. :D -
You might want to check the main TMR thread mate, the original developer is back on the scene with updated versions. Not sure if this alternate version is still being supported.
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I was just messing in the editir Raven, so yeah SP. I was not unit switching though, just flying the same heli. We've just finished testing the MOD for our dedi server use and had no such problems, or any problems at all. Brilliant job mate. PS: Ill give it a go tommorow see if i can get some repro steps, or if it was just a fluke.
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Has any one experienced duplication of the "Deploy Sling" option, in the action menu? I was just messing around, and had deployed then dropped the sling multiple times. Suddenly it started to duplicate the action and also the sling object, once i had pressed the duplicate action. Not a biggy, just thought i'd mention it, in case it isnt a known problem.
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Hey OS, i dont mean to try and add anything on to any possible update you do (well i guess i am a little :)). But would it be possible to reduce the flames on the camp fires/burning barrels a little. Currently using the mod, it looks like some has just chucked a jerry can on them... inferno. Nothing big and not a major issue if not changed, but it would certainly make the night scenarios a little better. I'm having to avoid using fires most of the time, due to the size of the flame and light source.
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You should be able to remove the optics.pbo with no problems, mate. I have been doing it for quite a while... Not sure why it wouldnt work your end, maybe try a fresh version of the mod, then just remove the .pbo and .bisign for the optics.
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Hi guys, i'm looking for the best way to detect if an IR Grenade has been thrown in a certain area. I want to drop an IR Grenade on a position, which once complete will trigger an objective. Ideally, well definatly... :) I would very much like the solution to work in a dedicated environment as the mission is a coop. I have had a good search for a solution, the couple i found that looked as though could be adapted don't appear to work. Any help would be greatly appreciated.
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Are you certain it is RPG's shooting the choppers and not the random Strela units?
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Apologies for the late reply brians, i've only just had a chance to sit back down to some editing. I will test this and report back...
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
SD_BOB replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is GAIA something you are developing specifically for MCC, or is this an additional script like UPSMON which is plugged into MCC? I only ask because, you have described it as sleak and sexy :) I wouldnt mind knowing a bit more about it, wether its possible to include in missions without MCC.