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Gunter Severloh

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About Gunter Severloh

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    Lieutenant Colonel

core_pfieldgroups_3

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    BIS Gaming - BIS Forums, Mission Editing, WarMod, WW2, Powerlifting, Nutrition, Martial arts
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    Warehouse Dockworker

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    Male
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    Uber Compiler

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    My Mod's & Projects
    =================
    WarMod
    A2WarMod
    A2WarModACE
    COWarMod
    COSLX
    COWarModACE
    COWarModI44
    IFWarMod
    IFA3WarMod
    IFA3WarModSA
    A3WarMod -?
    RHS Weaponsights zoom
    IFA3 Weaponsights zoom
    Weaponsights zoom
    Ragnarok'44 RTS Mission Series
    AI Compilation List
    All mods WW2 Compilation List
  • Youtube
    Gunter Severloh
  • Steam url id
    ArmaWarMod

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  1. [SP] Ragnarok'44

    Update The following missions have been updated: Demo v1.5 City_under_Duress v1.4 Ivachev_Clash v1.4 Battle_for_Staszow v1.3 Baranow_Crossroads v1.2 Colleville_Engaged v1.2 The_Szydlow_Stalemate v1.2 Panovo_Front v1.2 Paros_Front v1.2 The following is what was updated: Removed a module in the editor that didn't exist for IF under modules Changed the ambient sound in one of the triggers at the intro of the mission as there was a missing sound error popping up when you had your logs on Changed all the Strategic point markers to red to be better seen Changed some of the mission Strategic point marker types to a flag Added a briefing to the description under the General tab All Steam workshop missions updated as well as zip files Zip files now contain a pbo version of the mission as well as an upbo'd version Also want to note that i have created a new Steam Workshop Collection of the Ragnarok'44 Mission Series which will put all the workshop missions in one place, you can see it here: https://steamcommunity.com/sharedfiles/filedetails/?id=1629099740 Also linked in the OP. Next in the Ragnarok'44 Series: a new mission coming as said in previous post, and new "How to build your own Ragnarok'44 Missions" Video tutorial. Stay Tuned!
  2. Thanks! Best get an SSD for Arma game will run better, put arma3 on an SSD by itself (all your games), and put the OS on another SSD performance ;)
  3. All download links including Armaholic is now at v1.4 You have the option on steam workshop page too to download from dropbox or armaholic for either script or module as well as subscribing to the module. If anyone is able to give some feedback on this latest version on how it works for you on a dedicated, as well as overall using the various features, Rydygier spent alot of time coding this and implementing this into script and module to make it versatile as possible, let us know fellas, we'd really appreaciate it. Cheers!
  4. Update Version 1.4 released! Changelog Defining units, helis and prepared boxes (if any) in the script version by default similar way, as in module: via syncing them with RYD_HAS_Base Game Logic (old way still possible too if proper variables defined by the user); If set on server: unit1 setVariable ["RYD_HAS_canCall",false]; unit1 losts access to HAS calls. Use: unit1 setVariable ["RYD_HAS_canCall",true]; To give actions back. Can be switched back and forth any time; From now on custom rope attachment points defined per each heli separately (helis have to be named in EDEN for that, see the manual or userConfig.sqf for details); At destination choice two variants for choosing target location: touchdown, for traditional landing, and fast rope. Fast rope switch in userConfig removed; Added RYD_HAS_SafetyMargin = 10; user config variable. Value set here is added to the heli size when calculated radius for flat and empty area search at landing zone (where fast rope or RTB not used). 10 is reasonable minimum. The higher - the safer LZ as for collisions with map objects. The lesser - bigger collision risk, but also bigger landing accuracy (closer to the spot chosen by user). If 0 - only heli diagonal model radius will be used as search radius. If set with negative number like -100, final search radius is 0, thus collision checks ignored, but landing most accurate; Fixed a bug with no destination choice actions appearing, if task was triggered by the unit entering the chopper at base, while player unit wasn't the first in the array (with current, syncing method order in the array AFAIK is same, as order of unit placement in EDEN - first placed unit will be the first etc.); Caller can now redirect the chopper during the transport if initially was't chosen "RTB" option via re-using destination choice actions; Minor code improvements; Manual updated accordingly.
  5. Update Version 1.4 released! Changelog: Defining units, helis and prepared boxes (if any) in the script version by default similar way, as in module: via syncing them with RYD_HAS_Base Game Logic (old way still possible too if proper variables defined by the user); If set on server: unit1 setVariable ["RYD_HAS_canCall",false]; unit1 losts access to HAS calls. Use: unit1 setVariable ["RYD_HAS_canCall",true]; To give actions back. Can be switched back and forth any time; From now on custom rope attachment points defined per each heli separately (helis have to be named in EDEN for that, see the manual or userConfig.sqf for details); At destination choice two variants for choosing target location: touchdown, for traditional landing, and fast rope. Fast rope switch in userConfig removed; Added RYD_HAS_SafetyMargin = 10; user config variable. Value set here is added to the heli size when calculated radius for flat and empty area search at landing zone (where fast rope or RTB not used). 10 is reasonable minimum. The higher - the safer LZ as for collisions with map objects. The lesser - bigger collision risk, but also bigger landing accuracy (closer to the spot chosen by user). If 0 - only heli diagonal model radius will be used as search radius. If set with negative number like -100, final search radius is 0, thus collision checks ignored, but landing most accurate; Fixed a bug with no destination choice actions appearing, if task was triggered by the unit entering the chopper at base, while player unit wasn't the first in the array (with current, syncing method order in the array AFAIK is same, as order of unit placement in EDEN - first placed unit will be the first etc.); Caller can now redirect the chopper during the transport if initially was't chosen "RTB" option via re-using destination choice actions; Minor code improvements; Manual updated accordingly. =============
  6. Hello, Welcome to the Iron front section! Refer to this thread,
  7. [SP] Ragnarok'44

    Cool, thanks for the thanks, and the likes fellas, heres what i got coming for Ragnarok'44: New mission i built but never released so need to add finishing touches to it, and then release Video overview of the new mission, will be able to download on Mega, and steamworkshop New How to build your own Ragnarok'44 Missions Video Tutorial, because the video currently is on my old ass win7 desktop, and was laggy, and i was using a shit video recorder then. More missions on different maps now that their are some for IFA3 Coming on the weekend!
  8. [SP] Ragnarok'44

    Wondering if anyone is still interested in playing Ragnarok'44 missions, as i have one i built but never released, and i can build more on other maps if people are interested. Anyone interested in new missions?
  9. Otherwise all units would have to be in the heli just for you to go anywhere, now you can get in yourself without your squad and go where you want. Green Smoker was the original name for the script in 2014 btw, lol was an idea i had and Rydygier made it a reality but back then it was primitive compared to its functions now, but the main concept behind the script was to be able to call a heli by throwing smoke, basically signal the heli your position kinda of like real life, the heli would come, wait til everyone was aboard and then take off and return you back to base which was the position of the gamelogic in the editor. So you can see just from that how much more added functions, and features there are, and now alot more advanced with options you can turn on and off, you got to give major props to Rydygier for knowing his code, im sure with the current work hes doing for the MP aspect hes learned how to do some new things with code, if i had the patience, and the interest i'd learn how to code, but you can see what my role in all this is so it works anyways. Sounds like v1.4 is coming along, something to release for the coming weekend Rydygier?
  10. Update Added: Factions & Units 250th ID "Blau" / 250.a División de infantería "Azul" (V.0.21) - adds the Spanish 250th Infantry Division "Blau" faction to the editor and should be compatible with ALiVe.
  11. Update Version 1.3 released! Changelog: Improved MP compatibility (client side players/dedicated server) Optional usage of 0-8 supports menu instead of most of mouse actions, except for destination choice actions 0-8 variant includes manual choice of the heli to use for the call (always, via submenu); Task prioritization for the helis in the mouse actions variant. Two variables: "RYD_HAS_TransportPriority" and "RYD_HAS_SupplyPriority". To determine, which heli should be used for given task in the first place, regardless of the distance, and also which heli shouldn't be used for given task at all. The higher value, the higher priority of usage, negative value excluded from the task completely. Application for example via heli's init field: this setVariable ["RYD_HAS_TransportPriority",1];//the heli gets priority 1 for troops transport (will be used before any heli of 0 priority) Predefined boxes to be delivered before spawned boxes. Script version - boxes/objects added into: RYD_HAS_SupplyDrop_Prepared = [box1,box2];//holds optional prepared boxes as supply to be dropped, that will be used before default, spawned boxes. Module version - same method or synced with module objects of "ReammoBox_F" kind or any synced with module object tagged for example via init field: this setVariable ["RYD_HAS_ThisIsBox",true]; Alternative landing (experimental, will enforce autodisembark at destination, if not RTB or fast roping, faster descent). Variable: RYD_HAS_AlternativeLanding = true;//scripted solution instead of vanilla getin/getout landings at pickup and disembark spots; Respawn compatibility (player should get back HAS actions after respawn) RYD_HAS_IgnoreAbilityCheck = true;//if true, in mouse actions variant there will be no check, if heli is able to lift given container before accepting the task. Workaround for not unreliable slingload unhook issue on dedi Several code fixes. New Video added to the OP ---> https://www.youtube.com/watch?v=VlUE1hWYBbs&t=1s New PDF Manual created and added to the OP ----> https://www.dropbox.com/s/txetwb5t6xug5ud/HAS_Manual.pdf?dl=0 Thank you Rydygier for all your work!, and to those who has given any feedback to help create this new 1.3 version! Cheers!
  12. Update Version 1.3 released! Changelog: Improved MP compatibility (client side players/dedicated server) Optional usage of 0-8 supports menu instead of most of mouse actions, except for destination choice actions 0-8 variant includes manual choice of the heli to use for the call (always, via submenu); Task prioritization for the helis in the mouse actions variant. Two variables: "RYD_HAS_TransportPriority" and "RYD_HAS_SupplyPriority". To determine, which heli should be used for given task in the first place, regardless of the distance, and also which heli shouldn't be used for given task at all. The higher value, the higher priority of usage, negative value excluded from the task completely. Application for example via heli's init field: this setVariable ["RYD_HAS_TransportPriority",1];//the heli gets priority 1 for troops transport (will be used before any heli of 0 priority) Predefined boxes to be delivered before spawned boxes. Script version - boxes/objects added into: RYD_HAS_SupplyDrop_Prepared = [box1,box2];//holds optional prepared boxes as supply to be dropped, that will be used before default, spawned boxes. Module version - same method or synced with module objects of "ReammoBox_F" kind or any synced with module object tagged for example via init field: this setVariable ["RYD_HAS_ThisIsBox",true]; Alternative landing (experimental, will enforce autodisembark at destination, if not RTB or fast roping, faster descent). Variable: RYD_HAS_AlternativeLanding = true;//scripted solution instead of vanilla getin/getout landings at pickup and disembark spots; Respawn compatibility (player should get back HAS actions after respawn) RYD_HAS_IgnoreAbilityCheck = true;//if true, in mouse actions variant there will be no check, if heli is able to lift given container before accepting the task. Workaround for not unreliable slingload unhook issue on dedi Several code fixes. New Video added to the OP ---> https://www.youtube.com/watch?v=VlUE1hWYBbs&t=1s New PDF Manual created and added to the OP ----> https://www.dropbox.com/s/txetwb5t6xug5ud/HAS_Manual.pdf?dl=0 Thank you Rydygier for all your work!, and to those who has given any feedback to help create this new 1.3 version! Cheers!
  13. Hello Mr. Lopez welcome to the thread :) Yes i remember thanks for your feedback here. Technically the script was built for singleplayer, MP lan in some respects is till singleplayer because its local to the machine, for the MP aspect on dedicated Rydygier has been working on the code for MP he has sorted one issue already that we are testing, but as far as complete function in MP from recent feedback seen here, and try that: https://forums.bohemia.net/forums/topic/220740-release-hermes-airlift-services-script/?do=findComment&comment=3332485 that is an experimental build, and from the feedback its working. If after you try that and it still dont work, then there may be possibility of conflict, or not correct implementation of the code/script with Liberation, just saying theres that possibility, give it a try and let us know what happens. Hope that helps. :)
  14. Update Armaholic download now available for the mod, sorry for the delay. =========== Lastly keep that feedback coming for the dedicated server testing for the script, so Rydygier can get a better idea of whats going on with various things.
  15. So you tested just the slingload, what about the paradrop?
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