FunkD00BiesT
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[SP]Dynamic Universal War System (DUWS alpha0.1)
FunkD00BiesT replied to kibot's topic in ARMA 3 - USER MISSIONS
Good job! Very nice mission, having allot of fun with it! Now on to some issue's/requests: 1st) Mechinized squads got stuck at the closest objective, seemed like they were waiting for the vehicle to reach a specific point but it could not reach it/AI driver was stuck. 2nd) When I made a dynamic CTI for Arma 2 with the same functions your using I was able to specify that roads and airport runways be avoided, is this still possible? 3rd) I like to be picky on my teams, is it possible to give a kit to a AI unit via action, atm I'm forced to have them pick it up from the ground. 4th) I'd really like it if there were medical teams that would go and clear the battle field of the dead. Dispatched after FOB deploiyment or summin? This might be hard to do but would be epic! 5th) FOB placement is hard to do and your basically forced to find flat area's or risk not being able to enter them. I'd also like this to be a transport from base and not a POOF here's a FOB enjoy..... 6th) Defence objects like MG nests would be very nice to build or place. Thats all the ramblings I have for now and thank you again for your hard work! ---------- Post added at 07:49 PM ---------- Previous post was at 07:28 PM ---------- Good job! Very nice mission, having allot of fun with it! Now on to some issue's/requests: 1st) Mechinized squads got stuck at the closest objective, seemed like they were waiting for the vehicle to reach a specific point but it could not reach it/AI driver was stuck. 2nd) When I made a dynamic CTI for Arma 2 with the same functions your using I was able to specify that roads and airport runways be avoided, is this still possible? 3rd) I like to be picky on my teams, is it possible to give a kit to a AI unit via action, atm I'm forced to have them pick it up from the ground. 4th) I'd really like it if there were medical teams that would go and clear the battle field of the dead. Dispatched after FOB deploiyment or summin? This might be hard to do but would be epic! 5th) FOB placement is hard to do and your basically forced to find flat area's or risk not being able to enter them. I'd also like this to be a transport from base and not a POOF here's a FOB enjoy..... 6th) Defence objects like MG nests would be very nice to build or place. Thats all the ramblings I have for now and thank you again for your hard work! -
Hey Schwab, man good to see your still around :) Sorry not many screen shots and not many core changes to the mission, still learning how you did what you did tbh :P Any info on the kingdoms project as that is actually what I'm interested in as it could be adapted to other maps as apposed to life stock?
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I've uploaded my altered version of the mission and it can be found here: Mission 7z
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Hi yeah, I've not as yet ported the mission to another map. What i have done is added the ability to create the weapon lists from your configs so the weapons that you can find in the enemy vehicles can be any thing. As far as porting it to another map, not really sure if it would be a good idea with the cattle, maybe some other form of resources. I've tried to use PMC units for East side, but this is a bit messy since they are Resistance side, the player units are ok since i just changed the class name in the mission.sqm. the SUV's have also replaced the UAZ's. but that it for the moment. Any way if you want to try out my version, as it is atm you'll have to contact me on skype. look for "funkd00biest".
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Is any one messing around with this mission atm? I've been on and off for some time now fixing problems that pop up like script errors and such. Changed the weapon/mag lists to be read from your config instead of being fixed. Added a few fixed weapon configs for handgunner and shot gunner that would take gear from the availible weapons to your comany and equip them with it. Basically the handgunner becoms a MG guy and the shot gunner Gren/AT if you have the spacified kits availible. Also run the base crate script on the support chopper to help rearm in the field. Issue's: ATM with the higher amount of weapons and ammo you might take some time to get the combination your looking for to play with. Also the enemy spawning seems to bug out after a few hours, only spawning vehicles but no infantry. possibly running out of groups HQ some times does not get dropped out of plane, added a messy workaround to just move it to your chosen start point. No AI commander for either side. Testing crate is still in the mission to check what is returned from the config files. Let me know if there is still any interest in this mission.
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A.C.E. Advanced Combat Environment - Public Beta *2*!
FunkD00BiesT replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you, I did notice it there and extracted it. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
FunkD00BiesT replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I see the Mpmissions folder inside of @ACE is empty now, has it moved? or are the missions added to the normal mpmissions automatically? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
FunkD00BiesT replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks busy uninstalling and will install V0.5.1 Update: Working now thanks. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
FunkD00BiesT replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, The web interface does not work anymore. When I tried to run it, it started updateing ruby gems and installed gems. Quote from CMD window: .... You have requested to uninstall the gem: Rack-1.0.0 actionpack-2.3.4 depends on [rack<~> 1.0.0)] actionpack-2.3.5 depends on [rack<~> 1.0.0)] if you remove this gems, one or more dependencies will not be met. continue with unistall? [Yn] ...... Right now at first I thought well if it has dependancies then I'll say no. But the interface did not open and it had some error I failed to record. Any way ran the command again but this time I said Yes. The web interface CMD window: This program needs to remain running during Updater operations starting the web client... please be patient Missing the Rails gem. Please 'gem install -v=', update your RAILS_GEM_VERSION setting in config/environment.rb for the Rails verion you do have installed, or comment out RAILS_GEM_VERSION to use the latest version Installed. Now I have 3 environment.rb files one of them are in "config" folder. I have them in: Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\gems\haml-2.2.16\lib\sass Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\gems\rails-2.3.5\environments Six-Updater\tools\ruby\lib\ruby\gems\1.9.1\gems\ruby-openid-2.1.7\examples\rails_openid\config The File in the Config folder has no "RAILS_GEM_VERSION" only "RAILS_ENV" & "RAILS_ROOT". So thats my problem, Any suggestions? -
CRC Error whilst installing
FunkD00BiesT replied to cannonouscrash's topic in ARMA 2 & OA - TROUBLESHOOTING
Had the same issue, Since the Dedicated server was still running, Killed it and it installed no prob. -
Zeus AI Combat Skills
FunkD00BiesT replied to Protegimus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
When I start Zeus with ACE 2 I get some no entry errors: Warning Message: No entry 'bin\config.bin/CfgWeapons/M4A1/Single.displayName'. Warning Message: '/' is not a value That is just one but there are a few, AK_Base, M16_base and again M4A1. Now for the client it's not really a problem since you can just click ok and continue with the game, but this will halt a Dedicated server starting up. -
ACE2 Dedicated Server setup? NEED HELP!
FunkD00BiesT replied to Snacky's topic in ARMA 2 & OA - MULTIPLAYER
I've got the same problem, I can get it to run but it does not finish the update at some point. -
[59884] Fixed: Suppress in the commanding menu did nothing. Anyone tested it?
FunkD00BiesT replied to .kju's topic in ARMA 2 & OA - BETA PATCH TESTING
Anyone else getting "Missing ;" when using this command? -
The SuppressFor command seems to have a problem, every time it's executed it returns the error "Missing ;" Arma 2 Problem? Only other Error thats still presistant it the SLX_Group array thats not declared globaly, might be declared local to a statement some where making it unavailible to other scripts.
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Hi I have enabled the SLX_AISkill.PBO again, only I load Zeus After I load SLX. The BushWars units you refer to, are these the released units for ARMA 1? If they are, we are aware that they do cause allot of lag and are not recommended for ARMA 2 yet! Also the units firing into the air, I can confirm this, but it also looks like they are firing over enemy to try and supress them? Update: I have fixed the _stopUntil error by making it a Public variable in danger.fsm, IE renamed it to "stopUntil".