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DRACUS

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Everything posted by DRACUS

  1. COOP 7 • Purple Swamp Location: Prei Khmaoch Luong | ព្រៃខ្មោចលង Quick Description: • The enemy forces are weak because of our advance over the north of the country, we have an opportunity to control the south zone, you have to eliminate the rebel leader and the 3 Vypers who are negotiating on shipments of weapons in the village, the enemy already received a shipment that is located in an enemy field on the east side of the river, where you will have to destroy that same shipment that contains anti-aerial weapons and ammunition, but first you will have to hack the computer that is in a hiding place in the middle of the forest, West of your primary targets, so we have access to the entire network of the southern area. Teams ◘ GREEN MAMBA: 1 • TL 2 • JTAC 3 • PARAMEDIC 4 • DEMO SPECIALIST 5 • MACHINEGUNNER ◙ BLACK MAMBA: 1 • SNIPER 2 • SPOTTER Features: • Limited Gear via Crates (OldSchool way ArmA) • BIS Respawn (Rallypoints BIS Enable) • BIS Revive (With Drag & Drop) • Sway Reduced • Gear Save • Full Voice Act Steam Workshop: Link
  2. I have the same thing happening.. Steam Console Client (c) Valve Corporation-- type 'quit' to exit -- Loading Steam API...OK. .. Any solution? 👀
  3. Operation Location: Prei Khmaoch Luong | ព្រៃខ្មោចលង Quick Description: • Your priority objective is to find and destroy enemy mortars plus the vans, which carry illegal weapons across the border to the north of the country. Before you are in charge of eliminating the reinforcements of the enemies, where they also take weapons and illegal ammunitions, however to find the location of the mortars will have to hack the computers that are in the Enemy Camp to the West of the roadblock, has 2 leaders inside the field, has green light for slaughter them, they are responsible for an attack on chernarus in 2015. After completing the tasks move to the East River, then stealing a boat and moving to the extraction point. Team: ◘ DEVILISH WOLF: 1 • TEAM LEADER 2 • DEMO SPECIALIST 3 • PARAMEDIC 4 • MARKSMAN 5 • AUTORIFLEMAN 6 • SCOUT 7 • SCOUT Features: • Earplugs • BIS Revive • Sway Reduced • Enemy Revive • Full Voice Act • TAW V.Distance Script • Background Music [Put your Music on 20% is enough] • VCOMAI [Default - Disable, you can enable on parametres] Download: → Steam Workshop
  4. Operation Location: Prei Khmaoch Luong | ព្រៃខ្មោចលងQuick Description:• The enemy forces are weak because of our advance over the north of the country, we have an opportunity to control the south zone, you have to eliminate the rebel leader and the 3 Vypers who are negotiating on shipments of weapons in the village, the enemy already received a shipment that is located in an enemy field on the east side of the river, where you will have to destroy that same shipment that contains anti-aerial weapons and ammunition, but first you will have to hack the computer that is in a hiding place in the middle of the forest, West of your primary targets, so we have access to the entire network of the southern area.Teams ◘ GREEN MAMBA:1 • TL 2 • JTAC 3 • PARAMEDIC 4 • DEMO SPECIALIST 5 • MACHINEGUNNER◙ BLACK MAMBA:1 • SNIPER 2 • SPOTTERFeatures: • Limited Gear via Crates (OldSchool way ArmA) • BIS Respawn (Rallypoints BIS Enable) • AIS Revive • Sway Reduced • Gear Save Requirements: • ArmA 3 Apex • Prei Khmaoch Luong | ព្រៃខ្មោចលង Source: http://steamcommunity.com/sharedfiles/filedetails/?id=963575038
  5. I have the same problem and there is 1 topic about that and i dont get it.. --> Here
  6. I got the same problem.. but i cant fix.. where did you do that?
  7. DRACUS

    Shots quiet behind objects

    I confirm this, Shots at 200-300 meters barely audible, it seems like a battle of silenced guns, it's a bug, will it stay like this? Will it stay if so I'll have to use a sound mod because this is ridiculous.
  8. Awesome Work but.. Where is the Bikey? ty :rolleyes:
  9. DRACUS

    [MP] GWAR3 (Gossamer's Warfare 3)

    Thats Depends.. Settings from the Server.. ^_^
  10. DRACUS

    Ghost Missions

    Nice TANOA!! Finnaly!! Ty!!
  11. ETA to Liberation Tanoa?
  12. DRACUS

    Insurgency - Tanoa

    I test your previous versions and the actual .. and i have to say on our server we get always the same problems: - Crash Game when we launch the mission. - No enemys in red squares. I wanna ask you.. Do you test your missions on Dedicate server or just in Host? Can you add the Module Zeus (login by ADMIN) just to add task so they would go to secundary objectives to get some intel.
  13. DRACUS

    [Coop@8] Avgani Conact

    Hell YEAH! Avgani!! GJ!
  14. DRACUS

    [COOP] Vigilancia Aeternum

    yep.. The enemies are always doing spawn even after the zone is captured ... Need to fix that ;) But nice mission keep going! :)
  15. DRACUS

    [COOP 1-8] Research break

    GOOD MISSION! Ty!! B)
  16. DRACUS

    co10 Escape

    Try use VComAI
  17. DRACUS

    Prophets Vanilla Insurgency

    Good Mission dude! WAR!!! VCOMAI [TOP]
  18. DRACUS

    New Fatigue system

    :angry: I try to shoot the enemies but it is impossible .. it seems, I'm on top of a boat trying to hit a target, it's ridiculous, stupid, this was one of the worst "Patch" ever .. from ArmA 1 never saw a something so stupid .. Remove once this new authenticates crap "Sway". When things are good it has to go move to spoil what was good .. how stupid .. Not to mention the players of the old school, who turn away more and more of these things almost impossible to hit the targets now .. basically have almost cheating using scripts and reduce values that should already be default in the game.
  19. DRACUS

    Weapon Sway opinion Votes

    :angry: I try to shoot the enemies but it is impossible .. it seems, I'm on top of a boat trying to hit a target, it's ridiculous, stupid, this was one of the worst "Patch" ever .. from ArmA 1 never saw a something so stupid .. Remove once this new authenticates crap "Sway". When things are good it has to go move to spoil what was good .. how stupid .. Not to mention the players of the old school, who turn away more and more of these things almost impossible to hit the targets now .. basically have almost cheating using scripts and reduce values that should already be default in the game.
  20. DRACUS

    New Fatigue system

    OMG what is this system i can't move ... with my LIGHT loadout!!
  21. DRACUS

    COOP 06 - Extreme Measures (Stratis)

    :cool: AWESOME mission!
  22. well on host preview Works, on dedicated not.. i will send u the mission..
  23. Hello, Im working in 1 mission.. and i cant call your script on dedicated server, on host work but on server dont work :( am i miss something..? When the mission is on the map(Briefing) before begin show the markers on the map with Black borders. Mods of the mission are: CBA,Alive,Fata_a3,Clafghan,A3MP, A3MP_AP . INIT.SQF /* * Filename: * init.sqf * * Description: * launched on mission start * * Created by [KH]Jman * Creation date: 07/12/2013 * Email: jman@kellys-heroes.eu * Web: http://www.kellys-heroes.eu * * */ // ==================================================================================== // DEFINES #define PP preprocessfilelinenumbers #define VAR_DEFAULT(var,val) if (isNil #var) then {var=(val);} // ==================================================================================== // SETUP private ["_d"]; gameOver = false; if (count playableUnits == 0) then {SP = true} else {SP = false}; // ==================================================================================== // MAIN //Grab parameters and put them into readable variables for [ {_i = 0}, {_i < count(paramsArray)}, {_i = _i + 1} ] do { call compile format [ "PARAMS_%1 = %2", (configName ((missionConfigFile >> "Params") select _i)), (paramsArray select _i) ]; }; if (!isDedicated) then { initClientSaveLoadout = compile PP "functions\fnc_initClientSaveLoadout.sqf"; }; if (PARAMS_ReviveEnabled == 1) then { call compile preprocessFile "=BTC=_revive\=BTC=_revive_init.sqf"; if (PARAMS_MedicMarkers == 1) then { _null = [] execVM "misc\medicMarkers.sqf"; }; if (!isDedicated) then { [5] spawn initClientSaveLoadout; }; }; if (PARAMS_PlayerMarkers == 1) then { _null = [] execVM "misc\playerMarkers.sqf"; }; if (isDedicated) exitWith { "addToScore" addPublicVariableEventHandler { ((_this select 1) select 0) addScore ((_this select 1) select 1); }; }; [] call compile PP "briefings\briefing.sqf"; [] spawn {call compile preprocessFileLineNumbers "EPD\Ied_Init.sqf";}; 0 = execVM "IgiLoad\IgiLoadInit.sqf"; [] execVM "zlt_fastrope.sqf"; sleep 10; Ied_Settings.SQF /***************SETTINGS***********************/ EPD_IED_debug = false; hideIedSectionMarkers = true; //sets the alpha to 0 after spawning IEDs at a section hideSafeZoneMarkers = true; //sets the alpha to 0 of a safezone itemsRequiredToDisarm = ["ToolKit"]; //"MineDetector" or "ToolKit" for example betterDisarmers = ["B_soldier_exp_F", "B_engineer_F", "B_diver_exp_F", "B_recon_exp_F"]; // people who are better at disarming baseDisarmChance = 75; //how well everybody can disarm bonusDisarmChance = 20; //increase that the "betterDisarmers" get secondaryChance = 50; //Chance that a secondary IED will spawn. smallChance = 20; //Chance that a small IED will be chosen. mediumChance = 40; //Chance that a medium IED will be chosen. largeChance = 40; //Chance that a large IED will be chosen. iedSecondaryItems = ["Land_CanisterOil_F","Land_FMradio_F","Land_Canteen_F","Land_CerealsBox_F","Land_BottlePlastic_V1_F","Land_HandyCam_F","Land_PowderedMilk_F","Land_RiceBox_F","Land_TacticalBacon_F","Land_VitaminBottle_F","Land_BottlePlastic_V2_F"]; iedSmallItems = ["RoadCone_F","Land_Pallets_F","Land_WheelCart_F","Land_Tyre_F","Land_ButaneCanister_F","Land_Bucket_F","Land_GasCanister_F","Land_Pillow_F"]; iedMediumItems = ["Land_Portable_generator_F","Land_WoodenBox_F","Land_MetalBarrel_F","Land_BarrelTrash_grey_F","Land_Sacks_heap_F","Land_WoodenLog_F","Land_WoodPile_F"]; iedLargeItems = ["Land_Bricks_V2_F","Land_Bricks_V3_F","Land_Bricks_V4_F","Land_GarbageBags_F","Land_GarbagePallet_F","Land_GarbageWashingMachine_F","Land_JunkPile_F","Land_Tyres_F","Land_Wreck_Skodovka_F","Land_Wreck_Car_F","Land_Wreck_Car3_F","Land_Wreck_Car2_F","Land_Wreck_Offroad_F","Land_Wreck_Offroad2_F"]; //If you want to use locations without making markers on the map, define them here. Altis has been provided as an example. ***THESE ARE NOT WHERE THE ACTUAL IEDS ARE SPAWNED*** //["Name",[LocationX,LocationY,LocationZ],size] predefinedLocations = []; iedPredefinedLocationsSize = count predefinedLocations; /***************EXPERIMENTAL***********************/ // This is still being worked on and may contain bugs, please report them on the forums. allowExplosiveToTriggerIEDs = true; /***************END EXPERIMENTAL*******************/ //These are the actual IEDs that will spawn. Add them using one of the following formats. //mapLocations must have their type defined as one of "NameCityCapital","NameCity","NameVillage", "NameLocal" //["All", side] //["AllCities", side] //["AllVillages", side] //["AllLocals", side] //["mapLocation", side] //["mapLocation", amountToPlace, side]; //["mapLocation", iedsToPlace, fakesToPlace, side] //["mapLocation", amountToPlace, [fakeChance, smallIedChance, mediumIedChance, largeIedChance], side] //["predefinedLocation", side] //["predefinedLocation", amountToPlace, side]; //["predefinedLocation", iedsToPlace, fakesToPlace, side] //["predefinedLocation", amountToPlace, [fakeChance, smallIedChance, mediumIedChance, largeIedChance], side] /*********Marker size > 1**********************/ //["marker", amountToPlace, [fakeChance, smallIedChance, mediumIedChance, largeIedChance], side] //["marker", iedsToPlace, fakesToPlace, side] //["marker", amountToPlace, side] //["marker", side] /*********Marker size = 1**********************/ //["marker", side] //["marker", chanceToBeReal, side] //["marker", [fakeChance, smallIedChance, mediumIedChance, largeIedChance] , side] //The side can be a single side, or an array of sides //Ex. "West" or ["West,"East"] //http://community.bistudio.com/wiki/side iedInitialArray = [ ["RandomIED1_Marker",6,4,"West"], ["RandomIED2_Marker",6,2,"West"], ["RandomIED3_Marker",6,4,"West"], ["RandomIED4_Marker",6,4,"West"], ["RandomIED5_Marker",6,4,"West"], ["RandomIED6_Marker",6,4,"West"], ["RandomIED7_Marker",6,2,"West"] ]; //Place the mapLocations, predefinedLocations, and markerNames of places you don't want any IEDs spawning iedSafeZones = [];
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