aced170
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Everything posted by aced170
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This looks stellar guys, cant wait.
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smallarms NIArms Release Thread
aced170 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This was supposedly a problem with the German Army G36s only due to a change to a cheaper polymer for the receiver. Or at least that's what has been claimed. I don't think any other operators of the G36 platform have complained about similar issues. -
smallarms NIArms Release Thread
aced170 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The later G36s had a bolt hold open Incorporated, thats what you see. Should be the any G36 with a V in it(G36KV etc). -
wsxcgy's Extra RHS Uniform Re-textures 2.1.1
aced170 replied to wsxcgy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sweet looking forward too it. Ever thought about recoloring the BIS AAF digi camo with the Greek Lizard color scheme? -
wsxcgy's Extra RHS Uniform Re-textures 2.1.1
aced170 replied to wsxcgy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance at more SPC variants or IOTV retexs? -
RHS Escalation (AFRF and USAF)
aced170 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The Export M1s have a different armor package(read less effective) than the US Military M1A1s and M1A2s.- 16550 replies
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RHS Escalation (AFRF and USAF)
aced170 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Export M1s or US Stock?- 16550 replies
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RHS Escalation (AFRF and USAF)
aced170 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm about 90% sure there are no combat losses that weren't mobility kills with the US Military M1s.- 16550 replies
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wsxcgy's Extra RHS Uniform Re-textures 2.1.1
aced170 replied to wsxcgy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any chance on getting US4CES and/or SPEC4CE camo patterns? -
I've used you Liberation code base to make my own custom version and every time anyone hits save or load in the Arsenal there is a 15-30 second freeze. Long enough that some people crash or drop connection. Other than changing classnames and default settings I've added VCOM AI and ICONs Airpower script. I'm using the custom whitelist to block out the deployable weapon bags. Any ideas?
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large [SP/MP][COOP] Patrol Operations - Official Thread
aced170 replied to roy86's topic in ARMA 3 - USER MISSIONS
Been looking forward to this for a minute, just a couple of questions. That wounded GUI looks slick as hell, is it going to be compatible with ACE medical? My group currently plays a lot of liberation which saves your progress automatically as you take various objectives and gather resources. This save persists even if the mission unloads or the server restarts/crashes. Will PO4 have a similar system? -
Any chance on getting a respawn on start(respawnOnStart=1\0) variable?
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Black Taru classnames do not spawn with correct textures
aced170 posted a topic in ARMA 3 - TROUBLESHOOTING
Title pretty much nails it. Using any of the following classnames gets you the standard hex camo taru. I'm on stable branch. O_Heli_Transport_04_black_F O_Heli_Transport_04_ammo_black_F O_Heli_Transport_04_bench_black_F O_Heli_Transport_04_box_black_F O_Heli_Transport_04_covered_black_F O_Heli_Transport_04_fuel_black_F O_Heli_Transport_04_medevac_black_F O_Heli_Transport_04_repair_black_F Land_Pod_Heli_Transport_04_ammo_black_F Land_Pod_Heli_Transport_04_bench_black_F Land_Pod_Heli_Transport_04_box_black_F Land_Pod_Heli_Transport_04_covered_black_F Land_Pod_Heli_Transport_04_fuel_black_F Land_Pod_Heli_Transport_04_medevac_black_F Land_Pod_Heli_Transport_04_repair_black_F -
Liberation RHS repair script help needed.
aced170 posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've got a modded version of Liberation that replaces nearly all of the vanilla content with RHS and swaps East and West. The issue I'm having is that the repair/rearm/refuel script does not repair the RHS vehicles, could someone help me out with this? Reyhard pointed me in the direction of using getHitPointDamage in the "if ( damage _veh > 0 ) then {" string. So how would I set this up to check all of the hitpoints? Is there an easy way to get hitpoint class names? Do I need to modifiy any other part the the script for it to actually repair those hit points? Apprecaited any help. private [ "_resupply_dist", "_repair_increment", "_repair_speed", "_repair_altitude", "_veh", "_repaired", "_rearmed", "_refueled", "_average_damage", "_average_fuel", "_screenmsg", "_rearm_time", "_refuel_amount", "_rearm_ticker" ]; _repair_amount = 0.01; _repair_speed = 2; _repair_altitude = 2; _resupply_dist = 30; _rearm_time = 60; _refuel_amount = 0.02; _rearm_ticker = 0; while { true } do { _repaired = false; _rearmed = false; _refueled = false; _average_damage = 0; _average_fuel = 0; _screenmsg = ""; _veh = vehicle player; if ( _veh != player ) then { if ( effectiveCommander _veh == player ) then { if ( (speed _veh < _repair_speed) && (((getPosATL _veh) select 2) < _repair_altitude) ) then { if ( count ( (getpos _veh) nearEntities [ vehicle_repair_sources , _resupply_dist] ) > 0 ) then { if ( damage _veh > 0 ) then { _repaired = true; _average_damage = (damage _veh) - _repair_amount; if ( _average_damage < 0 ) then { _average_damage = 0 }; _veh setDamage _average_damage; }; }; if ( ( count ( (getpos _veh) nearEntities [ vehicle_rearm_sources , _resupply_dist] ) > 0 ) && ( _rearm_ticker < _rearm_time ) ) then { _rearmed = true; _rearm_ticker = _rearm_ticker + 1; if ( _rearm_ticker >= _rearm_time ) then { [ [ _veh ], "F_rearmVehicle" ] call bis_fnc_mp; }; }; if ( count ( (getpos _veh) nearEntities [ vehicle_refuel_sources , _resupply_dist] ) > 0 ) then { if ( fuel _veh < ( 1 - _refuel_amount ) ) then { _refueled = true; [ [ _veh, (fuel _veh + _refuel_amount) ], "F_setFuel" ] call bis_fnc_mp; }; }; } else { _rearm_ticker = 0; }; } else { _rearm_ticker = 0; }; } else { _rearm_ticker = 0; }; if ( _repaired ) then { _screenmsg = format [ "%1 : %2%3", localize "STR_REPAIRING", round ( 100 - (_average_damage * 100) ), "%" ]; }; if ( _rearmed ) then { if ( _repaired ) then { _screenmsg = format [ "%1 - ", _screenmsg ]; }; _screenmsg = format [ "%1%2", _screenmsg, format [ localize "STR_REARMING", _rearm_time - _rearm_ticker ] ]; }; if ( _refueled ) then { if ( _repaired || _rearmed ) then { _screenmsg = format [ "%1 - ", _screenmsg ]; }; _screenmsg = format [ "%1%2", _screenmsg, format [ "%1 : %2%3", localize "STR_REFUELING", round ( (fuel _veh) * 100 ), "%" ] ]; }; titleText [ _screenmsg, "PLAIN DOWN" ]; sleep 1; }; -
Liberation RHS repair script help needed.
aced170 replied to aced170's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I tried that but no joy. Unless I used it wrong which is totally possible. This is the error I got when I tried it. 10:52:44 Error in expression < then { if ( getAllHitPointsDamage _veh > 0 ) then { _repaired = true; _average> 10:52:44 Error position: <> 0 ) then { _repaired = true; _average> 10:52:44 Error >: Type Array, expected Number,Not a Number -
RHS Escalation (AFRF and USAF)
aced170 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've got a very limited understanding of SQF and from what I've been reading there doesn't seem to be a way to check all hitpoints on any vehicle and then repair them. Unless I'm missing something?- 16550 replies
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RHS Escalation (AFRF and USAF)
aced170 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think my post got lost or overlooked so I'll ask again anyone have any ideas on how to get this working?- 16550 replies
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RHS Escalation (AFRF and USAF)
aced170 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure if this is the right place for this but I figure the devs would have the best answer. I've got a modded version of Liberation that replaces nearly all of the vanilla content with RHS and swaps East and West. One issue I'm not sure how to fix is that the repair/rearm/refuel script does not repair the RHS vehicles, could someone help me out with this? If possible I'd like to keep the ability to rearm vanilla vehicles. See attached script.- 16550 replies
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Black Taru classnames do not spawn with correct textures
aced170 replied to aced170's topic in ARMA 3 - TROUBLESHOOTING
The speedy response is much appreciated. -
Toadie's SmallArms and Animations for Arma3
aced170 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So I figured I would try my hand at fixing the AK12s not taking the RHS 5.45 mags and I was successful, you want the file? (I found Arma's inheritance weird, shit does not work the way you think it would.) -
Toadie's SmallArms and Animations for Arma3
aced170 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So is it intended behavior for the AK12(and GP30 variant) and AK12U to not use the RHS 5.45 mags? The RPK12 can though so I'm guessing not. -
I cannot for the life of me figure out how to get the custom asset list work, could you give more detailed instructions? Thanks.
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
aced170 replied to SaOk's topic in ARMA 3 - USER MISSIONS
Seems that this new update has broken the AGM interaction menu for me. Anyone else have this problem? -
Need help with ammo box script.
aced170 replied to aced170's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks guys. -
Need help with ammo box script.
aced170 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm attempting to make a script that creates a local ammo box on a marker, then calls a different filler script. I've gotten this far but I'm doing something wrong because the box wont even spawn. This is hacked up domi code by the way. Here is the code that calls the script in the init x_playerammobox = compile preprocessFile "extern\x_playerammobox.sqf"; The script that should make the box. private ["_box","_box_array"]; _box = "USVehicleBox_EP1" createVehicleLocal (getMarkerPos "ammobox"); _box allowdamage false; nul=[_box] execVM "extern\x_weaponcargo_oa_ace.sqf"; The filler script private "_box"; #define __awc(wtype,wcount) _box addWeaponCargo [#wtype,wcount]; #define __amc(mtype,mcount) _box addMagazineCargo [#mtype,mcount]; clearMagazineCargo _box; clearWeaponCargo _box; __awc(M9,1) __awc(M9SD,1) etc... So what have I FUBAR'd? I also posted this at ARMA Stack, but that seems dead now.