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jamie1992

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Everything posted by jamie1992

  1. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Thank you for the quick response. Shall start again from fresh then. :)
  2. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Would the changes to Mortar's being spawned and the changes to enemy armor require a new game, or will a reload of a previous session ammend the currently spawned assets to the new patch changes? Sounds fantastic though!
  3. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    No problem! :)
  4. Yeah, turns out it took me having to reload via your method twice before it came back, but hey it works so thank you! Will check those AI mods out. :)
  5. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Ace Advanced Medical breaks the respawning. And thus makes it so that once you die, you have to load or restart. As opposed to just respawning.
  6. Any way to get the hud back? Reloaded my save, and now can't see any of the prestige and so forth. ALSO any AI mod recommendations, cause for some reason the AI are BEYOND stupid in WLA. Friendly/Squad AI especially.
  7. To anyone whom intends to use this with RHS weapons. DO NOT!! use the ingame tooltip/display/class names of weapons from inside the game via Eden or Virtual, they will all display wrong. They all designate as having weapon rather than weap. One Example being the Glock, it shows it as rhsusf_weapon_glock17g4 When it's ACTUAL classname is rhsusf_weap_glock17g4 This is the same for as far as I've seen. ALL weapons. Digging through the RHS Files themselves reveal this to be true. -Snip- Hoverguy added them below. Example of an ingame tooltip/display of a classname. This is INCORRECT
  8. So I figured I'd post within this thread with my question regarding weapons, as opposed to the vehicle thread, even though I'm using the merged variance of SVSS and SWSS. I've built my own shop class and class sets within that allow the purchase of weapons by class. (Small Arms, AR's, Snipers, LMGS, etc etc) Oddly enough none of the RHS gear will appear on my person, unlike vanilla content, however RHS mags and items will work perfectly. Is there something I am perchance missing, or is there a way to perhaps get bought gear to appear within a box? (This would be my preferred overall outcome if at all possible.) Should get too crowded within the box due to there only being a max of 5 players on my mission at any time. Once more any feedback would be absolutely appreciated. :) EDIT: Ah I see a previous post explaining RHS weapons aren't entirely supported. This is indeed quite a shame.
  9. Quite! I had it included. I believe however I broke it upon editing, after reverting to a clean string table and remaking my edits with less of a rush. I appear to have it solved. My only issue right now seems to be that the RHS guns do not appear on your person, magazines and misc items do using the Vehicle Shop and Weapon shop merge. I should probably post my question in that thread instead rather than clog this thread with questions pertaining to the other side of this. :)
  10. If you are combining numerous DESC and init.sqf files, put the includes into the same cfgclass definitons. IE class CfgFunctions { #include "HG_SVSS\Functions\HG_ShopFncs.h" #include "EPD\EPDcfgFunctions.hpp" }; instead of having two different CfgFunctions, as you'd of already defined them. At-least this is the method I've been using and it works nicely thus far.
  11. Hey HoverGuy, hopefully you are still around, I've been using you Simple Vehicle shop as a foundation for a vehicle shop within my mission, upon adding new classes and such within the files. I seem to get a really odd issue of the UI freaking and not actually showing anything. Yet it was working fine beforehand. I'm not entirely sure what is causing the aforementioned issue. Do I need to extend the UI to allow more classes and sets within itself. Any insight would be fantastic cause I'm dig through files and getting a little lost now and then. https://i1.someimage.com/hfaWD52.jpgis a link to the UI. So far I've set up 3 new classes within the default shop. (Or is that potentially where I would be going wrong?) Once again any insight would be incredibly useful. :)
  12. jamie1992

    Damage system sucks - fix needed

    Issue can on occasion occur in singleplayer during even Vanilla missions. I think it runs a little deeper than just packet loss and custom scenario's causing the issue. (Although they certainly are culprits that could prolong and cause those issues to be...well worse) I know it would be difficult to truly actually simulate a combat environment and the ballistics of weaponry and the effects they have on an individual. But still being able to stand and move after taking a .50 to the chest is...just straight up balls to the wall stupid. I don't care if it hits you from 250m or a click away. When that .50 hits you WILL go down, even if it doesn't kill you. The sheer magnitude of force exerted upon the impact would be mind blowing. Not to even mention how much heat would be generated from the kinetic energy of that round meeting your plate.
  13. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    I created a second headless client called HC2. He joined and is helping HC1 but AI are still acting thick. The cores I assigned the AI to are constantly maxed out. The FPS limiter on the map screen what sould I set that to higher/lower? to decrease the amount of AI that spawn?. Server FPS is good and normally sits at about 25-30. also input the command in console above and at the time I had this Units = 100 veicles = 105 AI was still acting very slow,thick even with that amount. Please advise Thanks
  14. jamie1992

    Damage system sucks - fix needed

    The aforementioned issues occur no matter the mission. The rounds hit, visual conformation is achieved via them twitching and blood flying out of them. Died yesterday fighting two guys. One took 3 rounds to the head at about 200m out, and did not die. The second did go down but only after 5 rounds mid mass.
  15. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Ah I only found one truck, I shall confirm again once the mission arises once more. May have just not noticed a second truck. Steal/Destroy armor worked fine but only after I put it in the FIA Garage.
  16. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    You might wanna find a DECENT filehost for your manual. I opened the page in my steam browser to tinyupload, got a TON of popups and adverts shoot up, along with audio playback that was loud as hell and couldn't be turned off at all. Had to force restart my rig before even more of the crap popped up, and a few friends went to access it and all their antivirus software blocked the site before it had a chance to run all of it's crap. Just saying. Secondly. Destroy/Steal Ammo Truck won't work. We stole it, and took it to base, currently sat near the flag but it refuses to see it actually being there. So that is a thing. EDIT: Also. "Doubled mortar dispersion rate to make Antistasi more enjoyable for the Casual player." Seriously. Casual player? EDIT2: -Snip- Nevermind.
  17. jamie1992

    Damage system sucks - fix needed

    Slight thread bump. Sorry. But I would like to agree with this notion, the damage systems SERIOUSLY sucks. Was playing Antistasi with a few friends last night, fighting the AAF. And they seem to just tank rounds. I'm not sure why I need to shoot someone who is merely 20m out who is wearing only a Bandolier chest rig 3-4 times mid mass with 7.62 rounds to get the kill. Not to mention that hitting a person with a .50/12.7mm seems to lose MASSIVE amounts of damage as range slightly increases. 500m away is NOT going to stop a .50 from tearing you a new one. And even if by some sheer chance that your plates stop that MASSIVE round going at that extreme velocity and exerting such an extreme amount of force. The sheer force from the impact is going to incapacitate you to some variance, lets face it a .50 hits...DAMN hard. This doesn't even mention the fact that I can hit a guy in his leg with a .50 whilst he has no armor on his legs, and he is able to still keep running and fighting fine. This needs fixing. Especially as human players can be killed from one round whilst wearing Level 6 plates against a 5.56 hitting them mid mass. It's illogical, unfair and quite frankly...stupid as hell.
  18. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Well don't put yourself out too much for the sake of it. Just some tweaking should hopefully appease both sides of the "Issue" with arty, those who dislike it will find the feature a lot more fun and less aggravating and those whom like its current implementation will find it to still be fun within itself. I honestly think just a larger radius to Mortars will make a big difference to the introduction of Mortars.
  19. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Script in the sense of slowly zero'ing in? Is the ability to spread radius based on distance also a viable thing to change/add within the scripts without being too heavy of a workload?
  20. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Mortars by todays military standards are pretty damn accurate. Can be zero'd in pinpoint over the range of a mile or two, however it all depends on the skill of the crew manning the mortar itself, and the troops on the ground relaying splash confirmation and adjustments to that mortar team. Sadly it doesn't simulate this. The current system is, spotted, enemy relays info of posistion, mortar fires and the round is on your head within moments. Sadly this detracts from the fun and any form of simulation in regards to simulation of Mortars/Arty itself in general, again the game based in 2035 has Arty Computers and the likes to automatically calculate pitch and angle. It sadly however doesn't negate factors such as wind speed/velocity, and direction of the wind itself. STK raises a good idea, Shells land a distance away from intended target, and then get closer and closer with each volley/round that gets fired, simulating troops relaying information of splash back to the mortar team in question so they can adjust and compensate for such things as like Wind speed and Velocity. (Lets face it, firing a mortar the distance of say 1 mile or 2 in 80mph winds pushing against it will decrease that rounds range tremendously, or if the wind was behind said round, would alter its trajectory to overshoot, and likewise with sidewards wind affecting the round's tracjectory and altering it's landing Mortars add a much needed element of danger and fun, but the current implementation of them doesn't do the feature within itself justice. With tweaks the Mortars would go from. "Great I got hit by a mortar *Sigh*" To "Oh crap they are zero'ing mortars on our actual and we seriously need to move before they get it nailed." Again this may come across as a bit abrasive, but honestly with a slight tweak to accuracy and implementation, they will further enhance an already amazing experience. EDIT: I stand corrected on wind affecting Mortars. A wider dispersion from intended zone and slowly closing in would do WONDERS for the feature of Mortars. As STK said. Creators listening to playerbases and working with them is indeed quite a thing. And it makes the love for a mission or mod in general even greater, knowing the person creating the content is indeed listening to concerns. For that I thank you. :)
  21. jamie1992

    [MP/CO 42] A3M PMC Simulator

    I noticed after reverting back to your official release via workshop, that the compound mission also doesn't work in your release also, however I do still get missing markers and the T9 facility mess ups only within my own and no spawns at Parso etc in regards to insurgent types. That is very much noted, shall have a look at this again once more when I get around to it. On a sidenote do you have any plans on updating the Open Source link in the OP with the most recent version perchance? :) Thanks for all the help! Truly Appreciated.
  22. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Although Mortars are accurate, providing said mortar has a spotter, getting generic grid coords from troops under heavy fire will not lead to a Mortar round ON my face seconds after being spotted. Not even accounting for Wind, Crew skill etc etc etc. I love the idea of having Mortars at bases and Outposts and the likes, however, our point is that they are just TOO powerful. Like, usually you'd have to step the rounds in till you get the EXACT angle dialed in to hit the specific Grid Coordinates BANG ON, especially in heavily windy weather which would affect a Mortar rounds Trajectory heavily. However, this doesn't happen, we get spotted, and rounds appear pretty much within a 25-50m radius about 5-10 seconds after being spotted. Sometimes a tad longer. We aren't saying to remove them, but having Mortar Teams DECIMATE you without a second thought because they aren't affected by things they would be in real life, doesn't really "Simulate" Mortar rounds. (I know I know Artillery computers and such, but that doesn't negate external forces, like weather and such from changing them. My point is, or our point I guess is that they are too powerful and aren't balanced really at all. They suck the fun out of the mission at points. Example is attacking a town from the south, tiny town, happens to be a AAF outpost not THAT close but a decent distance, no mortars, attack the town from the west, which is a difference of 50-100m, suddenly now they can fire and get it bang on, even when it was evidently at the very edge of their range. I dunno they just need reworks in my opinion. Everything else about the mission is BANG ON excellent. Stupidly fun and I've lost many hours to it, but Mortars are the one detriment to the mission, again in my own and apparently some other peoples view.
  23. jamie1992

    [SP/CO8] A 3 - Antistasi Altis.

    Yup, like I said a page or so backwards. The Mortars are just too much. Not for the challenge of them, just the fact they are ALWAYS pinpoint accurate, and ALWAYS what seems to be instant the moment you get spotted. At-least they are when hosted via my dedi anyway. The mission is frigging amazing aside from the Mortars being a total ballache that rips the fun out.
  24. jamie1992

    [MP/CO 42] A3M PMC Simulator

    Just walk up to the laptop, press access internet, then hit the image with the woman, tank jet and cars etc. Will take you to the vehicle purchasing screen.
  25. jamie1992

    [MP/CO 42] A3M PMC Simulator

    Yeah, I know, but our efforts to put HC in seem to have broken stuff that was seemingly working perfectly before. So either one of us went wrong at somepoint in the process, or HC itself causes issues and is why Fr33d0m never implemented it in the first place. If we can't get HC working, no point in even trying to get R3F etc working either. Or making tweaks to fix the AAF from decimating the entire map. EDIT: Noticed also that the HQ has no longer got a person and/or option to recruit AI anymore, and also all the AI at the T9 facility are now bugged out heavily. (No longer doing any animations, facing the ways they should be etc etc etc)
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