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Everything posted by jdmt
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Player looking for squad (not for squads to post looking for players!)
jdmt replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Name: Tyson Steam: http://steamcommunity.com/id/tdiniz/ Looking for a small unit, or even a startup that plays light infantry coop. I play with ACE3/RHS/CUP-Terrains/TFAR/ALIVE(ALIVE is not a deal breaker, but the rest are important to me). What can I bring? I have a pile of missions, I have 7 years of ArmA experience, I have dedicated server management experience and currently am renting one. I do have a weird schedule: Week 1: Available Mon/Tue, Fri/Sat/Sun Week 2: Available: Wed/Thur Repeat week 1 and 2 -
[V1.2][OVER 210+ PATCHES] RHS Uniform Unit Patches
jdmt replied to kband1's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is an awesome mod for RHS's US Armed forces. Do you have any plans to add Sapper tabs? https://en.wikipedia.org/wiki/Sapper_Tab- 43 replies
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- RHS
- Uniform Patches
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UPSMON Updated to ArmaIII
jdmt replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sorry to double post, but now that I have the correct version, I have an issue with it randomly not loading the script at all, no changes to the mission, it just sometimes works, sometimes doesn't and there is no error in the rpt. EDIT: It only initializes once after a game restart, it's only one mission, my other one works, and I have showscripterrors on, and nothing pops up. -
UPSMON Updated to ArmaIII
jdmt replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
EDIT: I had an out of date script version. I'm having issues with the patrol stopping after one loop around the town. I have the marker set on Pusta using CUP Terrains. [_lead] join _g> 23:29:18 Error Missing ; 23:29:18 File C:\Users\Tyson Diniz\Documents\Arma 3 - Other Profiles\Diniz\missions\Operation_Steel_Fist_A3.Chernarus_Summer\scripts\upsmon.sqf, line 775 23:29:19 Error in expression <Speed; _lead setSkill skill _npc; _lead setVehicleInit _initstr; [_lead] join _g> nul=[this,"pusta","random"] execVM "scripts\upsmon.sqf"; -
IgiLoad script - logistical support
jdmt replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've managed to get an addon chopper to use your script, and it loads the cargo, the only issue is the Z axis of the cargo, it sits too low, how would I adjust this? -
I'm having this exact same problem, I've triple checked everything too.
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Got a few more mission ideas for you: Underwater demolition Deliver an ammo HEMTT to a town/fortification, either fighting on your way in, or fighting to get out Destroy a radio tower And some other suggestions: I don't know if I suggested this earlier, but destroying the downed Ghosthawk should be a requirement to complete that mission. Can you add a parameter that allows us to pick between 1-x missions to do, instead of the set 6.
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I have this same issue, but my backpack is filled with watches and not hours. :P Anyways, I can't figure out what the difference between the Tripwired and Unleashed versions. EDIT: How do I re-add the parameters in the CfgAISkill.hpp file?
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Enemy occupation system (eos)
jdmt replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess I should've checked for duplicate code, going to try just the skill stuff, thanks for the help. EDIT: 10:53:28 Error in expression <["_newX", "_newY", "_testPos"]; _newX = _posX + (_maxDist - (random (_maxDist * > 10:53:28 Error position: <_posX + (_maxDist - (random (_maxDist * > 10:53:28 Error Undefined variable in expression: _posx That is repeated constantly in the RPT after I put that in, and the enemies no longer spawn. EDIT2: Got it, I had to remove _grp -
Enemy occupation system (eos)
jdmt replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Still a little new to this, but I think I got it, I just put that in "Spawn_Infantry.sqf, under the important stuff, and give it a run? -
Enemy occupation system (eos)
jdmt replied to bangabob's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm having the same problem as the other guy, the AI are very accurate. Would ASR_AI actually override the script? I used to run ZEUS AI in ArmA II and it wouldn't override the script. How do I use the setSkill_array on every spawned unit? -
The cache markers delete if you join in progress.
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This mission is amazing, keep up the great work. My only problem is I couldn't rescue the pilot, we tried everything, is there a certain slot you have to be in to rescue him? I don't know if it's required, but you should add that the chopper must be destroyed too. Since your inspiration came from TFOR, the only thing missing are random patrols and IEDs. EDIT: Enemy reinforcements would be cool too, if you are attacking an objective, there should be a small chance that reinforcements show up.
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I'd like to suggest the Jeep J8. Info: http://en.wikipedia.org/wiki/Jeep_J8 http://www.jgms.com/ Videos: Pictures:
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Would I be getting my hopes up if I was hoping for a route clearance mission? Also M240 RWS holds like 1000 rounds of ammunition, that's the benefit. Sent from my Samsung Galaxy Tab 10.1 using Tapatalk
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Asymmetric Warfare Components
jdmt replied to DetCord's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Will there be map placeable IEDs for COOP? Basically treated like mines. -
Other than a lot of smoke, I really didn't have any major issues. Sent from my Galaxy Nexus using Tapatalk
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Asymmetric Warfare Components
jdmt replied to DetCord's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
That's awesome. Can't wait to roll up on some of these in an RG-31, and disarm them! -
Asymmetric Warfare Components
jdmt replied to DetCord's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Might as well help everyone else out too. First, put a mine on the map, either using the editor, or do it yourself. Then grab the AN/PSS-14 from the box, and turn it on with the self interaction key. When the detector part is right over a mine, it will beep. It must be either on or extremely close to the mine. -
Right, but if it takes an RPG, and has no cage armour, it just shrugs it off, because it's a hit points based system.
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Asymmetric Warfare Components
jdmt replied to DetCord's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
http://browser.six-projects.net/cfg_weapons/1551378 ACE has an AN/PSS-14, if it helps you at all, it currently detects mines, I haven't tried it on the ingame IEDs. -
Asymmetric Warfare Components
jdmt replied to DetCord's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Can we expect devices which require a trigger man to be alive to detonate? -
Asymmetric Warfare Components
jdmt replied to DetCord's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
This is some amazing work. This, and ExA's RG-31 and Husky will make for some epic route clearance missions! -
Proper ACE compatibility would make this thing live up to its name, if it rolls over a mine, the vehicle will be disabled, but the crew has a high chance of surviving, however, if it takes an RPG, expect some casualties. http://wiki.ace-mod.net/wagn/Vehicle_Damage_System#Addon%20Makers I can ask Nou about ACRE compatibility if you'd like.
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Your my f***ing hero.