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Kushluk

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About Kushluk

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    Sydney, Australia

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  1. Absolutely you can run it in Singleplayer, though you may want to make some edits to give yourself AI teammates.
  2. After releasing my original mission in 2014, I have since been working tirelessly on this scenario privately. There are probably close to 500 hours worth of SQF code in this 1mb mission file. Your task force stationed in Anizay is assigned dynamic and complex objectives in a 5km x 5km open world. Operators will need to work tightly with their team as the majority of tasks have complex conditions such as hostage executions or explosive timers. The supported player counts are from 1-24 however 5-15 is optimal. Discord, TFR or ACRE are not required, but I very much doubt you will succeed at many objectives without a suitable method of communication. DOWNLOADS/CREDITS/TUTORIAL https://sites.google.com/view/dicemod/ includes all the information you will need to get started. I have tried to keep the mod list as short as absolutely possible whilst maintaining an authentic feel. (Current version: 2.0 - October 6, 2019) SPECIFICATIONS MISSION DOSSIER MEDIA / SCREENS CHANGELOG
  3. Any chance of getting the fix for vehicles and static weapons?
  4. Kushluk

    Titus

    These are fantastic! Great work :)
  5. KUSH_fnc_rangeFinder = { _location = screenToWorld [0.5,0.5]; _distance = round(player distance _location); _string = "Range: " + str _distance + "m"; titleText [format["<t color='#00CC00' size='1'font='PuristaBold'>%1</t>",_string], "PLAIN DOWN", -1, true, true]; sleep 3; titleFadeOut 2; }; player addAction ["<img size='0.8' color='#DC143C' image='\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\transport_ca.paa' /> <t color='#DC143C'>Laser Rangefinder</t>",KUSH_fnc_rangeFinder,[],99,false,true,"","(vehicle player != player) && (commander vehicle player == player)"];
  6. Kushluk

    Cruise Missile problem

    Kylania's version: http://www.kylania.com/ex/?p=21
  7. I understand the unfortunate position you are in, however there does not seem to be any dedicated DICE servers available for the general public. The mission was always designed for approximately 10 to 20 players from the same clan who would usually operate within a dedicated team server. My clan hosts a DICE server instance, but your ping to Australia would likely make it a hassle for you. Alternatively you could possibly try to decrease the numbers of enemies, civilians etc in the init.sqf or alter the caching distance in the parameters. EDIT: In the next version, I will include a 'Population Density' parameter so that you can scale the number of units in the world to suit your player count and server strength.
  8. Mission file updated with the above fixes: https://sites.google.com/site/arma3dice/ You don't need a new @DICE mod.
  9. I have an updated mission file with fixed key-bindings and rallypoint deployment. I will upload it in a couple of hours.
  10. Sorry, this mod is aimed at realism enthusiasts. Too much of the mission is dependent on external content. Insurgent uniforms are now randomly sourced from a mixture of vanilla and RHS content.
  11. Modlist finalised: https://sites.google.com/site/arma3dice/ @DICE folder and collection will be updated on Six over the next few days when I get time. In the meantime you can manually download the @DICE addon and manually launch the correct mods if you are particularly keen. Changelog: 1) Complete overhaul of.... everything Known Issues: 1) EOD dog will not walk (Marksman DLC has broken him) 2) Rallypoint system is mostly untested New Keys: 1) Bind CUSTOM KEYS 3 & 4 in your controls menu to use the GPS. 2) CSE interaction menu will give access to the DICE operator menu. Some misc images: http://imgur.com/a/wpuhw
  12. Yeah some fairly large updates are in the works. Hold off downloading anything until I post updates. It shouldn't be too far off.
  13. Good Question! I would do it like this so it saves their loadout whenever they close the interface. This is not tested ingame. waitUntil { isnull ( uinamespace getvariable "RSCDisplayArsenal" ) }; arsenalLoadout = [player] call getLoadout; player addEventHandler ["Respawn", {[player,arsenalLoadout] spawn setLoadout; }]; You can use aerosons excellent loadout scripts here: http://forums.bistudio.com/showthread.php?148577-GET-SET-Loadout-%28saves-and-loads-pretty-much-everything%29
  14. You can do either, however you need to remove the blacklist entry under clients\functions\fn_addonChecker.sqf
  15. Probably very few, you would need to do the following: - Delete any CSE medical modules from the map editor - Change medical loadouts (init.sqf) to use AGM medical gear
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