Jump to content

Kushluk

Member
  • Content Count

    205
  • Joined

  • Last visited

  • Medals

  • Medals

Everything posted by Kushluk

  1. Is this the correct forum location for my query? With the deadline fast approaching I was hoping for a reply within a month of posting.
  2. Version 1.6 Released Changed Operator Menu from DEL key to CSE Menu Rewrote most variables and classnames to the init.sqf Added militant snipers that automatically find elevated overwatch positions. Fixed Commanche air strike behaviour. Moved and rearranged base layout and location. Added EMP Grenades to Engineer class. Updated to latest AGM pbo's within @DICE mod. Updated MaxxPro to use uparmoured variant. Added loading screen image. Reassessed ideal enemy counts. Misc small bugfixes and changes. Mission Downloads and Requirements: https://sites.google.com/site/arma3dice/ PlaywithSix Collection: The @DICE content mod and mission file may take a short while to upload on PlaywithSix. Current manual downoad links are available on mediafire via the google sites link above. Armaholic can take a number of hours to update their files. With the exception of the @DICE content mod being updated, there are no other addon changes.
  3. Version 1.7 Upcoming Changes: ETA 40 days Add multiple different roadblock and camp composition types. Refine and tidy up the assigned taskings such as hostage rescue. Work in Progress - To Be Decided.
  4. Ah, that makes more sense. Press the escape key when you are ingame and click the AGM and CSE options buttons in the top left above the usual menu items. You can configure AGM and CSE keybinds in there.
  5. Everything looks to be working perfectly from all the evidence you have posted. Can you use the scroll mouse actions from the whiteboard near where you spawn? ie can you teleport to the C130 or change your loadout?
  6. Your RPT file shows that AICOMTARGET has launched, indicating that the mission has executed successfully. I went through that log file line by line and cannot see anything that could cause such an odd issue. You are definately running all the required addons correctly... Can you please take a screenshot of the layout of the base from one end looking at the other using these instructions: https://support.steampowered.com/kb_article.php?ref=9943-WOLN-6452 and upload it to imgur.com The only thing I can think of is that one of your mods might be corrupted... you could test this by running the DICE modset and creating your own blank mission in the editor on the sangin map with a handful of DICE vehicles.
  7. That is a very strange problem that I have not heard of before. It sounds like you have followed the correct procedures to the letter! - Ensure that you are running the latest version of @CBA_A3 and @TASK_FORCE_RADIO by checking the expansions tab from the main menu. - Upload the latest ArmA3 RPT file from %userprofile%\AppData\Local\Arma 3 to http://pastebin.com/ and either PM me the link or post it here. - Upload a screenshot of the base after you spawn and run around to imgur.com and link it here. I should be able to help you after this information.
  8. Kushluk

    Power outage

    You can find the lights using this array _objectArray = ["Lamps_Base_F", "PowerLines_base_F", "Land_PowerPoleWooden_F", "Land_LampHarbour_F", "Land_LampShabby_F", "Land_PowerPoleWooden_L_F", "Land_PowerPoleWooden_small_F", "Land_LampDecor_F", "Land_LampHalogen_F", "Land_LampSolar_F", "Land_LampStreet_small_F", "Land_LampStreet_F", "Land_LampAirport_F", "Land_PowerPoleWooden_L_F"]; You can turn off each light using: _lightSource setDamage 0.95
  9. It sounds like you have followed the instructions to the letter! Could you please provide me the error regarding the weapon optic? This is unheard of in my experience... I could guess that you might have the old arma 2 version of Sangin? The base locations have been changed and it is possible that the helicopter is spawning inside a building or something. Check that you have @sangin_a3_public and not @sangin running.------------------------------------- Most of the addon requirements are not particularly mission crititcal such as weapons, uniforms and vehicles. The mod requirements have been selected by me to best emulate the current theatre of war. If you do not feel that the extra addons are sufficiently improving the immersion and game experience; please free the remove them within your own private edited version using vanilla arma 3 equipment. This scenario was never designed to hold your hand or be simple to setup; it was designed to be the most complete and immersive afghan based combat cooperative gamemode.---------- Post added at 09:19 AM ---------- Previous post was at 09:16 AM ---------- I am constantly evaluating the different medical systems available to the arma community. I will certainly consider AGM and take another look at how to best implement it. In the meantime, I have made some changes to CSE by adding a revive script. Please provide some feedback as to how effective it is.
  10. Version 1.5 Released There are no @dice or any addon changes. These fixes are all in the mission file. Fixed support requests (arty, cas, resupply) Swapped out MRCO optic for G33 optic Added revive script additional to CSE (Fix instadeath) Downloads and Requirements: https://sites.google.com/site/arma3dice/ Updated Mission File: http://www.mediafire.com/download/ug5iw2ufznk5oy0/DICE.hellskitchen.pbo
  11. It sounds like you might just be missing the mission file. Download this and put it in your c:\program files\......\arma 3\mpmissions folder. All the requirements are listed here.
  12. 1) Install the dice.hellskitchen mission .pbo file into the mpmissions directory. 2) Run all of the required mods (including @DICE) just like any other mods. 3) Play!
  13. Version 1.4 Released Custom ASR AI Settings New Militant Cells New Weapon Set New MaxxPro MRAP New Sangin Map Misc Changes and Fixes Downloads and Requirements: https://sites.google.com/site/arma3dice/ PlaywithSix Collection (Updated): The @DICE content mod may take a short while to upload on PlaywithSix, so either download it manually or wait for the changes to appear on Six.
  14. Group multiple units together as a squad. ie 140 Groups x 12 men per group = 1680 men total. You can also have some OPFOR, some GUER and some BLUFOR to increase the numbers even higher. If you cant fit your scenario into 144 groups, I think you might have some bigger issues in how you have planned the structure. I would suggest looking at caching and spawning units via script to simulate an entire battlefield.
  15. The only reasons the preview button disappears for me is: 1) More than 144 groups of AI units on a certain side. 2) I have not placed a playable unit 3) I have not saved the mission.
  16. Load the mods you want and follow this guide:
  17. Just a heads up, i am revamping the website and have changed the address to https://sites.google.com/site/arma3dice D.I.C.E. v1.4 should be released within the next 24 hours assuming my final tests do not show any gamebreaking bugs. The new website (linked above) currently displays the updated modlist.
  18. Kev is correct ^ If you are more interested in the icon distances for each of the objectives, I would suggest investigating DrawIcon3D and the distance command to fake the desired effect.
  19. Yeah, my method assumes that you are playing with disableAI = 1 in the description.ext
  20. Kushluk

    AI acting weird since 1.28?

    Yeah, it is likely just a small under the hood change to the spotting FSM or something that didn't get picked up by testing. Just create a feedback tracker ticket and I am sure they will look at it shortly. Luckily its not gamebreaking, even if it is a little annoying :)
  21. I have always found that all those issues are due to using the init field. I have always run the scripts clientside from the init.sqf and have never had any problems. Example off the top of my head init.sqf execVM "loadout.sqf" loadout.sqf if(!hasInterface) exitWith {}; if(isDedicated) exitWith {}; waitUntil {!isNull player}; waitUntil {isPlayer player}; waitUntil {!isNull(findDisplay 46)}; removeAllAssignedItems player; clearBackpackCargo player; removeAllWeapons player; removeAllItems player; removeAllContainers player; removeHeadgear player; removeGoggles player; if(typeOf player == "B_soldier_F") then { // rifleman gear goes here }; if(typeOf player == "B_medic_F") then { // medic gear goes here };
  22. Kushluk

    AI acting weird since 1.28?

    I'm not sure if this helps, but I recently noticed that my AI squadmates would sometimes initially spot previously unknown/unrecognised friendly infantry as hostile units for about five seconds.
  23. Certainly. Most of the modules will be added over time once they are stable and add something to the gameplay. Logistics will probably be in the next version, but I have not had enough time to test the comptibility of the rations mechanics. Feel free to edit the mission file and add whichever modules meet your fancy :) AI shooting through poppy fields is fixed with the introduction of AIATP and Sangin_A3_public. Their accuracy will be tweaked further with the new mission file, however running some sort of AI mod is highly recommended (bCombat or ASR AI)
  24. Hi Tusk, Cheers for the notification! The next version will include the new SMGR. I have modified it so it does return to the GPS slot and updated the mission file to correctly integrate with the new interface. I will probably push the update within the next 36 hours. I am currently preparing some multiplayer testing to ensure no gamebreaking bugs are present.
  25. _list = nearestObjects [center,["WeaponHolder"],400]; {clearWeaponCargo _x; clearMagazineCargo _x; clearItemCargo _x} forEach _list;
×