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Kushluk

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Everything posted by Kushluk

  1. Pictures of some of the new equipment http://i.imgur.com/n8c4OJO.jpg http://i.imgur.com/F0uzOdV.jpg http://i.imgur.com/AWyJvtV.jpg http://i.imgur.com/yPTYMw5.jpg http://i.imgur.com/VQoSuTH.jpg http://i.imgur.com/Yz73ys6.jpg http://i.imgur.com/80GQAeS.jpg I am currently making the final tweaks to this build. Download the new mods and standby for release within the near future.
  2. This looks really great! I have two questions: 1) How robust is it in regards to multiplayer and JIP? What happens when 50% of a server do not use this mod whilst the other 50% do? 2) Are the keybinding going to be customisable?
  3. Written the way you have it, like this: GroupOne_X = Creategroup Civilian; CivilianOne_X = "C_man_1" createUnit [getMarkerPos "spawn1",GroupOne_X,"this allowFleeing 0",random 1, "Private"]; null = [CivilianOne_X] execVM "shaun.sqf"; CivilianOne_X addEventHandler ["HandleDamage", {((_this select 2)/2)}]; CivilianOne_X setunitpos "up"; 0 = CivilianOne_X spawn { sleep 1; removeHeadgear _this; removeGoggles _this }; enableSentences false; I would do it like this: Trigger [getMarkerPos "spawn1"] execVM "myScript.sqf"; myScript.sqf if(!isServer) exitWith {}; _location = _this select 0; _group = createGroup civilian; _civilian = "C_man_1" createUnit [_location,_group]; _civilian addEventHandler ["HandleDamage", {((_this select 2)/2)}]; _civilian setUnitPos "up"; [_civilian] execVM "shaun.sqf"; sleep 1; removeHeadgear _civilian; removeGoggles _civilian
  4. Additionally to the changes posted above, the following will also occur: The optional squad management will now be included within the @DICE mod. The MK18 AND RHM4 pack will both be replaced by the HLC AR15 pack. The Slatts M3 MAAWS will be replaced by the STI Launchers (M3 & M32) Mod Changes Summary @allinarmaterrainpack @sangin_a3_public @dar_maxxpro @hlcmods_core @hlc_ar15 @sti_launchers @mk18_mod1 @rh_m4_a3 @slts_cg @a3mp @sangin (including @beton, @mb_rocks, @MBG_KillHouses, @mb_veg_adv, @opx_objects)
  5. I will investigate the alive transport systems. Limited CAS and artillery is already available. I made a post here earlier in the thread regarding AI recruitment.
  6. I will slightly increase the counts of both technicals and civilians. The MaxxPro will be added in a future update. I do not plan on officially porting the scenario to other maps at this point in time. That being said, I encourage you to dePBO the mission file and make personal changes and adjustments. I have already noticed multiple teams porting the map to Takistan and it doesnt take all that much scripting knowledge to do so. Eventually I would like to move it over to Jalalabad upon completion. I will add parameters for Dusk and Dawn. DICE does not have a fatigue system, it is currently using the default arma 3 system... everything is unchanged from stock (unless CSE has made changes under the hood) I am slowly updating the wiki, it will eventually include the different objective types and what you have to do alongside helpful pictures. The CSE medical system is undergoing frequent changes and updates, I imagine most of these issues with revive will be fixed shortly. The MaxxPro will be included soon. DICE does not have a fatigue system, it is currently using the default arma 3 system... everything is unchanged from stock (unless CSE has made changes under the hood) I will add more bandages to non-medic classes. I will add the MaxxPro. You can actually use either A3MP or AIA:TP, they are interchangable and my mod-checker should allow EITHER of them to run. DO NOT run both A3MP and AIA:TP at the same time though. I believe there are a number of known issues at current regarding: Desync since ArmA 1.26 Medical System with CSE 0.4 Future versions should run better due to the following: Update from BI to fix the 1.26 issues AIA:TP is more optimized then A3MP Updated Sangin map is roughly a week away from public release. Upcoming Release Plan: I will release a new DICE version after the new Sangin map is released, so the mod changes will be: @AIA:TP replaces @A3MP @Sangin_A3 replaces @Sangin @DAR_MAXXPRO will be required @DICE will be updated for MaxxPro compatibility. The mission file will include all the changes mentioned in one of my previous posts in this thread.
  7. Upcoming Mission Changes: Mod requirements - Replaced A3MP with AIA:TP, this should fix the flipping walls and improve performance. Random temporary intelligence log data from ICOM (Simulated enemy radio intercepts) Added BlueForce Tracker to the vehicle interface menu. Fixed static weapons not destroyed by explosions. [Credit to Tusk1-1] Compatibility and tweaks to the current CSE Medical System configuration (Number of medic items, revive settings etc) based on player feedback. Possible introduction of the DAR MaxxPro with vehicle interaction and ammo storage. Fill all vehicle and supply crate inventory storage with medical items (in addition to the current ammunition) Air strike will require laser guidance or grid coordinates. Supply drop will use a parachute and require smoke placement. Randomly placed militant camp site with tents, campfires etc. Randomly placed militant road blocks with barbed wire etc. Implement further interrogation and conversation with civilians. Implement militants that randomly surrender to you. Hostage rescue mission will now be timed from when you are spotted. I require feedback on the following: Number of militants, technicals, suicide bombers in the region. Is there too many, not enough? AI accuracy, precision etc. Please state which AI mods you are using. Medic backpack CSE medical items. Are they sufficient for long battles? Do you think the DAR MaxxPro linked above is worth adding?
  8. ArmAHolic has kindly fixed the incorrect files, so all download locations should now be fine. Great to hear! Enjoy. It works by doing two things: 1) Changing all difficulties to be the same as expert. 2) Allows any setting to be changed on all difficulties. As an example; you can test it in any self hosted mission by noticing you can turn third person on whilst playing expert (Which is normally a greyed out inactive button) by going into Options > Game > Difficulty. To modify this on a dedicated server, you may (untested) be able to edit the .ArmA3profile in your server cfg directory. Otherwise, you may need to dePBO the DICE_Core.pbo from inside @DICE and make the changes manually. Excellent thinking on the damage event handler! I noticed that the All In ArmA Terrain Pack was recently released and claims to have less compatilbility issues with ArmA 2 buildings and walls. I will see if running AIA:TP provides better results and report back.
  9. I will investigate the various methods and report back here at a later date. That is great news! You now have the latest mission file, now you just need the latest 5MB @DICE content mod (Six or MediaFire) I would recommend deleting your old @DICE folder before installing the new one in its place. EDIT: It appears ArmAholic has some old files packaged in with the download. I will contact them and hopefully they can rectify the issue. In the meantime, always download from https://sites.google.com/site/kushlukdice whenever possible
  10. I think you may be running an older version of the mission. Try download the mission file from https://sites.google.com/site/kushlukdice/home instead of armaholic.
  11. Hey again Alex :) I don't have much control over the CSE Medical System except to change a couple of module options (wounds complexity, airway system, full heal allowed etc) so I don't actually have access to edit their mod code. This is due to the fact that your @CSE files are downloaded directly from Six or Armaholic and are not customized by DICE. Since Combat Space Enhancement is still very new, it is likely that a number of bugs and/or issues will be present. The good news is that they are actively improving their code by adding features and resolving issues on a daily basis. If you think you have found something that is worth reporting, I suggest you give them feedback on their BI Forum thread or Feedback Tracker.
  12. Hey Tusk, Great to hear you are enjoying it! Unfortunately the issue with semi-indestructible static weapons is related to the mod itself and ArmA's current physics engine. I tried different methods of attaching, dropping and placing the weapon platforms on buildings; however the results were never particularly satisfying or consistent. I might try and set all static weapons at 50% of their max health when they are spawned to see if they are more reliably destroyed with explosives. Crew in static weapons are also not affected by splash damage... this is likely an addon config issue. With regards to DICE in the future, my next updates will focus on: Compatibility and tweaks to the current CSE Medical System configuration (Number of medic items, revive settings etc) based on player feedback. Implement the DAR MaxxPro with vehicle interaction and ammo storage. Fill all vehicle and supply crate inventory storage with medical items (in addition to the current ammunition) Fix the air strike to require laser guidance. Fix the supply drop to use a parachute. Randomly placed militant camp site with tents, campfires etc. Randomly placed militant road blocks with barbed wire etc. Further tweak the AI precision. Implement further interrogation and conversation with civilians. Implement militants that randomly surrender to you. As usual, feel free to modify this mission in any way (ie. edit scripts or port between maps) as long as you do not publicly release your changes. EDIT: If you want to find some servers playing DICE, please visit http://arma3.swec.se/server/list and type digital into the mission filter.
  13. DICE Mission Updated to v1.3 * Combat Space Enhancement - Civilian Interaction * Combat Space Enhancement - Medical System * Added mission parameter for disabling the paradrop option. * Added mission parameter for starting at night-time. * Added mission parameter for disabling inbuild AI scripts. @DICE Content Mod Changes * Alternate technical skins no longer required. * Expert difficulty toggles are unlocked for customization. There is likely to be a number of mission file updates in the coming week to fix some small bugs and alter the medical system configuration, however there should not be any significant addon changes. Please follow this thread to ensure that you are running the latest mission file. Updated Download Page: https://sites.google.com/site/kushlukdice/home Updated DICE Mission File: http://www.mediafire.com/download/ug5iw2ufznk5oy0/DICE.hellskitchen.pbo Updated DICE Content Addon: http://www.mediafire.com/download/5vj36dre1p7240p/@DICE.zip I have informed Six Networks about the changes, so the Six version should be updated on their servers shortly.
  14. 90% of my changes have been successfully integrated, however I am still doing some multiplayer testing with the CSE 0.3 medical system to ensure the smoothest transition. The delay should only be a day or two.
  15. The next version will be available within 48 hours and includes the difficulty changes you have quoted.
  16. R3F_AiComTarget is already built into the mission: http://forums.bistudio.com/showthread.php?179224-R3F_AiComTarget However bCombat, ASR AI etc should be fine to run in unison, although I will probably add a parameter to disable the R3F_AiComTarget script incase it causes any compatibility issues.
  17. Ah, yes the caching runs by detecting playableUnits. If you have the missing units problem, run your singleplayer session as a multiplayer LAN game by yourself. That way you will also respawn when you die :) Thanks AviatorMoser, I will add that tip to the front page. Upcoming Mission Version 1.3 Information (Release in the next couple of days) * Updated with new rooftop static weapon script. * Updated to use an infantry garrison script. * Scroll mouse revive system removed. * Combat Space Enhancement (@CSE) now required. * CSE Medical System now implemented. * Civilians are now compatible with CSE interaction. * Added CSE medical equipment to Combat Medic loadout. * Added mission parameter for disabling the paradrop option. * Added mission parameter for starting at night-time. Upcoming @DICE Version Information (Release in the next couple of days) * Alternate technical skins no longer required. * Expert difficulty toggles are unlocked for customization.
  18. cannot open object ca\weapons\ak\rpk_74.p3d This is a Sangin error that everyone gets, please disregard it. no entry 'bin\config.bin/cfgweapons/RHARD_MK18_BASE_F/Single.StandardSound This is a problem with the MK18 weapon pack after the latest ArmA 1.24 update. Here is a temporary fix for the MK18's until they officially update: https://www.dropbox.com/s/gh7c1y6qmrbj6mm/RHARD_MK18_cfg.pbo As for nothing spawning, that seems to be caused by either the MK18 fix not being applied, or the CAF Aggressor pack not being up to date. Currently the ingame server browser is powered by steam and can be very painful to deal with. You are not the only one with this issue: http://forums.bistudio.com/showthread.php?179255-Terribly-slow-server-browser http://www.altisliferpg.com/topic/2808-server-not-showing-up-in-steam-need-help/ http://steamcommunity.com/app/107410/discussions/0/540744475435048788/ Your best bet is to private message some of the users in this thread and see if their community is hosting it publicly. I can confirm the release will be prior to the 10th of this month. I will post here and on armaholic news when complete.
  19. Just before it says mission complete, read the coloured text on the right side of the screen. Look for anything that is coloured red or blue.
  20. Yeah, it appears that saving is disabled on the higher difficulties: https://community.bistudio.com/wiki/Arma_3_Difficulty_Menu#Unlimited_saves 1) Create a mod with the following code taken from ArmA 2 OA PvPScene Tweaks: class CfgDifficulties { class Recruit { class Flags { 3rdPersonView[] = {1,1}; armor[] = {1,1}; autoAim[] = {0,1}; autoGuideAT[] = {1,1}; autoSpot[] = {1,1}; cameraShake[] = {0,1}; clockIndicator[] = {1,1}; deathMessages[] = {1,1}; enemyTag[] = {0,1}; friendlyTag[] = {1,1}; hud[] = {1,1}; hudGroupInfo[] = {1,1}; hudPerm[] = {1,1}; hudWp[] = {1,1}; hudWpPerm[] = {1,1}; map[] = {1,1}; netStats[] = {1,1}; tracers[] = {1,1}; ultraAI[] = {0,1}; unlimitedSaves[] = {1,1}; vonID[] = {1,1}; weaponCursor[] = {1,1}; }; }; class Regular { class Flags { 3rdPersonView[] = {1,1}; armor[] = {1,1}; autoAim[] = {0,1}; autoGuideAT[] = {1,1}; autoSpot[] = {1,1}; cameraShake[] = {1,1}; clockIndicator[] = {1,1}; deathMessages[] = {1,1}; enemyTag[] = {0,1}; friendlyTag[] = {1,1}; hud[] = {1,1}; hudGroupInfo[] = {1,1}; hudPerm[] = {1,1}; hudWp[] = {1,1}; hudWpPerm[] = {1,1}; map[] = {1,1}; netStats[] = {1,1}; tracers[] = {1,1}; ultraAI[] = {0,1}; unlimitedSaves[] = {1,1}; vonId[] = {1,1}; weaponCursor[] = {1,1}; }; }; class Veteran { class Flags { 3rdPersonView[] = {1,1}; armor[] = {0,1}; autoAim[] = {0,1}; autoGuideAT[] = {0,1}; autoSpot[] = {0,1}; cameraShake[] = {1,1}; clockIndicator[] = {0,1}; deathMessages[] = {1,1}; enemyTag[] = {0,1}; friendlyTag[] = {0,1}; hud[] = {1,1}; hudGroupInfo[] = {0,1}; hudPerm[] = {0,1}; hudWp[] = {1,1}; hudWpPerm[] = {0,1}; map[] = {0,1}; netStats[] = {1,1}; tracers[] = {0,1}; ultraAI[] = {0,1}; unlimitedSaves[] = {0,1}; vonId[] = {0,1}; weaponCursor[] = {1,1}; }; }; class Mercenary { class Flags { 3rdPersonView[] = {0,1}; armor[] = {0,1}; autoAim[] = {0,1}; autoGuideAT[] = {0,1}; autoSpot[] = {0,1}; cameraShake[] = {1,1}; clockIndicator[] = {0,1}; deathMessages[] = {0,1}; enemyTag[] = {0,1}; friendlyTag[] = {0,1}; hud[] = {0,1}; hudGroupInfo[] = {0,1}; hudPerm[] = {0,1}; hudWp[] = {0,1}; hudWpPerm[] = {0,1}; map[] = {0,1}; netStats[] = {0,1}; tracers[] = {0,1}; ultraAI[] = {0,1}; unlimitedSaves[] = {0,1}; vonID[] = {0,1}; weaponCursor[] = {0,1}; }; }; }; 2) Edit your .ArmA3Profile in your documents so that UnlimitedSaves=1; under the class mercenary 3) Since this is ArmA 3 not ArmA 2 OA, you may want to compare your ArmA3Profile cfgDifficulties to the one I posted and port/copy/migrate any new flags to the code above.
  21. Happy Hunting :cool: Excellent to hear, I am glad you are enjoying it!!! Please note that I have not designed the project with save support in mind, so be aware that you may encounter issues or bugs unrelated to my intended experience. If you have already managed to decompile the mission file, there is a way to enable the standard arma saving. Remove the following line from the init.sqf before recompiling the whole project: enableSaving[false,false];
  22. That looks really nice Goodson. I will see if I can integrate it into the upcoming update!
  23. Sorry for the delayed reponses, I have just returned home from a week of holidays. I plan to be releasing the next update within the next week. JCae2798 has released an unsupported and unofficial config fix for the Mk18 sound issue: https://www.dropbox.com/s/gh7c1y6qmrbj6mm/RHARD_MK18_cfg.pbo whilst an official solution is still in the pipeline. Ensure your CAF Aggressor mod is updated as of a week ago to fix the sound issue. These are currently work in progress and will likely be refined in a future update. When you complete tasks (rescue a hostage, destroy a cache, disable a technical or static gun) you are rewarded with logistics points. These can be used to call offmap support such as supplies or artillery from the Operator Menu (DEL Key) under the heading 'Request Support'. I wrote a script that predefines certain buildings as usuable and then places a weapon platform at a specific location using modelToWorld. Here is a segment of the code; the important parts are in bold. if((typeOf _myBuilding) == "Land_House_L_8_EP1") exitWith { _static = createVehicle [DICE_MilitantStaticUp call BIS_fnc_selectRandom,_myBuilding modelToWorld [-1,4,2],[],0,"CAN_COLLIDE"]; [_static] call DICE_fnc_militantStaticCrew; }; It should work fine in takistan, since Sangin uses the same building types. Can you please upload your RPT (report file) to pastebin.org and post it here. You can find it here: C:\Users\<Name>\AppData\Local\Arma 3\ That is a very odd problem. Are you certain all of your server mods are complete and up to date? My guess is that aggressors are missing from your server. Could you please test in singleplayer first and report back if it works there? ---------- Post added at 10:31 AM ---------- Previous post was at 09:56 AM ---------- It looks like some of you have decided to make some automated DICE collections for PlayWithSix: http://play.withsix.com/arma-3/collections/2FAvXDoAOEO3xFsFoSu3hA/dice http://play.withsix.com/arma-3/collections/RIrrggu_lkGYPtozOGjavQ/d-i-c-e
  24. @Alex Great to hear. The advanced medical system from @CSE will be included in the update, which will probably be a week away. You can privately modify/port the mission provided you do not release it to the public or promote it. @Skunk Can you be more specific about your problem? If both the server and client run only the required mods you should have no issues. I suggest running all computers with ONLY the requirements just to confirm that your basic setup is working.
  25. Sure, feel free to make any changes to your private version that you see fit. However please do not post your edited version in public. The loadout stuff is under clients\functions\fn_playerLoadout.sqf and clients\functions\fn_standardRifle.sqf
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