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ohally

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Everything posted by ohally

  1. DOWNLOAD V 1.7 1.7 HOTFIX (Requires 1.7 be installed FIRST) Change log - v1.7 21 Jan 2014 change log - v1.1 - 23 DEC 2013 FEATURES The Canadian Armed Forces Modification for ARMA 3 aims to bring he most accurate and complete portrayal of the Canadian Military into ARMA 3. The team is made up primarily of former ONS developers, we are working hard to bring you a strong, rounded and quality CAF expirence in ARMA 3. Canadian Army Royal Canadian Airforce Royal Canadian Navy Canadian Special Operation Forces REQUIRED ADDONS COMMUNITY BASED ADDONS HIDDEN IDENTITIES CREDITS
  2. CAF TEAM PRESENTS ARMA 3 : AGGRESSORS CAF_AG1.5 brings 3 new factions to the game in 1 easy to download and manage mod ( @CAF_AG1.5 ). Each faction is based on an existing group that have shown aggression towards western powers over the last decade. REQUIREMENTS - NOTHING!!!! Just ARMA 3!!!! FEATURES FACTION NAMES KNOWN ISSUES NOTES FUTURE PLANS CREDITS CHANGE LOG WARNING - DELETE @CAF_AG BEFORE INSTALLING 1.5!!!!!! DOWNLOAD V1.5 DOWNLOAD V1.5 - HOTFIX (REQUIRES 1.5) DOWNLOAD V1.5 HOTFIX 02 (REQUIRES V1.5 & HOTFIX)
  3. Awesome, that is for the reply, can't wait. This is a brilliant tool.
  4. I may be missing something so please excuse my ignorance. How do i get my server mod list to show the workshop mods in this tool? I have them all under the mods tab but when i set up the server it shows nothing for mod selection?
  5. ohally

    Arma 3 Units - Feedback thread

    From what I can tell, the Arma Units stuff changed the directory for storage of squad logos on the user's machines from "appdata\local\arma 3\squads" to "appdata\local\arma 3\units". The problem with 3rd party hosts seems to be they still push the image to "squads". I have managed to fix tags by renaming folders in my "appdata\local\arma 3" directory but it is not ideal. I am not looking to poke the bear or anything, but if support for Arma 3 Units is falling by the wayside, why not revert back to what worked before and let players use 3rd party hosts without complications? why fix what ain't broke.
  6. replace : hiddenSelectionsTextures[] = {"\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_1.paa", "\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_2.paa", "\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_3.paa"}; with : hiddenSelectionsTextures[] = {"\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_1.paa", "\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_2.paa", "\heli_rnoaf_aw101\data\skins\Ch49_rnoaf_330sq_3.paa","A3\Air_F_Beta\Heli_Transport_02\Data\Heli_Transport_02_int_02_CO.paa"};
  7. T-10 Static Line Parachute CONCEPT The idea here is to fill a void my unit (1CPB) was missing, that is the ability to perform mass parachute insertions using a static line chute. This feature was done very well in ACE and we hope to bring similar features to A3 in this stand alone addon. FEATURES Completed In Progress Planned -5th Point of Flight Procedure crew animation 100% THANK YOU theebu! -Sounds (deploy, fall, crash, land) 100% -Proper Deploy (unfolding) animation 10% -Slip Control 80% (with the real T-10 the paratrooper can adjust his fall by slipping the parachute, it is not a lot of control but can be the difference between landing in trees and landing on a soft field) -Crew Mass dicates fall speed 0% (The more gear you have the faster you fall) -Jump Out 100% (Inspired by ACE, the goal here is to have the ability to Jump Out (left or right) created for specific aircraft when using the T-10) -Cleaner Landing 0% (currently at the Arma2 state, it can be a bit glitchy. We'd like to go as far as having the occupant roll, and possibly dragged a bit in high winds) -T-10 Harness 0% ( this is outside of my ability, but modeling either a vest of backpack item for the T10) -Hanging Ruck 100% (When using "Jump Out" function with a ruck on, your existing backpack and all contents will hang 5m below you) -Kestrel Meter 50% ( With the affects of wind, a DZ controller should be used for large drops, the Kestrel will give Wind Speed and Direction so the pilot can offset his approach to avoid the jumpers from landing in trees and the like.) CREDITS theebu - .RTM animation work Ross514 - Config work for slip control OHally - Model Port / Tweaks, Texture / Rvmat work, Sound port 1st Canadian Parachute Battalion - Testers, Feed back, nagging me to do this....... BIS - Licensed Data Package
  8. ohally

    Tier 1 Gear Pack

    Are you planning to bring back (I'm assuming it was in the pack from the pictures on armaholic) the opscore helmet cover?
  9. ohally

    OHally's Boats - ARMA 3

    No worries, I've started moving into other projects at the moment any how. Glad this is still getting use and the concept can live on in your efforts.
  10. OHALLY'S BOATS Description: OHally's boats brought the ability to pack and deploy CRRCs to AMRA 2 in script form. Now meet the next level in evolution (a.k.a extreme boredom and tired of looking at CAF stuff for today). Now the boats are in addon format (ONLY 2KB!!!!) There is no special way to activate. Launch as a normal addon. You can either place a boat in the editor (only NATO Assault boats at this time) or add a backpack to the unit init: this addBackpack "B_CRRC_backpack"; Tested in MP (see video) Works with AI Section members, they can disassemble, pick up and assemble. Credits & Thanks: BIS for the amazing sandbox platform you have given us! Me (OHally) config and minor scripting
  11. Hi I'm hoping i can get some help. Ever since v3.0.0, every time I update CBA I loose the ability to use any addons that have their own key bindings (i.e. ACE and TFAR). Thus far I've stayed on version 3.0.0. I did a search for this issue and saw that creating a new profile may fix it, I tried that and no dice. Has anyone else had this issue? if so what was the fix?
  12. Great project, be nice to properly re-visit this island with a face lift. Question, do the AI recognize the building's interiors?
  13. any plans to update this with the new skybox?
  14. Hello all, I am attempting to establish a type of permissions system on my server. The goal here is to utilize a script similar to that used in MSO for ARMA 2 in the MP Rights function. I have a .txt file located in my ARMA 3 Main directory on my server. I want to draw that and have the script check the player's UID against the list in the .txt file to determine if the player is permitted to use those functions: Here is the .txt file ///TCCC QUALIFIED/// [ "76561198xxxxxx657" ] This is the player_init.sqf run on each player when they enter the server: _uid = getplayerUID player; _tccc_file = "\1cpb\tccc_quals.txt"; [_tccc_file] spawn { private ["_tccc_file","_TCCC"]; _tccc_file = _this select 0; _TCCC = call compile preprocessFile _tccc_file; if (_uid in _TCCC) then { Hint "You ARE TCCC"; } else { Hint "You are not TCCC"; }; }; any assistance or direction would be much appreciated.
  15. Alright first off, I love this system, it's the first time i've ever successfully gotten anything to write to a DB of any kind. However I cannot load anything. I've set up the mission use a save loop for player position and loadout, both write just fine, but i cannot for the life of me get it to load the data when a player connects, and on only the player. I've set it up like this: init.sqf if !(isMultiplayer) then { {_x disableAI "MOVE";} forEach allUnits; }; call compilefinal preprocessFileLineNumbers "oo_pdw.sqf"; execVM "load.sqf"; cefcom_load = { //private ["_unit"]; _unit = _this select 0; _pdw = ["new", "inidbi"] call OO_PDW; _bool = ["loadPlayer", _unit] call _pdw; _bool = ["loadInventory", [getPlayerUID _unit, _unit]] call _pdw; }; [["Leg_Hellcat_401","Leg_Hellcat_402","Leg_Hellcat_403","Leg_Hellcat_404","Leg_Hellcat_405","Leg_Hellcat_406","Leg_Hellcat_407","Leg_Hellcat_408","Leg_Hellcat_409","Leg_Hellcat_410","Leg_C130J","Leg_C130J_2","Leg_AH6M_302","Leg_AH6M_301"],["LEG_Pilot"], "You are not qualified to fly",false,false,true] execVM "scripts\restrictVehicles.sqf"; /* if(isMultiplayer) then { execVM "statSave\loadAccount.sqf"; execVM "statSave\saveLoop.sqf"; }; */ while { true } do { _units = allUnits - ( playableUnits + switchableUnits ); { if(((side _x) == east) || ((side _x) == resistance))then { if(isNil { _x getVariable "unitHasFSM" } && {!captive _x}) then { _x execFSM "aegis_surrender.fsm"; _x setVariable ["unitHasFSM", true]; sleep 1; }; }; } forEach _units; }; sleep 1; if (isDedicated) then { nul = [] execVM "serverSave.sqf"; }; load.sqf [player] call cefcom_load; serverSave.sqf while {true} do { _pdw = ["new", "inidbi"] call OO_PDW; sleep 10; "savePlayers" call _pdw; }; for whatever reason I get the following error on connection: https://www.dropbox.com/s/vovebyhg7w5efww/arma3%202016-09-02%2012-47-40-63.jpg?dl=0 and if i use debug to manually launch load.sqf it tells me PDW requires INIDBI All mods are running properly as can be seen from the ini file writing correctly. I made 2 changes to the oo_pdw.sqf I made the inventory use getUnitLoadout / setUnitLoadout and I changed the label for inventory to also use the player ID. any help would be greatly appreciated.
  16. ohally

    BLUFOR MBT-52 Kuma

    I love your psds, Any other vehicles planned?
  17. Commonwealth Legion Who are the Commonwealth Legion? The CWL is a fictional unit based as a combined force funded and under the command of the British Commonwealth countries. The CWL is a quick reaction task force specializing in airmobile operations. We are broken into 2 branches currently: The 1st Battalion Royal Legionnaires (INFANTRY) and the Legion Aviation Corps (PILOTS). We use the same rank structure as most commonwealth militaries, however we are not pushy about it. we allow our members to choose how mush they want to role play in the milsim capacity, ranks are used to show experience, qualifications, role (Leadership), and admin levels on Teamspeak and the Forums. Who are we looking for? We are a casual unit, meaning we only have a 1 day a week requirement of our members. The CWL conducts operations every Sunday at 2000 GMT-5 [8:00 pm Eastern Standard Time] these operations usually run for 2-3 hours. We are seeking mature players looking for a laid back community, who want to be a part of a TEAM environment and maybe learn a few things in the process. Our requirements for membership are: Must be 16 Years of age or older Must own a LEGAL copy of ARMA 3 Must own a working microphone Must speak / understand English More information on the CWL can be found at our website - www.commonwealthlegion.com
  18. Just curious as to how this works with ALiVE. I have not been able to get their database to work for me, and was looking for something that I and my other tech guys could manage ourselves. The key feature to alive that we like is the virtualization of units, allowing us to create a living battle field without serious performance hits. I am wondering if this can tell if the unit's are virtual or not, or if it will just spawn all units that it recognized and then ALiVE will spawn another set?
  19. Does this script offload spawned units to a Headless Client (if one is present) by default? also is this Dedicated Server friendly?
  20. Hoping I can get some guidance because I am totally lost here and have found no documentation on this. First, I am NOT trying to use the arsenal like VAS. I'm talking about the LEARN \ Virtual Arsenal mode of the game. Weapons seem to be hit or miss on whether or not they show up in the list. I can not find anything to attribute that too. Is there something that must be in the cfgWeapons to allow them to show up in arsenal? Any advice would be greatly appreciated.
  21. ohally

    ACRE2 Stable Release

    yup already do
  22. ohally

    ACRE2 Stable Release

    Having some issues and have run google dry trying to find the solution. Issue: ACRE2 is not connecting to teamspeak. There is no pop up in game saying so, it is simply in teamspeak it says Version: 2.1.0.811 Arma Connected : No I have full access to all radios etc. Can hit caps lock and see the gui. even when in game with all required mods running. Trouble Shooting: Launch TS and ARMA as admin Launch both as not admin (why not) Clean install of both ACRE and TS Run game with just ACRE and CBA Reload ACRE Plugin while Arma running Launch TS after Arma Launch TS before Arma Use 32 instead of 64 Plugin Place both Plugins in folder Any suggestions would be much much appreciated. I am running Window 8.1 and Teamspeak 3.0.16[stable]
  23. ohally

    Arma3 - AGGRESSORS

    yes once im ready and yes it is still standalone ---------- Post added at 11:37 PM ---------- Previous post was at 11:36 PM ---------- since the marksman update, the muzzle flash on the weapons will not go away. anyone got an idea?
  24. ohally

    Arma3 - AGGRESSORS

    not currently any spoilers etc. been focusing in on the core functions at the moment once completed it should have variables to: disable randomization on specific units; and set chance of booby trapped dead bodies. Also tweaking randomization heavily and spending a lot more time distinguishing factions i.e. glasses, masks, headgear for squad leaders, etc and polishing a few aircraft for certain factions. I'll post a more detailed list with the first release thread with our dev heaven bug tracker page and steam group link.
  25. ohally

    Arma3 - AGGRESSORS

    CAF as a team no longer exists. This project is under HKDevelopments now and is pending release of the new aggressors. I want to get it out friday in it's current state.
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