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Sim.M

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Everything posted by Sim.M

  1. We had a guy with a similar problem - we found that he actually had two versions of TS on his computer, and though he chose the 64 bit version, it seemed to use the 32 bit version (which didn't have all the plug ins). Another thing I have found is that TFR doesn't like other plugins - make sure every other plugin is turned off (that includes overwolf). What are you using to launch your game? We use play with six but it does require a bit of 'tweaking' in the setup and game settings to work best. Play with six also wants to install your mods in your my documents folder - this seems to pooch some mods. To fix this change the setting to use your A3 folder for you mods. Good luck.
  2. Sim.M

    Arma3 - AGGRESSORS

    Just wanted to thank you O'Halleran and your team for their hard work. We did a couple of missions the past few days with your OPFOR (the Taliban mostly) and really enjoyed it. I hate (I can't even say how much I hate) the OPFOR that comes out of the box with A3, as does my team, and we really enjoy having real world OPFOR to engage. I'm also looking forward to some more vehicles and such as the mod gets more refined. Oh - and the voices - I don't really care since I'm not there to chat with em...it's past that stage when me and my team are around.
  3. its not a 'respawn' script but a medical mod. It changes how you treat wounded players but wasn't meant to be a respawn system. It's a bummer, but really the idea here is to keep your team alive by rapidly treating them for injuries.
  4. sorry but I really don't think we should have to input so many config changes to correct this issue. The idea of Xmed as I understood it, was to make something comparable to @ACE wounding. I think that X39 has done far more than this (which I like, especially having the blood bags, morphine effects and working tourniquets) but since the UI update it has made this system too onerous to use in missions or training. Simply put, we can't carry enough medical supplies to treat anyone, and taking 10-15 minutes of combat time to treat someone who eventually is just going to have to ctl-alt-del to get out of the 'loop' is just wrong. Also, as I said before, its demoralizing because now I have members second guessing what they did and why their "buddy" died. I really think that the intent of Xmed should go back to its original idea - which is to bring back ACE wounding - so get rid of the death stuff altogether so it fosters teamwork to get them back up and also allow players who are down to respawn after a certain amount of time, which is what ACE did.
  5. no change to the endless knockout cycle - we need this fixed as it makes it impossible to treat anyone. Is there something I can change in a missions init to dump pain alltogether if it is the cause of this? It is really frustrating me and my guys to spend 10 mins + trying to get someone back on their feet only to have them keep being knocked out. This happens even with the person showing no injuries.
  6. X39 - any word on when we will see an update to this mod? My team still is having the 'down' and 'up' and 'down' and 'up' issue. No matter what we do to treat an injured team member they come conscious for a few seconds and then go back down. This is after stopping bleeding, removing tourniquets, checking for bleeding, applying a medkit, morphine and eppy. No matter what we do and in what order some people seem to get locked in the endless cycle. This happened after the last update - and no - we can't go back unless we host an older version of the mod as we use play with six and it gives us the latest version. Is there a change I can make in my .init to fix this? Or to remove the greyed out 'respawn' so at least the guy can respawn and try again?
  7. just tested with a member on my server - hotfix applied; 2 shots to leg - target goes unconcious. check target - extreme pain, broken legs, unresponsive applied tourniquet - applied bandage - applied bandage - target stopped bleeding - applied epinephrine - target became conscious - 10 seconds (before I could finish applying medpack) - target unconscious - applied medkit - applied epinephrine - target conscious - 5 seconds - then unconscious - This kept repeating no matter what. This basically renders Xmed unusable in its present state. Is there something in the config I can turn off to stop the constant drop back into unconsciousness? BTW - I really like the new UI - much easier to use in high stress situations.
  8. With the New Year has come some new challenges; several members of the 7th Ranger have deployed (in real life), switched jobs or had increased study loads at University. This means that we've had to re-structure the group and re-assess our training and deployment. What does this mean to potential applicants? It means that now is a really good time to join, train and progress in the team! We're revising our training - so this means you can have an actual impact on our training and Standard Operating Procedures (SOP's) which are the basis of how the 7th Rangers operate. It also means greater chances to lead a team. The 7th aren't the biggest Arma 3 realism unit - that's by choice. We consider ourselves to be very tight-knit - and that means we don't just accept 14 year old's with Arma 3 and a microphone, we want to get to know applicants, and them us, before we offer membership in our Unit, most of us are in for the long haul and that means we want to actually like the other person on the team. That sort of thing is more important to the 7th Rangers than how many 'kills' you can get during a mission. Drop by our TS if you're interested and get to know the team.
  9. Well it certainly isn't for the faint hearted - or single player. I tweaked the values of the items a little (thanks SpectreRSG) and me and my team are very happy with the feel of the mod. There are bugs here and there (untreatable injuries sometimes), but overall; really adds a lot to a mission or training session.
  10. thanks Spectre I'll give that a try. Me and my team love XmedSys - its just a bit of a logistical nightmare right now with the amount of gear we have to carry. X39 - I'd recommend making things a lot more effective. A 10% decrease in pain per morphine injection is just way off base.
  11. We did some multiplayer testing last night and found a few things; Explosion damage - if you are taken out by an explosion (we were approximately 20M from a suicide bomber) it can take as many as 10 Morephine to 'lower' your pain level! It also took an average 5 medpacks and about 6+ bandages to get people back up. While I know in real life you'd be in hospital for a critical injury like a bomb it makes the medical system to item intensive to be practical. You basically have to pack 2/3 of your gear with medical equipment just to survive or continue a mission. On the plus side; everyone really likes the 'pain' effect, though as I said, it took a lot of morphine to get rid of it (enough to kill a horse really). I also don't seem to get the 'multiple' uses of the medpacks that others are talking about. I carried six with me and used them six times and they were gone. Does only the medic get the multiple use?
  12. I'm with Bumgie on that performance thing - if it affects it then by how many FPS on the server? I know my team would really like to have this mod running as we now live stream our training and missions and like to go over our AAR's in detail.
  13. Sim.M

    NATO 5.56 and 7.62 adjustor

    We've tested this mod multiple times in co-op missions and found that it really makes a huge difference in gameplay.
  14. Sorry X39 my point is without the mod I can approach fires within 'touching' distance and not get burned. With XmedSys I get fried even through buildings if within 30M. Yes, its BIS who sets the HandleDamage event handler but maybe there is a way to 'turn it down' a bit with Xmed. Otherwise anytime we destroy a vehicle we'll have to go very far out of our way to avoid it. Or worse, if your vehicle gets hit and you jump out and run - you'll still be dead due to the 'fire' damage effect. These aren't things that happen with vanilla, but seem magnified with Xmed. @Blackbeard06 - put this in your missions init; //xmed timout X39_MedSys_Display_TimeBeforeRespawnAvailable_Death = 5; --- no idea why but it puts a space between the t and the h in Death = 5 ----
  15. my problem with the fire damage is that in real life I would 'feel' the damage and move away. In arma I have no warning (in the case of the burning truck I could only see some smoke on the other side of a building) and had no way to know that the damage would occur that far from the vehicle. Is there some way to turn the even handler down to about .25 of this? Really you should be able to move on the opposite side of a building and not be burned to a crisp by a vehicle that has been 'burning' for 5 minutes or so.
  16. Yep it seems to be a huge fire damage area. I was on the other side of a building from a burning transport truck - saw my cross going yellow so I ran away - then I dropped about 3 seconds later. I was able to be revived by 2 bandages, a medpack and a defibrillator. I then used Mophine to get back to full health.
  17. At training tonight we had major problems with getting people from deadly hurt to non-injured. We also discovered that we could be killed by burning vehicles up to 100+M away! My entire squad was killed by vehicles on fire on the other side of a wall 100M away. Not sure if this is an Xmed problem or just something new - but it really was a problem.
  18. Got it working nkey! I moved the commands up to the top of the init and now it works great! Thanks! My guys are going to love not having to program their radios anymore.
  19. Nope - same thing - team leads get the LR radio (which we don't want) and the channel frequencies still appear random. Seems that the include doesn't work because when I fire up the script without the include we don't get the LR radio (but of course we don't get the set channels either). I moved the #include "\task_force_radio\common.sqf"; to the description exe thinking it might work from there, (seems that #includes usually come from there). Now when I start the mission it crashes with this error message; File task_force_radio\common.sqf, line 19: '.private':'[' encountered instead of'=' So that's out...
  20. Hi nkey - I tried that and had no luck. In fact it seems to add the LR radio to team leads again (which screws with our backpacks when we use HALO scripts).
  21. this question is more for Zealot than nKey; We don't want to carry LR radios (we carry loads of gear), so we use the SR radios - but we do use the LR radios in vehicles for distant communications and convoy operations. Here's what I'd like to do; I'd like to set the channels on the short range radio to specific frequencies, like; Ch1 - 30.1, Ch2 60.1, and so on, and set the LR frequencies to Ch1 60.1, Ch2 30.1 for everyone on the blufor side (we only play co-op so no need to have that other stuff). Of course since sometimes respawns 'fool' with radios we need the resistance radios to share the frequencies... So - any idea how to do that? I'm not all that great at scripting (other than changing other guys stuff to suit me), so any help on this would be great!
  22. @Agoney did you upload the mod and userconfig to your server and put it in the command line?
  23. I've carried field dressings and they sure as heck aren't heavy (they seem to weigh as much as a 30rd magazine in game). They should weigh in about a 1/4 of that IMO. Basically these weights make it impossible for us Light Infantry types to operate (we carry all our gear into the field) - with 10+ mags, grenades, weapons, smokes and now very heavy FA gear - we simply can't move. Or if we get into a single firefight and have a few injured we have to re-supply.
  24. @nkey - how do we use the API to set frequencies? My team has switched to using only 2 frequencies - is there a way that we can set these in the mission init?
  25. The 7th Rangers have switched radio mods to Task Force Radio. This is a significant change, but with the added stability of TFR and the actual support of the mod (much as we loved ACRE it was not 'A3' ready or supported) we decided to try TFR. So far, we are very happy with the result and it adds a whole new level of immersion to our missions. The 7th Rangers are presently carrying out Operation Wrangler on Chernarus - we're using All In Arma and those old A2 islands for an excellent, high FPS campaign. We are also in the process of setting up a campaign on Sahrani (from Arma1 redone). The 7th offers tech support to prospective members who have never used mods before - we have years of experience with mods in Arma and have several members who are expert at tech support. Drop by our teamspeak or webpage and get to know the team. The TS information is in the previous post. We've added a livefeed to our missions and training sessions. They are up live on the regular posted times and for 2 days following. Drop in and check them out; http://www.justin.tv/tritonv12
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