zuff
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Everything posted by zuff
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[CO20/ACE/BAF/PMC] Lingor Force Dynamic Missions v1.0
zuff replied to zuff's topic in ARMA 2 & OA - USER MISSIONS
Nice! Testing it now. Also is it safe to just throw all of the variables you call out in your populate ammo crate script at the top? For example: It seems to be working fine so far! -
Thanks OS, we'll be testing on our server today!
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[CO20/ACE/BAF/PMC] Lingor Force Dynamic Missions v1.0
zuff replied to zuff's topic in ARMA 2 & OA - USER MISSIONS
Excellent! I just replaced Bon's ammo scripts with yours since his were generating the crates at random places instead of always being in the same spot. Any way you could set up an ability to "Load Saved Loadout"? Your "defaultload" doesn't really have any use for Lfor and if there's a quick way to get back to a saved loadout (without dying and respawning) that'd be sweet. thanks again for your work, I'm crediting you. -
[CO20/ACE/BAF/PMC] Lingor Force Dynamic Missions v1.0
zuff replied to zuff's topic in ARMA 2 & OA - USER MISSIONS
Sure is! -
[CO20/ACE/BAF/PMC] Lingor Force Dynamic Missions v1.0
zuff replied to zuff's topic in ARMA 2 & OA - USER MISSIONS
Dude you rock. I'll try to put this into effect as soon as possible. And I'll try that PMC stuff too, anything to save me from that headache. Thanks again. -
[CO20/ACE/BAF/PMC] Lingor Force Dynamic Missions v1.0
zuff replied to zuff's topic in ARMA 2 & OA - USER MISSIONS
Haha. Yah it was a pain in the arse trying to get PMC to stay BLUFOR, I just have to manually edit the mission.sqm every time I make a unit change. That on top of cut and pasting the units so they show up in the correct order was a nightmare. Hardest part honestly was situating the Ace equipment. ACE does a good a job of adding in weapons that are almost identically the same minus a grenade launcher sight being up. So going through and deleted the duplicates is such a hassle. Bon even has script to check for duplicates but I believe it only goes by classnames, but if it went by Display names it would deleted a lot of ace equipment that is suppose to replace Arma 2 and OA stuff. It's all a big headache and I wish there was a better way. Biggest bug I've run into with my port of LForce are the Scud missions. The AA tower goes through the ground making it impossible to succeed. I had to add a radio trigger just to pass a FAIL variable just to move on. -
[CO20/ACE/BAF/PMC] Lingor Force Dynamic Missions v1.0
zuff replied to zuff's topic in ARMA 2 & OA - USER MISSIONS
Basically, along with all of the newest ace/baf equipment and addition of playing as PMC. The home base has been improved upon a lot as well, with addition of a training field and tooltips for beginners. A bunch of various scripts were tweaked to work well with ACE and PMC. Vehicle selection was based off what current Military Contractors would be able to procure these days. I'd say the hardest part was getting the PMC to function correctly with Bon's scripts. I get the strangest feeling that you're not impressed with it, or am I wrong? EDIT: And I really don't see why you asked that question when it's the first thing I say in the first post. -
LForce 1.0 is out! I posted it here: http://forums.bistudio.com/showthread.php?p=1838729#post1838729 Also Bon, I'm noticing the AA tower on the scud mission is falling through the earth when I put satchels on it and isn't considered being "blown up". Know what could be the problem?
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Bon, I've just finished a full conversion of your mission to Lingor, using all ACE assets and PMC units. I was wanting to get the OK from you before I release it on its own thread. I've still credited you in the right spots and changed the version and mission name. I'll wait till you give me the word to post the thread. I can't thank you enough for this amazing (and easily customizable) mission you've made.
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Any chance of this getting ported to Lingor? If you don't want to, would you mind handing over the mission files so I could? :)
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ACE 1.7 (Advanced Combat Enviroment) for OA/CO
zuff replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Put them on the ground beside the vehicle you want. Use your INTERACTION key on them and transfer fuel. I may be wrong but I believe the self-interaction key deploys the jerry can from your inventory as well. -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
zuff replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I wasn't. I'm sure this is the problem. Apologies! :j:\ EDIT: Running RU and USNavy is still giving me these errors: "M203Muzzle.scope" Not sure what could be causing this, though. It's not listed in the crate filler. Possibly another addon? -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
zuff replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Trying to create an ammo crate filler script but I can't seem to find an up to date version of the classlist. http://browser.dev-heaven.net/cfg_weapons/classlist is only up to Update 1 and still contains a lot of weapons that don't exist anymore. There has to be a quicker way to do this, no? -
Oh read your post wrong. I thought you had changed mission names.
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ACE 1.7 (Advanced Combat Enviroment) for OA/CO
zuff replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I did not! That's very useful indeed! Thanks. -
ACE 1.7 (Advanced Combat Enviroment) for OA/CO
zuff replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Doh! Couple of questions first: 1) Do you need to stay in the tow-tractor? 2) How close do you need to be to the A-10? 3) What direction did you approach the A-10 with? For example you back up to the front of it or you pulled up behind it facing it. EDIT: GOT IT! I back that sucker right into the front wheel of the A-10 and saw the option in the radial menu. Off I was, A10 in tow. I probably drove around with it attached for about 5 minutes before realizing I had no Ammo Exchange module put it in to take it to. Time for nukes! :D EDIT 2: I need a very up to date classlist or something to fill my ammo box with. Anyone know of a good link that is the most up to date? I'd use this: http://browser.dev-heaven.net/cfg_weapons/generator , but not sure how recent it is. I noticed they didn't have all of the latest A-10 variants so I'm guessing it's not very current? Also, I'm using UGAF ACE Dev's yas to update ACE. Will it always have the most recent? I've used the six updater before but was not a fan. I see they have a new GUI beta out that looks pretty slick. Is it ok to rely on that yas repo to stay up-to-date instead of the six updater? -
Mosh, sadly I can't help you with your problem. I've successfully ported to Lingor with ACE and PMC units running smoothly. I didn't know you could edit the town names for randomizing missions, think you could tell me how you did that? Good luck with your error, and maybe once I do some town renaming I may come across it and help you solve it too!
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ACE 1.7 (Advanced Combat Enviroment) for OA/CO
zuff replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I swear I'm trying as hard as I can to make this work. I have the rope attached to the tow tractor (little airport car) and I have it backed up against the A-10. I'm trying to attach it by A) using the interaction menu on the a-10 (no options show) B) Using interaction on rope (only Load into towing tractor) C) Interaction on the Tow Tractor (only remove rope) lol I feel so stupid driving this little thing back and forth and bumping into the A-10. I've tried all distances but I'm out of ideas! -
Yah that was interfering with my Group stuff and high command module :/
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ACE 1.7 (Advanced Combat Enviroment) for OA/CO
zuff replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I've searched the internet looking for this but have had no luck. Is there a way to reverse-taxi aircraft? Someone mentioned ACE allows this but I have not seen a feature about it on the ACE site. I've been trying to load a nuke onto an A-10 using the Ammo Exchange module but since it's in a hangar it's impossible to get to and then reverse out. Thanks in advance. -
It could be, but the sound is like walking in shallow water, not mud sloshing.
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Hell yah Jarhead! Great updates, looking forward to them. Not sure if this has to do with JSRS or with Lingor Island: In some of the sand/dirt textures, walking on them sounds like you're sloshing through water.
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1. Yes 2. Yes, the tfor_commander variable needs to be called out before using it again. 3. Check recruitableunits.sqf in the bon_recruit_units folder to add different units that can be recruited. 4. Squad leaders can call in supply drops, commanders can grant them at UAVs 5. They are Rallypoints, and can be placed by Squad leaders and commanders to have a place to respawn to. Bon, I know you don't care for the PMC stuff, but if I wanted to change the friendly side to PMCs and have the players play as them, what settings would I change? The first thing I tried was setting up the PMC Team Coordinator as the commander. I added his class name to the commander list "Soldier_TL_PMC" but he still couldn't build. His side is defined by "Independent" so could that have something to do with it? Would I need to change something in the config.sqf for "tfor_friendly_side = west;" ? Hope this is ok to ask you, since earlier you stated your opinion about PMC stuff, but I'm not asking you to do any work, just tell me how I can set it up. EDIT: Since posting I've worked non-stop to get it to work, and I think I may have done it. I've changed PMC units for players to "west" in the mission.sqm. This seems to have done exactly what I needed but it's a pain editing them in the future. Also, running ACE I noticed the A-10 is not dropping its bombs when the sniper calls in a bombing run. Not sure if it's ACE that's causing it but I can't seem to get the bomber to do it's run correctly. Thanks :)
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Oh boy. Looks like I may need to do some more testing. Any chance the m230 dependency can be removed soon?
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Hey Optical, This mod is conflicting with JSRS somehow and thus making my Bon's Tforce "construction" scripts not working. I'm not allowed to build anything in the RTS style view when joining a dedicated server using WarFX and JSRS. I've also posted to Jarhead's JSRS thread about the issue. I'd really like to see these two mods work together well, as they are perfect for each other. Other than this, fucking fantastic mod. EDIT: NVM For some reason it didn't break it this time. Disregard my post! I'm still having problems with A-10 and other various vehicle loadouts. Some of the ammo is just missing (like mavericks, sidewinders) but GAU8 is working fine. I'm not sure if it's JSRS or yours or both. I'll do some more testing to figure out.