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paramedic

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Everything posted by paramedic

  1. paramedic

    Leights OPFOR Pack

    I'm not mad at someone or angry...and I have to edit the mission file like every other mission maker. I just think renaming classnames isn't the best thing to do, at least for a widespread used mod. But I can understand why Leight did it. And no you don't have to do any mission from scratch, it's just a pain in the ass to search and replace all the stuff in the mission.sqm. Leight I think modders can seldom provide a full changelog but if you rename classnames, could you please give us a neat list with former classnames and changed ones, a changelog of classnames could really save a great amount of time for all mission makers. Edit: I mean for the next time you have to change classnames.
  2. Lalala I can't read you, because I got enraged and threw my monitor out of the window... I think they will release 3.0.0 but I'm not so sure it will be today either. But the day still isn't over...and you never know. I'm having friends over for BBQ today and tomorrow so I can't play around with it anyway.
  3. I recommend pressing F5 here, I get so excited everytime an open issue gets closed. I wish my Arma 3 engine and scripting knowledge would be better. So often I just feel like a script kiddie patching together the works of real modders for my own purposes.
  4. After this day no one will be able to read F5 on my keyboard anymore, because it will surely be abraded. Thanks for making this happen! I'm just so happy to have ACE back again. And the bananas are great : TFAR radio beep and crackle."Coba, please repeat, you found what on the insurgents?" ....beep, beep..chrrroo... "A banana" laughing and total failure of radio discipline...
  5. Zenophon, you might want to consider integrating these changes from AntonStruyks Ares(after asking and stuff, but I'm sure you would have done that): https://github.com/astruyk/Ares/blob/master/src/addons/ares_zeusExtensions/functions/fn_ZenOccupyHouse.sqf With his changes the script works everywhere. As long as there is a building close they just hop into it, doesn't matter what kind of building..and they appear mostly in good spots. And he tweaked it, that they are able to turn around and shoot back when you manage to enter the house.
  6. Thanks for the well written answer, I forgot that Ares is on github, otherwise I would have searched it for myself. Sorry for that. Was already pretty late when I wrote that.
  7. Hi there, don't know if it has been asked before, but could you please tell me what script you use for the occupation function? The Infantry Occupy House by Zenophon doesn't work on everything else, but Altis and Stratis. And your version gets the guys in the house on every map... Where's the difference, maybe you should pass along your improvement to Zenophon? Would surely be great for all to have that in script form. And thanks for one of the best mods since Zeus came out.
  8. Okay, tried it on Altis and had no problems at all. So it has to be Bornholm, even if it uses the same buildings.
  9. Thank you for your help, maybe that's it, haven't tried that out. Will test it on Altis, even if the buildings on bornholm are mostly the same as in altis. But it's to late for me today, will give feedback tomorrow.
  10. Could someone please update the PWS Version? I'm honestly to lazy to try to get the github version running. Would be cool if someone that already has an actual version would just upload it somewhere and send it to the PWS guys or upload it somewhere and at least send it to me. Thanks.:rolleyes:
  11. paramedic

    RHS Escalation (AFRF and USAF)

    Is already someone working on a neat series of coop showcases for RHS? I thought about making some. Nothing to fancy, just some short scenarios like attack and then defend something, ambushing a convoy, hit and run and a little landing operation for VDVs. Mostly for about 4 to 10 players.
  12. It just doesn't work for me... Any ideas why? I'm placing a group near a building, throw your script into the missions folder, copy this into the group leaders init(he isn't a player, just AI):0 = [getPosATL this, units group this, -1, true] execVM "Zen_OccupyHouse.sqf" also tried that: if (isServer) then {0 = [getPosATL this, units group this, -1, true, false] execVM "Zen_OccupyHouse.sqf";}; I'm, playing with the following mods: ACE 3 Unofficial PWS Version Alive... (not using that much modules of it in that mission, tried it without them but Alive doesn't seem to cause it.) Ares (Problem may be here, because as far as I know it uses your script to garison units with Zeus) Bornholm (mission is on Bornholm) Camofaces CBA JSRS2 KGB NoZeus RHS AFRF RHS USF TFAR Would be great if you have any Ides why it doesn't want to work. Will try some things myself now and post if I found out why it doesn't work.
  13. I love the new menu it works most times better and faster than any previous solution. And it is very good that you guys don't plan on making it modular in the pbos, that will make it one ACE for the whole community like it should be. I mean after all it is up to the mission maker to to choose wich stuff he wishes to use for his own little community he makes his stuff for. I don't get why everyone is whining about that, just make a template for your missionbuilders in your community with all modules set like your unit wants them to be, so they can merge it with their missions and don't have to set them up all by them self wich is not really hard. But I see no other reason why you should dislike it otherwise.
  14. paramedic

    RHS Escalation (AFRF and USAF)

    So it is back to "soon" instead of "really soon"? :p Just kidding...? Can't wait to combine the new RHS update with ACE3 and get mindblown.
  15. Can't stop to constantly hit F5, as if that would make ACE3 get published sooner. I'm so excited about the pooling of manpower and know-how.
  16. paramedic

    RHS Escalation (AFRF and USAF)

    Is there any chance that you update the documentation too? I've startet to search all the classnames for the newer gear for myself now, so I don't need them anymore. But you started your documentation so well, would be a shame if it would stay outdated and therefor mostly useless. I always hate when that happens. Other than that I'm looking forward to see what the update will bring, great work so far guys. Hope Bohemias new update doesn't mess it all up. And congrats on the big price.
  17. paramedic

    Camofaces

    Any plans on getting it to work with CSE as it does with AGM, especially because the future of AGM doesn't seem so sure now? Would be a great addition, even if AGM manages to get a new team.
  18. paramedic

    (SMA) Specialist Military Arms

    Is it just me or are these weapons to strong compared to ArmA 3 vanilla weapons? The 5.56 from this pack seems even more powerfull than the 6.5 rifles. Otherwise great work.
  19. paramedic

    YO!NK Better Opfor FIA

    1.1.1 - Underwear on Dedicated Servers Took out some uniforms that couldn't be correctly displayed on ded servers, diversity will have to wait till I get it right otherwise. -yoink_opfor_insurgents.zip ---------- Post added at 07:37 PM ---------- Previous post was at 07:33 PM ---------- @sagjangi: Thanks for adding them. Faction Class: y_o_fia Vehicle Classes: y_o_fia_ins, y_o_fia_tak, y_o_fia_veh, y_o_fia_sup, y_o_fia_stat, y_o_fia_air, y_o_fia_boat Classnames:
  20. paramedic

    Speed Of Sound Pure

    Is ist just me or does someone else hear randomly fired shots by an A 10 even if there is no A 10 in the mission?
  21. paramedic

    YO!NK Better Opfor FIA

    @ Bealsky: You have to download it clientside/serverside, but it really shouldn't be a problem because of it's small size. And like 654wak654 already said you have to choose them in the editor under Opfor FIA on OPFOR Side or mod the mission config to spawn them in, all classnames are listed in the modfolder. @ FistoGames: Want to retex some of the stuff and add in some more civillian looking insurgents, but at the moment I'm very busy and seldom have time to work on it. A civil Kamaz would be awesome, I've somewhere already seen them. @ 654wak654: Do as you please, give me a bit credit. After all thats the idea about sharing stuff... and tell me what you made out of it, if you made it better, I would love to just upload it here and continue work on it with giving you credits for your work. @ Modder: Shouldn't be a problem, will consider it, because we are using that addons a lot in our sessions. Always feel welcome if you want to help or have some suggestions.
  22. So here is my problem: I've made a mod for me and friends, nothing special, just a quick rebuild of a somewhat altered FIA on CSAT side. I learned quite a lot in the process, but now I don't know what to do. I somehow can't start my mod on a dedicated server, it just doesn't start. At the beginning I thought I would get kicked because of a problem with the keys till I found out that the mod itself isn't listed as running on the server. Here is the link to the mod itself: http://www.file-upload.net/download-9930751/-yoink_opfor_insurgents.zip.html http://uptobox.com/xvmv85qcsizo And here is the config.cpp: http://www.file-upload.net/download-9930747/config.cpp.html config.cpp - 72 KB Would be really neat if someone could help me look through it to find something I didn't see or just forgot. Thanks for reading. And here is the original post in the BIS forums: http://forums.bistudio.com/showthread.php?185611-YO!NK-Better-Opfor-FIA
  23. Solved, was a mix of corrupted server files and a problem with the Arma Tools.
  24. paramedic

    YO!NK Better Opfor FIA

    New Version: 1.1 - KEY Problems with the .bikey hopefully solved -yoink_opfor_insurgents.zip
  25. paramedic

    YO!NK Better Opfor FIA

    Okay, I got it working, at least I think I got it working with my server. Want to try it out for me? -yoink_opfor_insurgents.zip Please try this one out and tell me if it works for you too.
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