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gihzmo

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Everything posted by gihzmo

  1. Gihzmo here, I am 33, played Arma 2 OA for a few years, and now I have put about 700 hours into Arma 3. I am in US eastern -5 UTC. I am usually on most nights after 8:00 PM, some nights earlier, weekends can be completely free or not free until late evening. I am looking for a good solid milsim/tactical realism group. I am not interested in the military realism groups that want to take everything out of the game, however in game I prefer full milsim. Not to say I do not mind joking around and having a good time, but as I told someone else, I play Arma for the same reason I play D&D and Pathfinder, I want to role play. I am also looking for a decent size group, not meaning 70+ person games. But have a few fire teams along with pilots and vehicle support is what makes the game fun, and I would like get back into those kind of organized structured operations. As far as my background, I played Arma 2 OA for several years with the 7th Cavalry and led one of the helicopter squads. However recently I have been more focused on the infantry game, so I could go both ways. Mods are not an issue. I would hope groups will be using TFAR or ACRE. Anywho, please drop me a line with some info. Thanks!
  2. gihzmo

    Marksmen DLC Weapon Feedback

    I believe the Cyrus and the MAR-10 are supposed to be comparable weapons for CSAT and NATO respectively, correct? It seems like the Cyrus is a superior weapon in EVERY WAY. It is lighter, it has more stopping power, it fires faster. Was this done for balancing against the other weapons in the CSAT kit? I feels almost like the MAR-10 was held back to make the Cyrus be a better weapon. I could be missing something though. Keep in mind, I was testing in the worst case scenario, Heavy plate carrier, shooting center mass. The Cyrus did not always take the target down in one shot, but it did feel like I could take a target down in one, depending on where the round landed. The MAR-10 did not seem to have the same stopping power. I guess it comes down to the fact that the Cyrus is firing a bigger round, but why is it so much lighter?
  3. Is there no wounding or medical script in the latest version? It would be really great to have A3 wounding built into the map.
  4. I know this is an old thread, but I am not a big scripter so I am still learning things. Can I add (myCuratorLogic addCuratorEditableObjects [[frank]];) to the init line of a player slot object? Or do I need to do that somewhere else? Is there a line I can add to the init line to add a player slot as an object Zeus can see?
  5. I have a feeling that the CQB might be my issue. I have it turned up pretty high, and occupying the entire map. I will scale that back first and see if it has an effect.
  6. I am having some issues with Alive doing what I would like. I have a feeling I am doing something wrong... but I am not sure. What I want to have is an area about 3kx3k for BluFor and the main base, then the rest of the map dedicated to OpFor. I am basically following the basic setup on your wiki. I have also set it to ignore small and medium locations and objectives. However when I get the map up, it loads incredibly slow. So slowly in fact that sometimes the only way I can get into the map is by killing my Arma client and reconnecting. I have tried this on both a dedicated server host as well as a VPS and I get the same result. On the server I have AGM, Alive, CBAA3, ASDG_Attachments,ASDG_JR, Massi's gun pack and the audio fix. I also have the shacktac hud and speed of sound running locally. The mission is an MCC mission that has been modified to include the Alive modules and AGM modules. When I load just MCC and the other mods, it runs perfectly. I do not know if I am trying to do too much with Alive or if I am missing something. Does anyone have a more up to date insurgency map running on Altis with the latest version of Alive? Even the old Insurgency map from your page I have some issues with. I went in and cleaned up the modules and added a couple vehicles and I ma getting the same slow behavior. Any assistance would be appreciated.
  7. gihzmo

    Authentic Gameplay Modification

    I can try it with this, and I am sure that it will work, but as my original post indicated it is a conflict between AGM and Alive. It was noted in the link I provided. It looked like you guys might have had a fix and knew about the issue.
  8. One other thing to note, it would be great if there was a simple graphical indication that you have rested your weapon.
  9. Thank you for the quick reply. I assume by next release you do not mean 9.1.1, I just tried it and it seems to be the same.
  10. gihzmo

    Authentic Gameplay Modification

    Thank you for replying so quickly. I did not have respawnbutton set to 0, it was not set at all in the description file. So I added respawnbutton = 1; to the file and I am still not getting the respawn button on unconsciousness.
  11. GREAT mod. I am enjoying the medical system more than just about anything else I have used. It is deep, but simple to access to to learn, plus it gives you all the information quickly. Really appreciate all the hard work you guys have put into it. I do have a couple questions. When do you anticipate a fix for the weapon sway issue when resting a weapon? We are planning to switch from AGM to CSE because of some issues we are having with Alive plus I like the CSE medical system more. AGM is a great mod, but I am enjoying the depth of CSE. Also, it seems like as a medic I am unable to give myself blood or use the Personal Aid Kit. This seems like a pretty big issue since most of the time we only ever have one medic. Is this a configuration issue on my end, is it intentional, or is it a bug? Thanks!
  12. gihzmo

    Authentic Gameplay Modification

    I am not sure where the problem is, but I am starting here as you guys had something on Github about it (https://github.com/KoffeinFlummi/AGM/issues/708) I am having an issue with my mission where the respawn button is grayed out. I am not sure if this is by design or not, but it is exactly like the problem mentioned in the github issue. This basically causes someone to have to wait, or abort out of the game and come back in to be able to revive. Should they not be able to respawn when they are put into the unconscious state? If anyone has any suggestions, I would appreciate it. Thank you.
  13. gihzmo

    TMN Defense Budget System

    Awesome, got it in and it works perfectly. Thanks for all your help.
  14. gihzmo

    TMN Defense Budget System

    Woo! fantastic, again thank you for the quick reply. Any suggestion on adding new vehicles to your script?
  15. gihzmo

    TMN Defense Budget System

    So I have a couple other questions for you. We were able to get everything to work within MCC, we could place a suitcase and add the init line: _this addAction ["Collect Money", {B_Defensebudget= (B_Defensebudget+100000); publicVariable "B_Defensebudget"; hint "You have collected a monetary reward!";}]; The only issue we had with that, is we are trying to figure out a way for the suitcase to disappear after the money has been collected. Do you have any suggestions on this? Also, I was trying to figure out how to add additional vehicles to your economy script and I could not seem to get it to work correctly. We wanted to add the AH-1Z, the blackhawk and the CH-47 from the US Helicopters pack. It seems like when I copied your lines you have in your script and modified the class name and variables it did not show up as an item. Any help would be appreciated. The script is fantastic and I cannot wait to use it our operations.
  16. gihzmo

    TMN Defense Budget System

    Awesome! thank you the quick reply!
  17. gihzmo

    TMN Defense Budget System

    I REALLY like the idea of this script. We are going to be running a PMC style campaign and this fits very well into what we would like to do. The thing I cannot figure out is how to integrate into a dynamic campaign using Alive and MCC. In our games we have no missions specifically in the map. All of it is either by Alive or whoever is running MCC. So what would your suggestion be to add money to the budget without specific triggers in the map. I was thinking that it could be someone that only the Major had an option to add funds, or something that could be run through MCC.
  18. I synced the OPCOMs to the Millitary placements. So I guess I need to sync it to the placements and the OpCom. I did not even know the foursome mission was there, that looks very close to what we are trying to do.
  19. A question for the Alive devs or anyone who could help. I am trying to put together a large scale domination style dynamic mission using alive. I have something that we are using now, but it seems to have some issues. Basically I have 3 OpComs, BluFor, OpFor, and Independent. Players are independent. All OpComs are set to invade and each gets part of Altis. BluFor gets the NE peninsula, Independent gets the SE, and OpFor has the rest of the main island. With Alive this works for the most part, but we have had some issues with the Independents not pushing up into captured areas. So we push into an area as players and take out the OpFor or BluFor and then we just loose it again when we leave. I can of course use MCC or Zeus to spawn new units in to move up manually and garrison the cities or bases, but I would think that Alive should be able to do this. Does anyone have any suggestions, or a mission that is already made that follows close to what we are trying to do?
  20. Thank you for the quick response. However, I was specifically asking about using a non-friendly faction Heli and having a friendly faction pilot it. Looking forward to the next release.
  21. Is it possible to limit access to MCC by ID while still allowing players to change their view distance and grass settings? As it is right now, if a person does not have access to MCC, they do not get the window to change the view distance or grass settings.
  22. I have to say, props to you guys. Alive is really impressive, it has changed how we play completely and we are having a TON more fun with it. With that said I had a few questions. 1.When using the CAS module, is it possible to use a different factions helicopter for support? The reason I ask is we have been using AAF for our faction, but would like to use the Kajman or possible another helicopter for air support. 2. Does the Millitary Logistics module actually create new units when that side's units die? It seems that each side gets fairly drained and they do not really receive reinforcements, but I may have something set up incorrectly. 3. Can you have any control or direction to the AI, for example if we spearhead an attack can we call for units from our faction to move up to support us or what will trigger them to move up and capture an area? 4. When you profile units you place with say Zeus or MCC, will those units actually be used by OPCOM? or will they just despawn and spawn where they were last seen? Thanks again for such an amazing mod.
  23. We love xMedSys, really looking forward to this new version. Thank you for bringing some of what we had in Ace to Arma 3.
  24. We are having an issue spawning units through the MCC console using the headless client. We are a couple version back, but I do not see anything regarding fixes or changes for headless client interaction. The main reason we are not using the latest version is that we are using xMedSys, and I do not think the latest version of MCC likes xMed as it interferes with the medical system or injury system running in MCC. I will say, it seems that we can use the 3D editor to place units on the headless client.. just not the MCC console. Could you give us any suggestions on how we can fix this?
  25. I have a question for anyone who can help. This is an amazing addition to Arma, and we really look forward to using it. I am however having some issues getting it to work properly. I have the script added to my mission file, and I have the line added to the init line. Everything seems to work perfectly, except that I cannot figure out how to turn off debugging. The scripts work, the AI will take cover, go prone everything seems to work. But how do I get the little red balls from appearing over their head? Thanks for all your hard work!
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