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reaper lok

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About reaper lok

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  1. reaper lok

    RHS Escalation (AFRF and USAF)

    You are most welcome ๐Ÿ™‚ I had an issue using the RCO scope and was wondering how when I watch players on YouTube that they had this nice 3D looking scope - then I found the RHS options TAB and all was good with the world again ๐Ÿ™‚
  2. Blaq - have you asked over on the official ALiVE Forums http://alivemod.com/forum/ Maybe someone over there might have some insight - sorry that I am not more help. I did once attempt to create my own faction but had several issues getting it to work. Have you looked at one of the working factions created and reverse engineered it? Just a thought. http://alivemod.com/wiki/index.php/Supported_Factions REAPER
  3. reaper lok

    LAMBS Improved Danger.fsm

    Questions: Would you suggest using LAMBS Danger.fsm and TCL on bother server and client side or just as a server side mod? Also - is LAMBS RPG and LAMBS Suppression recommended or will the LAMBS Danger.fsm cover these mechanics now? Have you seen and performance issues or conflicts with using TCL and LAMBS together? Thanx in advance for any feedback you can provide ๐Ÿ™‚ REAPER
  4. reaper lok

    RHS Escalation (AFRF and USAF)

    Did you mean on your ARMA 3 main menu screen where it has the RHS Options tab (top left of the screen for me). You can also access this menu while in-game by pressing ESCAPE KEP and also there will be an RHS Menu option (it can be easily overlooked as it kinda blends into the background IMO). In this menu you will need to access the scopes section and either check a box for 2D, 3D or PiP (if I remember correctly). Hope this helps ๐Ÿ™‚
  5. Pretty sure you can suffer with PAIN - I often struggle to wake a teammate up if his diagnosed with pain etc.
  6. Huh - strange, that technique works for me every time. What happened when you attempted it? Did you delete ALL the ACE3 dependencies from your mission file and then save the file before attempting to reopen in the Editor? I do remember that sometimes the MOD list of dependencies can listed twice at the very top of the mission file. Also, each ACE3 component such as ACE3 - Reload and ACE3 - Overheating etc is listed like I have shown below. Make sure that after each MOD there is the correct grammar - in this case a , or at the end of the MOD list a ; ACE3 - HEARING, ACE3 - OVERHEATING, ACE3 - RELOAD; I hope this works, as it works for me. Mjolnir66 mentioned to make sure that you don't have anything physically on the MAP that could cause a problem. Load the mission with ACE activated, check there is not an ACE module etc on the MAP or something that you have enabled ACE with and then follow the steps above. - Good luck.
  7. You can open your mission folder in your MP Missions Folder. Open the mission file using Notepad and then delete the ACE lines at the very top of that mission file. Save that mission file and then reopen in the editor. It takes about 20 seconds ๐Ÿ™‚
  8. I attempted to add the ALiVE mod Civilian Modules so that I could access the ambient sounds but it broke my Warlords Game Mode. The mission started well but as soon as the Ai needed to move to the second objective nothing happened. My guess is that ALiVE and Warlords do not play well together.
  9. reaper lok

    rhs mod wont work on antistasi

    I am having the same issue. Just curious if any procedures are needed on my end to enable RHS or does the game mode just 'recognize' that the RHS mods are loaded on the server? Also - do we require all 4 @RHS factions or is the Serbian (@RHSSAF) not needed and could be causing an issue? Thanx Problem resolved - RHS units are now visible etc. I do NOT make any changes. Maybe the Arma Gods were with me today ๐Ÿ˜‰
  10. If you are in a rush you can always use the tools provided to index the map yourself. The ALiVE Modules section within the EDITOR has the Map Indexing module. You can also do a quick YOUTUBE search for how to do this ๐Ÿ™‚
  11. reaper lok

    JBAD Release Thread

    Thanx for the reply - I had a 50% probability of CQB units in a TAOR area and only two buildings managed to spawn a pair of units. The TAOR area was 2500 x 2500 in a heavily populated area full of civ buildings. CQB module was set to civilian building type. I did NOT sync the ALiVE CQB module to the Mil Commander Module as I thought that was not needed - is this incorrect? Any idea why the DOORS are not being synced from player to player in a MP setting on LYTHIUM? Thanx REAPER
  12. reaper lok

    JBAD Release Thread

    Any news on the JBAD buildings working with ALiVE mod and unit placements? The LYTHIUM Map struggles to populate and CQB units currently. Also the DOORS remain closed when a teammate has opened them (look open for one player when closed for the other etc).
  13. reaper lok

    Heli Land

    I have never had any issues with the LAND command in the waypoint. The set-up has the waypoints directly over the invisible Helipad in question so it should use that (nearest available helipad) anyway ๐Ÿ™‚ https://community.bistudio.com/wiki/land
  14. reaper lok

    Heli Land

    Possible solution that works for me: Name Chopper Heli1 Name invisible Helipad Land1 In the waypoint for the landing: Heli1 LAND "Land1"; Create a TRIGGER for Radio Alpha and sync it to a move waypoint also on the invisible helipad just after the landing waypoint (these two waypoints need to be almost on top of each other). Then add your other waypoints after these two critical ones. This should have your Chopper (Heli1) land at the invisible Helipad (Land1) and then wait to move until you access the Radio Menu and activate Radio Alpha. As as side-note: I use a small piece of code that calls in the Extract Chopper when you deploy Smoke (color of your choice) within a designated radius of the extract location (invisible helipad). I have included the info below to add into a new triggers condition field. ((count ((markerpos "CheckSmoke") nearObjects ["SmokeshellGreen",50])) > 0) The above code has an invisible marker called "checksmoke" and if a green smoke grenade goes off within 50M of the marker it will fire the trigger. In the Activation field of the same trigger: hint "Green Smoke Seen - Extract Chopper is inbound"; Give it a 5 second trigger delay so the smoke has time to take effect. The checksmome code was not my code but I use it all the time ๐Ÿ™‚ I hope this helps ๐Ÿ™‚
  15. I think all of the above responses have been helpful in some way either in agreement, disagreement or frustration, however, like most things in life, with time and some experience gained through trial and error we get to where we are happy/comfortable. The new system certainly has a new curve (just when he thought he had cracked the arma nuances).....but a good and improved curve for that matter. Even though I had been accustomed to the BASIC Medical of past versions I am now enjoying a more fine tuned and well designed system. Sidenote: I did use the fatalinjuriesPlayer = 2 value and also enabled players to tolerate a slightly tightened value for their pain threshold. If you combine this with the ability to disable some of the other more advanced features you can almost emulate the previous iterations. Thanx ACE team as always for delivering a product that only adds to the Armaverse fun!!
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