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reaper lok

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Everything posted by reaper lok

  1. reaper lok

    Task Force Arrowhead Radio

    New issue with TFAR; I have used this great add-on since its release without one issue but all of a sudden I cannot hear any radio sounds. I checked my TS3 settings and the only difference that I see is that it says not connected with a N and N 0.9.8 where it normally says connected Y and Y I see the transmitting icon appear when I push caps etc......what has happenend? Yes - i run as admin (both game and TS3) Yes - I have reloaded all Plugins in TS Yes - I have current @CBA and TFAR Could it be something to do with my PC sound settings rather than the mod itself? Any suggestions are greatly appreciated. Edit - plus now I see that I can transmit (icon pops up in bottom right corner), without being connected to Teamspeak at all....is this normal? I thought it would say pipe error or something rather than the correct transmitting icons.......??? Edit - PROBLEM RESOLVED (no idea how, lol) I gave up and started a MP LAN server with a friend and with some Arma wizardry, it just started working....ffs. REAPER
  2. reaper lok

    Scenario requires missing addon

    When my mission.sqf was all crazy looking (un-editable), I used a program called Elietness to re-open it. Fixed the issue so I could remove the conflicting add-on with ease. Good luck.
  3. reaper lok

    3den Enhanced

    Thanx for the fast response and the fix regarding the Random Patrol feature - an outstanding addition to the 3D editor. Your work is very much appreciated. REAPER
  4. reaper lok

    3den Enhanced

    When I use the random patrol (great feature), I get a mixed result. If I place a unit to patrol in a 'safe' manner (walking) he acts just how I expect, however, if I save the mission the next time the same unit has switched its behavior state to 'aware' or is now running around the map like he has spotted enemy......grrrr I have tested this with multiple units and its random as to which units stay as intended or revert back to running about the map.....happens more so directly after a save within the editor. Is this a known issue? REAPER
  5. reaper lok

    JSRS4 - APEX 1.2

    When its ready its ready ;)
  6. Same for me on Takistan, if you add any level of fog or use advanced fog settings it makes the ponds funky. I have removed all for from my missions :(
  7. Am I the only one that is having issues with ALiVE since today's 1.60 Update.......I have no ALiVE Menu Key and no sign of it in 'configure addons' under controls. Did I miss something? Thanx REAPER
  8. Are you using the correct ACE module? I think its called equip FRIES. http://ace3mod.com/wiki/feature/fastroping.html
  9. Downloading now - I will take a look, thanx!
  10. I am also using the Diyala Map (great map) - did you use any TAOR markers or the entire map? I keep getting this error: Scriptx\alive\addons\fnc_analysis\data.dya.sqf not found
  11. Quick question: The wiki says its possible to use CQB module with maps that are not indexed, I get nothing but errors! Do I need additional modules, TAOR markers etc.....any help is greatly appreciated. REAPER
  12. How do we fix this issue - same steps as above or no joy?
  13. reaper lok

    Terrain - Kerama Islands - v1.0

    Is this map @ALiVE ready - has it been indexed? I know the current ALiVE Mod comes with an indexing module (not looked at it yet), just curious. Island/s look great - cannot wait to download and explore. Your work is very much appreciated!!
  14. I think that Spyderblack addressed this issue with a work around a few pages back.....let me look. Dang, I could not find it but maybe it was possibly placing single Arty Unit on the Map and then manually sync it to the module.....will this work?
  15. reaper lok

    =ATM= Airdrop [A3] - Beta

    Does anyone know if it is possible to put a cool down timer on this HALO script? I use this in nearly all of my custom missions, however, I feel it is getting abused and would like to add a cool down timer. Any ideas? Thanx
  16. I think the x1 and x2 etc are where group 1 and group 2 are being sent (destination of that group). The diff symbols such as squares etc would be different group classes....vehicle, air or infantry. This is just my educated guess...lol
  17. reaper lok

    Difficulty Overhaul

    if the difficulty tab is grey (unusable), just go back into the MP lobby and use the #missions command again - this will let you access the difficulty tab without a sever restart. This still helps me none as the darn system is broken....lol. Has anyone managed to get this working. All I want is the option for 3rd person with no crosshairs etc :)
  18. create empty (invisible) marker at desired location and then create a trigger that detects if the c4 or demo device is within the a pre set distance of the invisible/empty marker. How do you do this? I know that you need to name the empty marker/s and also have a small line of code on the activation section inside the trigger. The code would detect the explosive via its classname and then have some distance code such as >15 etc (less than 15m). Here is a code that I use from an old Arma 2 script: ((count ((markerpos "CheckSmoke") nearObjects ["SmokeshellGreen",50])) > 0) The above code has a marker called "checksmoke" and if a green smoke grenade goes off within 50M of the marker it will fire the trigger. I hope this is of some help as far as detecting if an explosive is placed at the correct location. You will need to change the classname from smokeshellgreen to the explosive devise and switch the marker name to the marker name of your choice.
  19. Hey fellas - I have asked this before but never received an answer that I am aware of........is there an option to set the the time or duration that a unit is 'down' or unconcious? My group is on the verge of finally making the switch from the AGM system to the now supported ACE functions and would like a little info on how to set up a similar system to what we have been familiar with. Basic Medical with the option to not be out of the action for 15 mins......this can wear a little thin if playing or testing missions alone or with smaller groups. Any help is most appreciated. REAPER
  20. Best news I have heard/read all week!! Thanx ALiVE Dev team - most appreciated.....my group do not play A3 without ALiVE Mod :)
  21. Thanx guys - it did the job nicely!! I hope this mod gets some traction with any needed updates as the game moves from state to state. The CSAT look and variety is greatly appreciated and enjoyed by many. Kind Regards, REAPER (Tac-Ops Gaming)
  22. Are you using the correct module with the drop down menu for number of rounds?
  23. I will take another look today - i did read about the Iftit having issues with missing wheels also Thanx for the reply.
  24. I did look through the 'known issues' but did not see the issue that I am having when using these outstanding units with the @ALiVE Mod. My issue is the Ifrif's spawn with no visible weapon systems yet continue to tear myself and my team apart - shooting from an invisible weapon turret. Is there anyway you guys can take a look (when possible) at the motorized or mechanized grouping set for the units to work with @ALiVE Mod and see if the correct vehicle is being called or there is another issue with the vehicles themselves. Our gaming crew always used this mod, however, it has become difficult without these updates to adjust what BIS changes with their frequent updates. I have been reading that the author is away serving and studying - I am not expecting any immediate response but just wanted to point out these issues in case a fix is possible. Kind Regards - REAPER
  25. reaper lok

    CSAT Expansion and Guerilla Mod

    Thanx for the detailed reply regarding future plans etc. I have included a link from the ALiVE wiki regarding what is needed to make your faction/units compatible with ALiVE Mod. If you feel this is something you could incourperate within your mod, I plus a great deal of others would be very appreciative of :) http://alivemod.com/wiki/index.php/Declaring_Faction_Mappings :ph34r:
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