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oktyabr

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Everything posted by oktyabr

  1. I haven't tried your latest version yet. I played around with your first release and finally discovered why I couldn't change the time of day in my mission intel... the date and time is dependent on your script! It's easy enough to change there too, so everything is right, but you might want to make a note of that on the first post so mission designers aren't scratching their heads trying to figure it out like I was ;) This new version, with the "roofOverhead" bit, does this mean we no longer have to choose how the snow is seen in vehicles and buildings anymore?
  2. oktyabr

    LIFTER for ArmA 3

    Thanks RAVEN!! :)
  3. oktyabr

    Arma3 - AGGRESSORS

    WoooHOOOO!!!! Thanks Ohally! And on the weekend too! Nice timing! :D
  4. I've never had issues with JIP and ALiVE. JIP is only possible if you have at least one free "playable" unit. As far as I know ALiVE does nothing to create playable slots. Fallujah is currently on the list of supported maps: http://alivemod.com/wiki/index.php?title=Supported_Maps I don't believe the last update had any focus on maps at all so I don't see how something could have been broken for a particular map. I recommend starting a new mission, just as an experiment, using only ALiVE, A3MP, CBA (make sure you have the latest version), and Fallujah and only on the Stable version of A3 (ALiVE doesn't support the DEV version yet)... no extra mods or scripts. Try just the CQB module and if that works as expected try adding an MP or MCP and see what happens. Try it with debugging "ON". EDIT: I don't usually run Fallujah but here is what I got using NO filters in a quick test (click thumbnail for larger image): ALL CQB locations (50%): Military Civilian Objectives: Military Objectives: MCP + MP:
  5. oktyabr

    A-10C for Arma 3

    Nice vid! It's too bad you guys didn't have some on the ground footage to mix in there too :)
  6. This isn't a problem with this helicopter mod, it's that VVS is as yet unfinished. ;) This is what I did, to set up "custom" Air and Car lists... in the VVS/functions folder go into fn_filterType.sqf and change the two lines below so it will work with custom vehicle lists, including this mod: You will notice I removed the "_pre" bit from both the VVS_Car and VVS_Air lines... I have one spawn for each and this works perfectly using the following configuration.sqf: Change yours to suit what you want to do.
  7. oktyabr

    @A3MP - ArmA 3 Map Pack

    I hadn't realized that those really required much for A3? I know Fata has the same sort of pond error as Clafghan but the others? Meanwhile I stumbled across this: http://youtu.be/H2JAEyXyhTs Hell, they finalize a new Visitor and I might build an A3 Clafghan from scratch! :D
  8. Yup! My civs even have their own "motorized" calls! They aren't any better at navigating than the militarized versions but hey, it works! :)
  9. oktyabr

    @A3MP - ArmA 3 Map Pack

    I know at least one of the original developers are still active on these forums (see the FATA thread) and I've personally tried messaging him both on the Clafghan thread and in IM but have had no response yet. Have you tried to reach them with what you propose Alduric?
  10. Great news on the development! I just updated to the newest version myself :)
  11. oktyabr

    @A3MP - ArmA 3 Map Pack

    Yeah, this map (one of my all time favorites!) really needs some work for A3. The water line, you've already found. You can remove the "colum_vertical_pond.pbo" out of the addons folder and this will fix it but you'll get an error about it missing every time you run the mission (just click through it). The "haze" is just something you have to get used to. It helps to turn up your view distance but unless you are running a super computer you are going to pay for it with FPS loss. I've gotten used to the haze, myself. I run clafghan in the rain and/or fog a lot anyway so it really doesn't bother me. Crank up the wind and just tell yourself it's tree pollen mixed with dust ;) Seriously though, it would be great if someone, preferably the original authors, did a bit more work on this one. I absolutely love the feel and size of the map and it's hilly enough you can have fire fights between two opposing forces only 400m apart and still separated by a valley. :)
  12. THIS one sounds MUCH better! Almost there. ;) I've always thought the F14 mod for A2OA had the best "distant" sounds: http://www.armaholic.com/page.php?id=9624 Listen to the last half of this video. I love how you can hear the "turn and burn" of the one cycling in the distance, waiting for his wing man to catch up:
  13. oktyabr

    Middle East Irregulars

    Huh? The Aggressors don't have any armor either... and worse weapons!
  14. oktyabr

    Helicopter fastrope script

    I answered this same question from you in the ALiVE thread. I don't know about the chinook but as a work around for the blackhawks I found using the same coordinates from the vanilla A3 transport chopper will at least work. It's not pretty though and I haven't played around with it enough to know exactly what changes need to be made to the coordinates to make it *perfect*. Change the appropriate section of the fast rope script so it looks like this and you will be able to fast rope "insert" from a blackhawk:
  15. This has *nothing* to do with ALiVE. :) If you check the fast rope script thread you'll see that I've already asked him to support this mod... A quick work around is to simply copy and paste the bit about the "B_Heli_Transport_01_F" in the fast rope script and rename it so the blackhawk uses the same settings. It's not perfect but it works, until zealot can maybe get the correct coordinates for these helis... I've included my changes below: Are you SURE they don't respawn? I'm using them in the same capacity and they respawn for me just fine. Again, probably not an issue with ALiVE. Are you running the DEV build of A3 by any chance?
  16. This is a BIS problem with object??? Is there a ticket on this anywhere? Maybe they would fix it if they knew about it :)
  17. Have you considered asking LJH about using his A2 chopper sounds? He seems very amiable about such things... :) http://forums.bistudio.com/showthread.php?170226-Jsrs2-1
  18. oktyabr

    Middle East Irregulars

    I want to say just how much I'm enjoying your civilian version too! While they may still not look quite like the civs many might expect to see wandering around a city somewhere (some still use shemaghs to cover their faces and/or have backpacks, etc.) in my mission they are GREAT as I wanted to reinforce the idea that the only difference between a civilian and an insurgent (in my mission) is that the "civilian" hasn't picked up his weapon... yet ;) It makes clearing buildings VERY risky, if ROE not to shoot "civilians" is maintained. Just what I wanted. Only missing "old man" (village elder) type civilians and some civs wearing burqas to feel truly complete.
  19. I feel silly for not being able to figure this out on my own... but I give up! How do you do customized lists? And why does configuration.sqf refer to VVS_Premade_List twice? This is what I'm trying to get to work: And this is an example of what I'm using to call it (copy/paste from my mission.sqm, hence the double quotes): this addAction[""Virtual Vehicle Spawner"",VVS_fnc_openVVS,[""AIR_SPAWN"",""VVS_Air""]]; But I keep getting an error about no vehicles being found??? EDIT ----- I got custom vehicle pools to work! I'm not sure it's the "right" way but at least it gets the job done. :) I have two vehicle spawns, one for "Cars" and one for "Air". I wanted specific vehicle pools for each, including the new A2 heli port mod. Finally to get it to work I changed the line #18 and #19 in VVS/functions/fn_filterType.sqf from: case "Car": {VVS_pre_Car}; case "Air": {VVS_pre_Air}; to case "Car": {VVS_Car}; case "Air": {VVS_Air}; ... removing the "_pre" bit in both lines. This is what my VVS/configuration.sqf looks like: I also changed my addaction call for both pools to something like this (copy/pasted from my mission.sqm which is why there are two sets of quotes instead of one!): this addAction[""Virtual Vehicle Spawner"",VVS_fnc_openVVS,[""AIR_SPAWN"",""Air""]];
  20. Just a correction for your first post. The classname for the AH64 isn't "AH64" but rather "AH64D" ;)
  21. Yeah... don't hold me to it but I think it's: RED = NATO YELLOW = Independent GREEN(?) = Opfor
  22. oktyabr

    ASM - Arma Samples Mod

    Are we going to see the motorbike too? The quads in A3 are fun but I miss having two wheels instead of four :)
  23. oktyabr

    Helicopter fastrope script

    Hoping someone can get these working with this script too! :) http://forums.bistudio.com/showthread.php?173822-ArmA-2-US-Helicopters-Import-to-A3 And zealot, I took a look at how your script works but I am no scripter... I LOVE the way that if I am commanding some AI in my group that they will "follow" me down the ropes when I fast rope out of a chopper! I've been trying for some time now to get the same behavior with any of the numerous HALO scripts out there too and hoped I might identify the method which you used to make this happen so maybe I can get them to jump with a parachute the same way (when I do). If you have time would mind pointing out the relevant bits that makes this happen in your script? Thanks in advance!
  24. oktyabr

    LIFTER for ArmA 3

    Hey RAVEN! Any chance of getting these to work with your mod? http://forums.bistudio.com/showthread.php?173822-ArmA-2-US-Helicopters-Import-to-A3
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