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BL1P

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Everything posted by BL1P

  1. A nice idea would be.. when you reach a certain score level you unlock the ability to join a Takistan version of the mod. time played score humanity etc could all play a role in the type of server you can join
  2. Hi guys wondering if you could help I would like to reduce the amount of Hellfires on the UAV. Could you point me to the script which holds the default value ?
  3. BL1P

    ACE for OA 1.13

    Place this in the init.sqf of the mission ace_sys_eject_fnc_weaponcheck = {}; //disable aircraft weapon removal Doesn't fix what your describing but it will stop ace removing the backpack etc when you take a seat you shouldn't.
  4. BL1P

    ACE for OA 1.13

    Trying a new approach ... Hey anyone else notice that medic ruck sacks no longer carry medic supplies ? new feature or is it a bug ?
  5. BL1P

    ACE for OA 1.13

    Thanks for the reply m8. I tried that and the medical rucks are still saying that the are half full of gear with no gear in them. They dont seem to be overweight though just that they are missing the Cubic Capacity. What I really want though is the pre filled medic rucks :(
  6. BL1P

    ACE for OA 1.13

    Points at my previous post in the hopes someone can help :)
  7. BL1P

    ACE for OA 1.13

    Hello. Im making a mission which uses Ace_wounds and only medics can heal etc.. I use a scripted gear box selection that is class based as-well. What I want to happen is that when a medic takes a medic ruck from the gear box it comes pre packed with med supplies. I know this used to happen by default but something is breaking the medic rucks in my mission I think or in ace atm. what is happening is the med rucks come with a total 20k cc but only have 10k cc free but have no items showing inside the ruck ???? These are the ace_sys commands I am using from an init // ACE configuration if (isClass(configFile>>"CfgPatches">>"ace_main")) then { enableEngineArtillery false; //disable BI arty comp ace_sys_wounds_noai = true; //disable wounds for AI for performance ace_sys_eject_fnc_weaponcheck = {}; //disable aircraft weapon removal ACE_IFAK_Capacity = 4; publicVariable "ACE_IFAK_Capacity"; ace_wounds_prevtime = 300; publicVariable "ace_wounds_prevtime"; ace_sys_wounds_no_rpunish = true; publicVariable "ace_sys_wounds_no_rpunish"; Any help would be great thank you BL1P
  8. BL1P

    Patrol Operations 2

    Thanks alot m8 that helped alot.
  9. BL1P

    Patrol Operations 2

    Cant wait :) Hey roy i have a question for you if you dont mind :) Im making an edited version still :) And i have 2 bases set up with BAF and USA i would like to place an ammobox_west at each base. But not sure how I would call the second ammobox I have tried ammobox_west and ammobox_west_1 but that doesnt work Any help would be great thanks BL1P
  10. Im searching for the documentation on this but cant seem to find it I would like to add an optional mission into a mission Im working on. Which is on takistan. Where by the players can take an object to a predetermined set of 3 locations to create a retransmitter station. but i cant find this API your talking abut :(
  11. Hi great mission .... One thing Ive noticed is that the Trigger men for the IEDs while using EOD mod will sometimes get stuck in the pulling out a weapon animation and keep looping that animation until shot in the foot... at which point they go prone and will pull the gun but they will never shoot you even if you stand in front of them... any suggestions ?
  12. BL1P

    Patrol Operations 2

    Whats problem with ace wounds ? Bodys sinking into the ground ? If so comment out the hidebody
  13. Hi Tupolov. I was just reading threw the EOD scripts in the MSO 4.21 at the end of the reezo_eod_fnc_spawnsuic.sqf you call //Let's run the Suicide Bomber behaviour script and then exit _soldier setVariable ["reezo_eod_avail",false]; nul0 = [_soldier, _bomber, _rangeMax] execVM "x\eod\addons\eod\reezo_eod_suicidebomber.sqf"; but x\eod\addons\eod\reezo_eod_suicidebomber.sqf does not exist. left over script or an oversight ? If its an over sight any chance i can get me mits on the reezo_eod_suicidebomber.sqf Hope this helps ....
  14. BL1P

    Patrol Operations 2

    No worries m8 zsawyer was the brains :) I drew pritty pictures :)
  15. Hello In a mission Im editing whe a player re spawns after being killed. The radio quite often doesnt work unless the player removes it from his gear and then retakes it into his gear Any one know why this happens ?? Thanks in advance
  16. BL1P

    Patrol Operations 2

    Hello Roy I was wondering have you fixed the JIP mhq ammo box problem for your next version ? If not please see the bug report and fix we posted for you on your dev for patrol ops https://dev-heaven.net/issues/29650
  17. Just a heads up for the patrol ops 2 side of things that where remarked upon above. Some times with the deliver container mission the truck will be destroyed but the container will be placed on the ground next to the destroyed truck. The mission is then Still working and is not a fail.... It all depends on if the container gets destroyed or not I believe.
  18. I had issues with CrossFire before but not exactly the same issues try enabling Vsync
  19. Hello. I have a mission which creates vehicles via script What i would like to do is place a line somewhere that will not alow players to use the enemy vehicles after the ai are dead or abandon the vehicle Is it possible to add one line in the init or something that will globally stop west entering east vehicles ?
  20. Does that mean no there isn't a way to globally lock the vehicles for one side ?
  21. Hi NouberNou No im not running jib on the server... wish it was that simple :)
  22. So after doing more testing it seems that When I activate ACRE on our server. Battleye will kick me with a Corrupt memory error #1 If Acre is NOT turned on battleye does not kick me. Anyone got any ideas on this problem ?
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