Jump to content

i wub pugs

Member
  • Content Count

    261
  • Joined

  • Last visited

  • Medals

Everything posted by i wub pugs

  1. i wub pugs

    Leights OPFOR Pack

    You got both civ modules down? That's all you need and a map that will populate....
  2. Think I'm bugged then. I allotted it 10 hours.:cool:
  3. Good to go. I'll likely have to reformat the mission to reflect this, which is fine, I can manually adjust the lines. Thanks for the info.
  4. Didn't look like it went through. My mega build might have become too mega. Something like 250 objectives listed last time it saved and it gave some errors but finally went through. Last night it was all like "yeah bro, we're 'saving'" and just hung there. Probably just gonna make some big blacklist markers for areas we've "cleared" multiple times now. Also the first time I let the Assymetric run on its own overnight it basically gangraped the occupation AI, like real bad. Like the entire map turned red. Is it supposed to do that? I'm gonna shift to more IED and Suicide Bomber focus and less conventional. Been getting in massive gunfights and only one suicide bomber and no IEDs. Should I just reset it with civilians set to EXTREMELY hostile towards BLUE? Gonna edit my custom GREENFOR areas too to make them just sit on their bases.
  5. Once I hit "server save and exit" do I need to sit there and wait for it to finish or can I player exit as admin? The server is setup persistent so it will run without players present.
  6. Yeah I've yet to see an IED factory in nearly 50 hours of testing on N'Ziwasogo in my campaign that just kicked off today.
  7. That's literally what I said I did. Its a warfare field hospital with the module synced to it. Medic doesn't get the PAK option.
  8. Also for the love of god can someone tell me how to get Medical buildings to work. I've got it set so Medic can use PAK at medical building. My medics don't get an option to do a full heal anywhere and I'm using medical tents synced to the module. WTF am I doing wrong?
  9. So, again, what changed with the medical system from the last patch? Before it, I had my players going unconscious and pretty much no matter what hit them, they always went unconscious. I always had AI just die but I still experienced the invincible bug. Now I'm seeing my players sort of die or live almost randomly. Sometimes a frag kills them, sometimes its a severe wound and they go unconscious. Bullets almost always put the player unconscious but they pop out of it and then get shot some more and die immediately. Its operating very strange and I would like to know if anyone else is seeing this. Would really prefer to have players go unconscious 100% of the time if possible.
  10. Did you guys change the way "force unconscious" works for players? I don't have it set for AI, just for players, both in the mission via modules and on the server. Basically before the hotfix you could throw a frag next to yourself or get shot several times and you would be put into the unconscious mode. Now its sort of hit and miss and sometimes you come out of it after like 10-30 seconds. Sometimes you just die right away.
  11. So when I blow up a recruitment facility, the IEDs on the tables and stuff still remain. If the building is blown up is this considered "destroyed" or are we supposed to remove the spawned objects? Basically are you guys using like a "nearest building" marker and damage variable to determine if the site is still there or not, or is it reliant on the spawned objects?
  12. How do I destroy IED/Recruitment/roadblock etc facilities? Just blow them up with explosives? Do they remain part of the insurgency infrastructure? Like if I clear a town and blow the recruitment facility, is the insurgency dealt a blow or is it all really about just talking to civilians and lowering the threat level? If I lower the threat level all the way, will the facilities disappear?
  13. Hotfix for unkillable AI coming in the next couple days or should I look at doing an ACE build from the github?
  14. That's whatsup. You guys had any conflicts with Taskforce Radio?
  15. I join the server after a successful server exit or player save and exit and I have to pick a respawn point. Edit: I'll check out the suggestion in the next build I do this week.
  16. Player position persistence: Soooooooo... I've got respawn enabled at three different bases. I'm using TFAR. Persistence is enabled on the server both via BI and ALiVE, yadayadayada and I have to respawn every time I join the mission which means positions aren't persistent. What's the workaround for this? Got a template for getting positions to stick while also providing a respawn. Basically need my guys to be able to do recce in the bush and stay there through saves and server restarts.
  17. i wub pugs

    3CB BAF Weapons

    Whatever is easiest. I mean, I don't foresee not going ace-free in the future, but adding dependencies always trips some people up.
  18. Friz. My concern is that with N'Ziwasogo that most of the civilian objectives discovered and defined are like zero pointers. If I tweak them just one level I fear I will lose like all of them. Its the only thing I'm running on a 3 core NFO server. It doesn't appear to hate me yet. My only thing with the assymetric OPCOM is that it stays centralized. So I put starting Boko Haram dudes in the bottom right, bottom left and center of the N'Ziwasogo map with the OPCOM in the center. It like never uses the guys from the bottom left or right. I know that the insurgency starts from the OPCOM on out, but I wish it would pull troops from those areas and start trying to infiltrate more areas. I can work around it by directing my guys with objectives, but I wish there'd be a bit more map coverage instead of spreading slowly like a virus centrally. Any way to tweak it for a later release where Assymetric goes off of areas already held according to troop placement? Or are we stuck with the insurgency spreading in physical relation to OPCOM. Also sorry, to the new people. I will always call it the OPCOM module even if that is out of date.:cool:
  19. You should see my custom nightmare for N'Ziwasogo. Three factions. About a dozen blacklist markers. Over 40 custom objectives. Something like 120 total objectives once the civilian objectives for Assymetric are included. But yeah, it takes all of 5 minutes to make a functional mission. I plan on doing a simple insurgency for Kunduz that should be stupid easy to create. Also if you don't play with it, you won't learn it!!! Also since ALiVE yelled at me about the number of objectives, can someone tell me exactly what the problem will be for the OPCOMs with like 120 objectives. My GREEN side is heavily invested in the custom objectives as I've set their values higher than pretty much any of the scanned objectives. However the Assymetric OPCOM is going after those 0 point towns and stuff to recruit. But total once you calculate the 40 customs and then the scanned towns it gives me the debug disclaimer. What's the big deal?
  20. i wub pugs

    ChinookPack - Mod Release

    Did these last few patches sort that bug concerning the slingloading only being available on the co-pilot side or only available via action menu for the pilot?
  21. i wub pugs

    Boeing/SOAR MH-47E ArmA III

    Can't carry a Jackal with Konyo's Chinook until he ups the lift values.
  22. @aliveserver typo found. Addons folder is "Addins".:cool: Or was it supposed to be that way?
  23. Soooo.... say I download this for my dedicated server and I configure it by dropping a few PBOs like the weather PBO since it will conflict with ALiVE and the hearing PBO since my group doesn't like it.... these settings get pushed down to the clients and they don't need ACE at all or everyone and the server needs ACE but the server version is the one that will be followed by the mission? If its easier just give a dummy like me the rock-proof instructions on putting this on a dedicated server.
×