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Everything posted by Cards525
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I'm looking for Proponents and Opponents of the DAYZ mod.
Cards525 replied to jerryhopper's topic in ARMA 2 & OA - GENERAL
I think the general influx of players into the ARMA community has resulted in an exodus of the general feeling of the game. Multiple large-brand servers such as City Life have received a general drop in quality due to new players coming in and breaking rules constantly. I'm not saying the DayZ Players in general do it, but there has been a larger amount since its creation. Other servers, those pertaining to Ultra-Realism; thrive on the other hand because the players who go there KNOW what they are doing. There's a fine line to be drawn in the community and that has yet to take shape, we could always see the eventuality that DayZ turns into a community of its own, perhaps its own game with its own updated engine, and I congratulate Mr. Hall on all hes done, but until that line is drawn, and as far as I'm concerned, the community has went down the drain. -
Aliabad Region - Version 1.1 Released!
Cards525 replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ill search my RPT. No real error message, doesnt show up in MP mission selection though -
Aliabad Region - Version 1.1 Released!
Cards525 replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Mcnool! Quick question, I can't seem to play a mission I exported to Multiplayer on this. Any input? -
Multi-Session Operations v4.3 released
Cards525 replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Thank you very Much Friznit. -
Multi-Session Operations v4.3 released
Cards525 replied to tupolov's topic in ARMA 2 & OA - USER MISSIONS
Hello Wolfy! Question, and I don't mean to insult when I ask this. Is there any way to grab your camp creator? I'm working on my own little version of MSO, and believe me I love yours but the server can't handle it. So we had to improvise. If possible, can you please tell me which components are required to create random camps, EXCEPT For specifically marked areas? Then Populate those camps with Units pre-defined by me? (I'll add the classnames if needed) Thank you :) -
Dynamic-AI-Creator (DAC) V3.0 released
Cards525 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks mate! It works our perfectly, I love you! haha jk but still thanks -
Dynamic-AI-Creator (DAC) V3.0 released
Cards525 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Allo! Back to annoy you all! The server I host my mission on [uSSOCOM] Is a MSO series that uses DAC because of its reliability and frankly because its friggin awesome. However... Lot of complaints about players lagging out or the server crashing! (Oh Noes!) How can I reduce script lag? The PBO is included in ACE. I have several ones customized, but I need the core components of the script (Unit Waypoints, Unit config, unit behaviour...) How would one simply cut off the process that handles their behaviour such as waypoints, cover, use of smoke, and convert it to the PBO? Thanks! -
Dynamic-AI-Creator (DAC) V3.0 released
Cards525 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
how can I make a MINIMUM group number... Im tired of finding only 1 guy and spending hours going after him ): I at least want the satisfaction of a group kill -
I loved the first celle, second ones going to be beast! How well do the AI React to the roads? If they did perfectly... The possibilities!
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Dynamic-AI-Creator (DAC) V3.0 released
Cards525 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Im using a script version ): Is the PBO version any easier to work with? -
Dynamic-AI-Creator (DAC) V3.0 released
Cards525 replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Quick question here. DAC Is amazing, I absolutely love it. One annoying issue with it however, is Dynamic Weather creates an immediate fog cloud that prevents me from shooting targets over 400 Meters. Where is DYN_Weather called from? Which script? -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Its ACE Dependent. Highly, ACE dependent. And requires half the USSOCOM Modpack, which is somewhere around 12 GB. No clue why R3F Is NOT working during this, Ill try calling the ACM functions thru its own SQF see if that works -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Right. Put it on my mediafire. R3F Doesnt work when Ambient Combat Module works. Kinda opposing each other. http://www.mediafire.com/?x28uwa829trr659 -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow. Really? Sometimes I think Im a little slow. Thanks Mad :) EDIT: Still not working. Added Colon -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ambient Combat Manager. IT dynamicaly creates units. Heres my entire INit.SQF for a better view of it. ExecVM "MERCU.SQF"; ExecVM "R3F_ARTY_AND_LOG\init.sqf" ace_wounds_prevtime = 600; Sleep .1; waitUntil {!isNil {BIS_ACM1 getVariable "initDone"}}; waitUntil {BIS_ACM1 getVariable "initDone"}; [] spawn { waitUntil {!(isnil "BIS_fnc_init")}; [1, BIS_ACM1] call BIS_ACM_setIntensityFunc; [bIS_ACM1, 100, 300] call BIS_ACM_setSpawnDistanceFunc; [["BIS_TK_INS", "BIS_TK"], BIS_ACM1] call BIS_ACM_setFactionsFunc; [0.75, 1, BIS_ACM1] call BIS_ACM_setSkillFunc; [0.9, 1, BIS_ACM1] call BIS_ACM_setAmmoFunc; ["ground_patrol", 1, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; ["air_patrol", 0, BIS_ACM1] call BIS_ACM_setTypeChanceFunc; [bIS_ACM1, ["TK_INS_Group", "TK_INS_AATeam", "TK_INS_ATTeam", "TK_INS_Technicals", "TK_INS_MotorizedGroup", "TK_InfantrySquad", "TK_T72Platoon", "TK_Mi_17Flight", "TK_MechanizedInfantrySquadBMP2", "TK_MotorizedInfanterySquad"]] call BIS_ACM_addGroupClassesFunc; }; -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Right. Another error here. R3F Was working fine, but then my ACM wasnt. So I repaired the ACm code... Now R3F Doesnt work again. ONly thing I changed was correcting the ACM Call names, to the module specified. -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Nevermind, Figured it out. Just a little coding error on my part. Another question. I set a Vehicles capacity to 70... And it only goes to 20. -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Madbull When I put that in the Script, it doesnt work. Heres the entire section of what I put it in, for a better view (Its about halfway down...) R3F_LOG_CFG_transporteurs = R3F_LOG_CFG_transporteurs + [ ["CH47_base_EP1", 80], ["AH6_Base_EP1", 25], ["Mi17_base", 60], ["Mi24_Base", 50], ["UH1H_base", 35], ["UH1_Base", 30], ["UH60_Base", 40], ["An2_Base_EP1", 40], ["C130J", 150], ["MV22", 80], ["ATV_Base_EP1", 5], ["HMMWV_Avenger", 5], ["HMMWV_M998A2_SOV_DES_EP1", 12], ["HMMWV_Base", 18], ["Ikarus", 50], ["Lada_base", 10], ["LandRover_Base", 15], ["Offroad_DSHKM_base", 15], ["Pickup_PK_base", 15], ["S1203_TK_CIV_EP1", 20], ["SUV_Base_EP1", 15], ["SkodaBase", 10], ["TowingTractor", 5], ["Tractor", 5], ["KamazRefuel", 10], ["Kamaz", 50], ["Kamaz_Base", 35], ["MAZ_543_SCUD_Base_EP1", 10], ["MtvrReammo", 35], ["MtvrRepair", 35], ["MtvrRefuel", 10], ["MTVR", 50], ["GRAD_Base", 10], ["Ural_ZU23_Base", 12], ["Ural_CDF", 50], ["Ural_INS", 50], ["UralRefuel_Base", 10], ["Ural_Base", 35], ["V3S_Refuel_TK_GUE_EP1", 10], ["V3S_Civ", 35], ["V3S_Base_EP1", 50], ["UAZ_Base", 10], ["VWGolf", 8], ["Volha_TK_CIV_Base_EP1", 8], ["BRDM2_Base", 15], ["BTR40_MG_base_EP1", 15], ["BTR90_Base", 25], ["GAZ_Vodnik_HMG", 25], ["LAV25_Base", 25], ["StrykerBase_EP1", 25], ["hilux1_civil_1_open", 12], ["hilux1_civil_3_open_EP1", 12], ["Motorcycle", 3], ["2S6M_Tunguska", 10], ["M113_Base", 12], ["M1A1", 5], ["M2A2_Base", 15], ["MLRS", 8], ["T34", 5], ["T55_Base", 5], ["T72_Base", 5], ["T90", 5], ["AAV", 12], ["BMP2_Base", 7], ["BMP3", 7], ["ZSU_Base", 5], ["RHIB", 10], ["RubberBoat", 5], ["Fishing_Boat", 10], ["SeaFox", 5], ["Smallboat_1", 8], ["Fort_Crate_wood", 5], ["Land_Misc_Cargo1A_EP1", 100], ["Land_Misc_Cargo1B", 100], ["Misc_Cargo1B_military", 100], ["Land_Misc_Cargo1B_EP1", 100], ["Land_Misc_Cargo1C", 100], [b][i]["ad_mh60k_black", 10],[/i][/b] ["Land_Misc_Cargo1C_EP1", 100], ["Land_Misc_Cargo1D", 100], ["Land_Misc_Cargo1D_EP1", 100], ["Land_Misc_Cargo1E", 100], ["Land_Misc_Cargo1E_EP1", 100], ["Land_Misc_Cargo1F", 100], ["Land_Misc_Cargo1G", 100], ["Land_Misc_Cargo2A_EP1", 200], ["Land_Misc_Cargo2B", 200], ["Land_Misc_Cargo2B_EP1", 200], ["Land_Misc_Cargo2C", 200], ["Land_Misc_Cargo2C_EP1", 200], ["Land_Misc_Cargo2D", 200], ["Land_Misc_Cargo2D_EP1", 200], ["Land_Misc_Cargo2E", 200], ["Land_Misc_Cargo2E_EP1", 200], ["Base_WarfareBContructionSite", 100], ["Misc_cargo_cont_net1", 18], ["Misc_cargo_cont_net2", 36], ["Misc_cargo_cont_net3", 60], ["Misc_cargo_cont_small", 50], ["Misc_cargo_cont_small2", 40], ["Misc_cargo_cont_tiny", 35] ]; -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Ok Madbull. I go to the addons config in the R3F Log, and I edit the arma2_CO_objects.sqf. I go to the list of vehicles that can carry things, and I create a new line in it. I add the name of my vehicle, which is "ad_mh60k_black" so I put it in the SQF Like this. ["ad_mh60k_black",10], -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
Cards525 replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Quick question here. Under GNU it didnt say anything about modifying(That I saw) but when I add some classnames to the config list, R3F No longer works -
I have a simple problem. I have a script that looks like this. _RESPAWNER ADDACTION ["HUMVEE RESPAWN","Humvee1.SQF"]; But after I go to the flag pole to respawn it, my ACE menu cancels out and I cant get back into it to heal for ACE wounding and that stuff. Any help?