mariocornetto
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Posts posted by mariocornetto
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@Robalo Hi, I has been using ASR since ArmA2, now in ArmA3 is a great mod but, sadly, my community want to discard it because the last version of ASR compatibility with RHS 0.4.5 include GREF and SAF parameters. We are not GREF and SAF users. We was happy with separated options, like 0.4.4 compatibility.
Its possible to keep 0.4.5 and futures fixes separates in steam workshop?.
Greetings Robalo. Good job as always. -
Hi, i got this error:
This is the Init.sqf part:
/* ======================================================================================================================= File: init.sqf Author: T-800a ======================================================================================================================= */ enableSaving [ false, false ]; call compile preprocessFile "downloadData.sqf"; waitUntil { !isNil "T8L_var_INITDONE" }; if ( !isServer ) exitWith {}; sleep 10; // I dont know why, but some sleep is required or the Actions on the Objects wont work ... this is beyond my knowledge [ bomb1234, "T8_SB_fnc_addAction", true, true] spawn BIS_fnc_MP; [ [ laptop01, laptop02, laptop03 ], "T8L_fnc_addActionLaptop", true, true] spawn BIS_fnc_MP;
I'm tried using @pedeathtrian's solution before but no works for me.
I use laptop1. Laptop2 and 3 are out of the mission.
I use others scripts in my mission like:
Jboy Burning/Exploding Barrel script - https://forums.bistudio.com/topic/174218-jboy-burningexploding-barrel-script-released/(i think that jboy's script and this are in conflict)
POLPOX's Animations - https://forums.bistudio.com/topic/192292-polpoxs-calm-animations-3/
Greetings.
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Hi Laxermann,
thanks for this sound mod, its awesome.
I have a question about Dynasound and the "Check PBOs" ACE's module ( http://ace3mod.com/wiki/missionmaker/modules.html#check-pbos).
What is the name used by dynasound in the whitelist?. I tried using the command "activatedAddons" unsuccessfully.
Greetings.
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Hi,
this fix, is necessary in ACE version 3.4.2?.
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The performance in Kavala is bad regardless of the mission, but nevertheless I've relayed your question for more ideas about the issue, just in case
So I'll try the suggestion by Quiksilver and see how it goes, noted hereThanks, look promising.
Low fps are client side only. No matter if you have a high-end PC. Perhaps much script runs on client side. Don´t know.
Great mission, keep it up.
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Hi Zbug,
In v.918, when we fought in cities like Kavala or Athira, the server fps remain at 50fps but the client down to about 10fps .
What could be the problem? Any recommendation?Greetings.
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If you check RHS changelog they said they said they were removing tracers from those vehicles I believe.
Oh, I forgot read this part of the changelog, thanks.
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Wow that's big. Now I have no idea why it happens, I don't use BlastCore Phoenix 2, so I think that problem could be with it. I did increase tracers with RHS weapons. hmm. Give me a few days to check it out. Then we'll see.
By the way, A10, AH1W and AH64 (all from RHS mod) have not tracers when i use "FoxFort Edit". I dont know why.
Greetings.
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i have been working on a port to Takistan. (is on github: https://github.com/bramjam/greuh_liberation.Takistan)
i have most objectives,base, FOBs placed.
but while testing a came across unit spawn problem. when bottom left corner of the map is not in the water, units spawn there instead of inside the objective circle. (you will have the same issue, i have the same issue with Esseker)
see https://github.com/GreuhZbug/greuh_liberation.Altis/issues/49
i have been trying to work around it by replacing all Code '[0,0,0]' by coordinate in the pond at the top of map. it seems to work for vehicles but not for the infantry. so i'm stuck there.
mariocornetto, your welcome to help. because im running out of ideas on how to fix the issue
Hi,
I will use ACE3+RHS+ALIVE+AIATP in the Liberation mission.
If there is a problem with infantry spawn or coords, we can use the Infantry Spawn module (ALiVE) for infantry spawn. Its my first idea... :wacko:
My scripts knowledge is very limited but i can try to help.
I'm out of my country now and will come back in a few days, see you then.
P.S. Sorry but english is not my language. ^_^
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I haven't head anything from Opticalsnare, he's being silent. As for that big smoke effect, how big is it? Game ruining or acceptable?
Here an example:
http://i66.tinypic.com/x5oavo.jpg
http://i68.tinypic.com/18g4yo.jpg
This is the smoke for m230 impacts in ground. :wacko:
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Hi Zbug,
i would like to use your "liberation" in Takistan with RHS Russian faction.
Is there anything I should consider?.Greetings.
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Hi all,
When i use Blastcore Phoenix2 + Tracers (FoxFort Edit) + RHS, the AH64's M230 create too much smoke in their impacts.
By the way, does anyone have news about Opticalsnare?.
Greetings.
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I did a tour of public servers yesterday, and if you're the admin of such a server then please make sure your server enforces mods signatures. It's a terrible experience when you join a server that looks and smells like vanilla and suddenly your PC is struggling to write megabytes of rpt errors about missing weapons, items and vehicles :(
Yes, my dedicated server has "keys" enabled and the liberation mission has an "ACE module for check addons".
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First off, loving the mission. My friends and I all enjoy it very much. I was wondering if somebody could help me though. It would be much appreciated.
I've been trying to replace the NATO MRAPs with the RHS HMMWV vehicles with no success.
I tried editing the light vehicles in the classnames file from:
["B_MRAP_01_hmg_F",0,10,2],["B_MRAP_01_gmg_F",0,20,2],["rhsusf_m998_w_4dr",0,0,2],to:["rhsusf_m1025_m2",0,10,2],["rhsusf_m1025_mk19",0,20,2],["rhsusf_m998_w_2dr",0,0,2],All this did was remove the MRAPs from the build menu. I did manage to change the four door HMMWV to the two door version though. :D That seems to be the only HMMWV it will accept for me. Any ideas?Hi Skelington,
I changed the vehicle list in Liberation v0.901 without problems. Here is part of mine:
light_vehicles = [ ["B_Quadbike_01_F",0,0,1], ["rhsusf_m1025_w_m2",0,10,2], ["rhsusf_m1025_w_mk19",0,20,2], ["rhsusf_m998_w_4dr",0,0,2], ["B_Truck_01_transport_F",0,0,5], ["B_Truck_01_covered_F",0,0,5] ]; heavy_vehicles = [ ["RHS_M2A3_BUSKI_wd",0,30,10], ["RHS_M2A3_BUSKIII_wd",0,55,15], ["RHS_M6_wd",0,200,40], ["rhsusf_m1a1fep_wd",0,500,30], ["rhsusf_m109_usarmy",0,800,55] ]; air_vehicles = [ ["RHS_UH1Y_UNARMED",0,30,10], ["RHS_UH1Y",0,30,15], ["RHS_UH60M",0,30,10], ["RHS_UH60M_MEV2",0,0,10], ["RHS_AH1Z_wd_CS",0,120,25], ["RHS_AH1Z_wd_GS",0,200,30], ["RHS_AH1Z_wd",0,300,50], ["RHS_A10",0,250,40], ["B_UAV_01_F",0,0,5], ["B_UAV_02_F",0,250,20], ["B_UAV_02_CAS_F",0,250,20] ];
You must to turn on the -showScriptErrors parameter in launcher, to see the errors in game.
Btw Zbug, the RHS C-130 cannot be built because the red spheres around it are too close. (For your interest only)
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@Mariocornetto: make sure that the server has RHS loaded, and check the server rpts for errors
Hi Zbug.
Yes, dedicated server has RHS loaded. I will check the .rpt right now.
By the way, i posted the changes in "classnames.sqf" to replace CSAT by RHS Russians. Are the changes ok? Another file to edit?.
Greetings.
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Hi Zbug,
first at all, thanks for your mission and your time to do it.
Im trying to remove the CSAT stuff (enemies, vehicles, etc) by a Russian stuff (RHS).
I suppose the file to edit is "classnames.sqf".
But at times, while i'm playing, the cities are empty and only see an enemy vehicle o two (Guerrilla Land Rover).
Part of modified "classnames.sqf":// All the CSAT pre-made squads opfor_squad_low_intensity = ["rhs_msv_officer","rhs_msv_machinegunner","rhs_msv_medic","rhs_msv_grenadier_rpg","rhs_msv_rifleman","rhs_msv_rifleman","rhs_msv_rifleman","rhs_msv_rifleman"]; opfor_squad_8_standard = ["rhs_msv_officer","rhs_msv_officer","rhs_msv_machinegunner","rhs_msv_machinegunner","rhs_msv_medic","rhs_msv_marksman","rhs_msv_grenadier","rhs_msv_grenadier_rpg"]; opfor_squad_8_infkillers = ["rhs_msv_officer","rhs_msv_machinegunner","rhs_msv_machinegunner","rhs_msv_machinegunner","rhs_msv_medic","rhs_msv_marksman","rhs_msv_rifleman","rhs_msv_marksman"]; opfor_squad_8_tankkillers = ["rhs_msv_officer","rhs_msv_medic","rhs_msv_machinegunner","rhs_msv_grenadier_rpg","rhs_msv_grenadier_rpg","rhs_msv_grenadier_rpg","rhs_msv_grenadier_rpg","rhs_msv_grenadier_rpg"]; opfor_squad_8_airkillers = ["rhs_msv_officer","rhs_msv_medic","rhs_msv_machinegunner","rhs_msv_grenadier_rpg","rhs_msv_grenadier_rpg","rhs_msv_aa","rhs_msv_aa","rhs_msv_aa"]; // Single units that will be used for secondary objectives and cargo posts garrisons opfor_sentry = "rhs_msv_rifleman"; opfor_lookout_1 = "rhs_msv_machinegunner"; opfor_lookout_2 = "rhs_msv_grenadier_rpg"; // All the vehicles that can spawn as sector defenders and patrols, the game will pick randomly opfor_vehicles = ["rhs_btr60_vdv","rhs_btr70_vdv","rhs_btr60_vdv","rhs_btr70_vdv","rhs_t72bd_tv","rhs_t72bd_tv","rhs_zsu234_aa","rhs_btr80_msv","rhs_bmp1_tv","rhs_bmp1_tv"]; // Same, with lighter choices to be used when the alert level is low opfor_vehicles_low_intensity = ["rhs_btr60_vdv","rhs_btr70_vdv","rhs_bmp1_tv","rhs_bmp1_tv","rhs_btr80_msv"]; // All the vehicles that can spawn as battlegroup members, again the game will pick randomly opfor_battlegroup_vehicles = ["rhs_btr70_vdv","rhs_btr60_vdv","rhs_bmp1_tv","rhs_bmp1_tv","RHS_Ural_VV_01","rhs_t72bd_tv","rhs_t72bd_tv","rhs_zsu234_aa","RHS_Ka52_vvs","RHS_Mi24V_vdv","RHS_Mi8mt_vv"]; // All the vehicles that can spawn as battlegroup members (see above) and hold 8 soldiers as passengers. // If something can't hold all 8 soldiers then buggy behaviours may occur opfor_troup_transports = ["rhs_btr70_vdv","RHS_Ural_VV_01","RHS_Mi8mt_vv"]; // Battlegroup members that will need to spawn in flight. Should be only helos but, who knows opfor_choppers = ["RHS_Ka52_vvs","RHS_Mi24V_vdv","RHS_Mi8mt_vv"]; // Opfor attack aircrafts to choose from opfor_air = ["RHS_Su25SM_vvsc"];
As you can see, i changed all CSAT by RHS stuff (Soldiers, BMPs, T72s, KA52s) but i can't see it during playtime.
Any suggestions?
Greetings. -
Hi OS,
Is there any possibility to convert Blastcore in a modular mod?.
I mean, give the possibility to deactivate/activate some effects via module, userconfig, etc. For example deactivate smoke grenades, particles or Explosion independently.
Greetings.
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http://www.youtube.com/watch?v=5-gsw_MkKyghow Can I see this effect?
Not 155, not 230, and also Not a Bomb, Try every single Bombs, but didnt find this effect :I
Do you use @AGM?.
I use Blastcore Phoenix + @CBA and don't have problem but when i use @AGM with them, some errors appears. One of them is the missing effect of GBUs.
Here some Pics:
Error in texture (@agm + @cba + Blastcore Phoenix)
http://i57.tinypic.com/34ye1hl.jpg
Missing explosion (same config of mods)
http://i60.tinypic.com/rhlnpx.jpg
Bye.
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Hi I have a problem with SixUpdater, when I use it I get the mod @cba, @acex_usnavy and @acex_ru in black (incompatible) and I can not install them. The others mods are green. Why?
P.S: I have the ArmA: CO.
Greetings;)
ASR AI 3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
@Robalo Thanks for consider it.