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hlfritz

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Everything posted by hlfritz

  1. hlfritz

    RHS Escalation (AFRF and USAF)

    I played the included armor mission where you are in a T80U - I had no issues killing M1's in that mission. I am not sure if it is the same as posted by the others. one thing I did notice is that *it seemed* (I may not have taken enough time to figure things out) that once I switched to other than the default ammo (via action menu) in the T80U, I could not get it to reload. I could use the action menu to change to HE and ATGM, but could not seem to get back to the AP ammo.
  2. hlfritz

    RHS Escalation (AFRF and USAF)

    Damian, thx. I am well aware of how complicated it can get (or maybe I am NOT!). that is probably why it is easier to do WW2 stuff! just armor thickness and material 'proxy' (if you will, there are some we may never know the material composition in our lifetimes) is complicated enough. then add angle and it is even worse. so did you all use hit points? or did you do penetration ala RAM? and did you do anything with AT weapons? CE or KE? man-pack and mounted? EDIT: NM - I went to the link that Reyhard posted.
  3. hlfritz

    RHS Escalation (AFRF and USAF)

    can you guys describe how you did armor calculations and did you address any anti-tank weapons with this mod vs. those armor calculations? Damian90 posted in the Real Armor Mod thread, I thought it more appropriate to ask here though. It would be great if collaboration can be done to get ARMA3 into a better situation for armored warfare simulation (fidelity of SBPPE not needed). There are a number of different people working on this stuff it seems: Burnes Armories Tanks and Deployment Vehicles, RHS Escalation, Real Armor Mod, AiA with Olds, BWM, something called MANW that Olds is also working on. I know mod teams are mod teams, but if some amount of collaboration could be done ala CUP then maybe duplicate work could be avoided and things could get released faster and with a modicum of standardization.
  4. hlfritz

    Real Armor Mod

    I must be dense, I cannot find MANW. what is it Olds? ;)
  5. hlfritz

    Real Armor Mod

    agreed - the RHS Escalation stuff looks superb. http://forums.bistudio.com/showthread.php?184842-RHS-Escalation-(AFRF-and-USAF)-Release-0-3-0 Olds, not to rain on your party - but it might already be close to the NATO/Warsaw Pact stuff you were intending.
  6. Burnes, et al, Have you all considered working with Olds or using his ideas, etc. from Real Armor Mod? instead of hit points? I am impressed by anyone here (not to slight anyone) mentioning Steel Beasts (Pro PE)! awesome. I have often felt that if the armored vehicle simulation part of ARMA could be addressed, it would make an excellent armor sim that is more accessible than SBPPE. there is just enough abstraction to allow one person to run a vehicle, but ARMA series has always cried out for a better treatment of armored warfare.
  7. hlfritz

    Real Armor Mod

    understood - thx for your reply! vanilla, stock vehicles will be enough to get a feel for this.
  8. hlfritz

    Real Armor Mod

    Olds, I am kinda trying to come back to A3 after a hiatus, and this is what I have hoped for - for many years in the ARMA game series. It could give enough realism to armored combat to be fun and somewhat realistic. The hit point system just turns me off, and in the case of the stock game I would call ARMA series an infantry simulator only. So with that out of the way, what does your mod work with as it stands? Stock A3 armored vehicles? Anything else? Hopefully you are able to help AiA - SA out and BI can fix the flipping over of tanks/vehicles. that would be very cool then as well. Thx for your work!
  9. guys, what about asr_ai3 and bcombat? compatibility issues? any reason to run both? they do seem to have some overlap, but I am not sure of any conflict that may occur? if anyone could suggest some targeted testing, I would be happy to do so.
  10. yeah - our group saw the 4.7 on a server the other night too. not sure why people are saying 'requires cba_a3 4.7' on their servers, but it aint right. it should just be beta 4; those people are going to confuse a bunch of others.
  11. isn't that all arma 2 stuff re: chrisb pbo mix? I also saw a fairly recent post by him stating 'not using it in arma 3 yet'.
  12. probably need a command line switch to tell it the config file to use. -config <path-to-config-file> i.e. -config server.cfg (if it is in same directory as server binary) check all the options: https://community.bistudio.com/wiki/Arma_Dedicated_Server
  13. do not let it be profiled. depending upon your setting in the profile module, you either want to sync it with the profile module or not. if the profile module is set to 'profile all editor units except synced units' then sync it to the profile module and it will not get picked up. if the profile module is set to 'profile only synced units' then do not sync it to the profile module and it will not get picked up.
  14. hlfritz

    Real Armor Mod

    I hope this mod can bring a good level of realism to armor, that along with better handling ala Refined Vehicles or maybe something in this mod - maybe Olds can incorporate Refined Vehicles since Red Phoenix has gone on hiatus? so we have a more all in one mod? it could be a lot more fun with some large battles using Alive. BUT, if you want realistic armored warfare get Steel Beasts Pro PE. Olds, Iron Front supposedly has some kind of advanced armored features but that may be more of the same as bringing the Arma 2 vehicles in? Question - why is there more data for the Arma 2 stuff vs. the Arma 3 stuff? is it 'hidden' in Arma 3 while not in Arma 2?
  15. Mikey74, maybe you can get your project onto dev heaven and then issue bug yourself or others can do it to track them?
  16. hlfritz

    Real Armor Mod

    I don't know - what IS the chance of a subsequent round impacting the same spot as a previous round?
  17. yes, you do not use wine to run the Linux server. you might run the windows server with wine, but not the Linux server.
  18. hlfritz

    .

    how could anyone actually know? the 6.5mm caseless does not yet exist? which 7.62? x54R? x51? (I would figure these are the only 7.62 rounds considered here, but there is also the x45 -not really used any more - and x39) is there an assumption as to which bullet is actually represented in game? now, you could say the 6mm series of bullets do in fact have a very good ballistic coefficient but not necessarily true for 6.5mm - especially one that does not yet exist?
  19. Trebor, you have to download the newest update and extract it to your ARMA 3 folder. you can find links in the first post in this thread.
  20. "We don't do anything with user made tasks. PLEASE, before you suspect ALiVE in this thread do some searching - its BIS. " will do, sorry did not mean to imply it was Alive as I said since the ARMA and mod update. I actually will take care to try and search though - I do not do anything except WITH Alive now. :) "-Military Intel module might be broken, not sure yet. before update I do recall seeing the side chat intel messages, and now I get nothing. in editor preview I did get color coded sector display for enemy only at beginning of mission, but no side chat intel. after the initial sector intel faded due to time it never was refreshed. playing mission on dedicated I got nothing, but I may have just missed it. --> Intended and not broken. No more sidechat cluttering. Only markers." I did not know this! it was not in release notes that the side chat went away? but all good, this does work at least at start of mission. it did fade and no markers were refreshed, should they? "hlfritz, i invested 3 hours in analysing your mission! Actually you use BIS_fnc_AmbientAnim with call in init fields and that leads to some strange behaviours like, items of the UI duplicating! Not happening otherwise! I changed all BIS_fnc_ambientAnim calls to spawn in your mission and its working without a hitch (BIS needs to sort out their tasks though)." I will check out how you did it. is there something wrong with the way I am doing the calls in the init field? this WAS working on dedicated server before the last update. is this a known issue and should I open a tracker ticket and thread in troubleshooting? and do you mean how I was doing it is what was causing the double entry of Combat Support in the menu? thx highhead.
  21. I can confirm this. I have a mission that worked fine before on several aspects, and since the ARMA 3 and mod update a few things are wonky. I have stated this one already, probably got lost in all the flurry here: -For Combat Support, that entry now shows up twice in the menu on dedicated server. it only has one entry on preview in editor. -I can confirm that tasks are shown as completed when the mission starts on dedicated server. however, I have 3 tasks and 2 of them get completed with the third one left to complete. -Military Intel module might be broken, not sure yet. before update I do recall seeing the side chat intel messages, and now I get nothing. in editor preview I did get color coded sector display for enemy only at beginning of mission, but no side chat intel. after the initial sector intel faded due to time it never was refreshed. playing mission on dedicated I got nothing, but I may have just missed it. -I also noted I have a unit set with ambient animation at base where players start and in editor preview all is fine. when running mission on dedicated server the animation goes away although the script still takes away the weapon (had it set for NONE for equipment). this was working before update as well. my mission is here if you want to test with it or depbo to see if I have mucked something up. http://files.rlgaming.com/ARMA3/CO6_BotE_prologue_@Alive_RLG.Altis.pbo let me know if I should create anything in the tracker.
  22. sorry, no clue - I was just providing info since people asked. re: arty, does not seem to work? I placed a combat support module, made item ItemRadio. I placed three combat support mortar/arty modules, synced them to the profile module and set the profile module to profile all editor units except synced units. I left everything default except for unit. I put one as mortar, one as mlrs, and left one at default artillery. first issue: two lines for combat support showed up in the menu. both had the same result though. second issue: in the digital device (!), all three units showed up, but only the mortar responded with the sub-menu for type of shells, etc. third issue: no matter what I picked for target, the mortar battery said it was out of range. is there a trick to getting arty to work?
  23. ARJay, do the units placed at the custom objective need to profiled? or can I just sync them to the OPCOM like I do a placement module? re: combat support item I like using ItemRadio as I usually do spec op type missions and a have not met a spec op guy that cannot call for transport or call arty. and on a mission there are always backup personnel to handle the job. but there is a point to putting instructions into an OPORD and seeing if the players are paying attention and actually reading it! i.e. in paragraph 4.b.1 of a standard OPORD: "Class VII: laser designator required to call for Combat Support services." Katipo66, there already is a land option. select that and the helo will land at the best nearby spot and you can safely get out. you can have it land and turn off engines also. re: fast rope script: here is a the post by LKincheloe asking for the hover option: "Got a small request: Would it be possible to get a "very low" flight altitude (say 25-50m) for the Support Transport? Reason I ask is I tried to utilize zealot's Fast Rope script within ALiVE via support choppers, which works fine. Except I run out of rope before reaching the ground." http://www.armaholic.com/page.php?id=23962 is the link he gave for the script. if anyone gets it working please let everyone else know!
  24. Delta, here is what I believe the instructions are: place a Game Logic location, put this in the init field: this setVariable ["priority",50]; this setVariable ["size",150]; then sync it to the OPCOM. you can probably change the numbers to give it a higher priority. but I just did a quick test with priority at 100 and size at 200 and it was recognized by not occupied. maybe it needs to be synced to the placement module instead of OPCOM? ---------- Post added at 11:02 PM ---------- Previous post was at 10:57 PM ---------- nope, sync to placement did nothing so it is sync to OPCOM. Alive team - does this just send units to occupy the custom objective? not place units at it?
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