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About kylejtown

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    Lance Corporal
  1. Website The 8th Tactical Group is happy to announce that we will be holding what we're calling Tactical Tuesdays starting on May 26th at 20:00 hours GMT-4 (8:00 P.M. EST). These will be COOP events on our public server utilizing the ALiVE mod as well as ACE 3, ACRE 2 along with their required addon, CBA A3. For our first month we will be hosting the event on Stratis. This will be a 32 person event, first come first serve. It is a counter-insurgency style mission where we will need to destroy weapons caches and eliminate the insurgent threat. So if you're looking for a more organised public event come check us out. Server Information: IP: Name: 8th Tactical Group Public Insurgency Server Teamspeak Information: IP: Password: 8th Required Mods: ALiVE ACE 3 ACRE 2 CBA A3 Other mods are allowed. The mission will start at 20:00 hours GMT-4 (8:00 P.M. EST). You are more than welcome to join after the event has started. The event will end at 22:00 Hrs GMT-4 (10:00 P.M. EST). You do not need to join Teamspeak unless you intend to fly, however it is recommended that you do as we will be utilizing ACRE 2.
  2. kylejtown

    Config Help

    Could a Moderator Please close this thread. I Figured out my error.
  3. kylejtown

    Config Help

    Thanks for the reply Chal00, Still isn't working though. Here's a link to download my file if you guys want to take a look: https://drive.google.com/open?id=0Byr3WBfbZjzma1ZwYW15TjVDUWc&authuser=0 Also when I use Eliteness to create the addon it gives me the error, When I use the Arma 3 addon builder it doesn't give me an error message, it just doesn't show up at all. Very strange.
  4. kylejtown

    Config Help

    Thanks for the response Mash6, texture = "\8thPatch\Data\8th_Patch.paa"; is still giving me the same error message
  5. Hello, I am having trouble getting a custom patch to work. I'm not sure where I've gone wrong. Config: class CfgPatches { class 8th_Tactical_Group_Patch { units[]={}; weapons[]={}; requiredVersion=0.1; requiredAddons[]= { "A3_Characters_F_BLUFOR" }; version=1.35; author[]= { "8th Tactical Group" }; }; }; class CfgUnitInsignia { class 8th_Patch { displayName = "8th Tactical Group"; // Name displayed in Arsenal author = "8th Tactical Group"; // Author displayed in Arsenal texture = "8thPatch\Data\8th_Patch.paa"; // Image path textureVehicle = ""; // Does nothing currently, reserved for future use }; }; class cfgMods { author=""; timepacked=""; }; When I get in game it shows up in the virtual arsenal but has an error message: "Picture 8thpatch\data\8th_patch.paa not found". The picture, 8th_patch.paa is located in my folder: 8thPatch > Data > 8th_Patch.paa All I have in the 8thPatch folder is the data folder containing the image and the Config.bin This is my first time ever trying to get an addon working in game and I'm completely lost as to why this is happening. Any help would be greatly appreciated.
  6. kylejtown

    RHS Escalation (AFRF and USAF)

    Congrats! Thanks for all your hard work!
  7. Quick question, Would it be possible to load the virtual arsenal in the briefing stage of a mission? if so how? thanks.
  8. Hate to bring back an old thread but I felt it would be better than to open a new one. Has anyone figured out how to execute the strategic map module through a script? My idea is to have a map object open the strategic map through the add action command. Example: Map_01 addaction ["Open Strategic Map", { ["Open",true] call BIS_fnc_moduleStrategicMapOpen; }]; this doesn't work becuase it says you need to synchronize it with the actual strategic map module. Any help would be greatly appreciated.
  9. kylejtown

    ACRE2 Public Beta Release

    Awesome! Thank you for your hard work!
  10. kylejtown

    SETPOSASL question

    Yea, just tested it without the animations running and they spawn just fine. I appreciate the help.
  11. kylejtown

    SETPOSASL question

    Interesting, and yea Guard_01 and 02 are completely fine. It only seems to affect arsenal 01 or 02. and it's random each time. I just tested it again and they were both right where I want them to be, but testing it again 02 was about a meter off the deck of the ship. i'll check it out without the animations this time.
  12. Just curious if anyone has ever run into this problem before. I'm using the LHD port mod (Link: http://www.armaholic.com/page.php?id=26197) I've got my units set up on the ship the way I want, but a curious thing happens, seemingly randomly, when I set a unit at a certain height, they don't always stay at that height. For instance, I have two units which are going to function as "armories" where you can go and open the VA through them. I have both of them set at a height of 9.35. Thing is, sometimes they spawn at different heights. I run the code through a script which is activated within the init.sqf: INIT.SQF: //setting up the arsenal in game null = execVM "scripts\loadouts\LHDloadouts.sqf"; Arsenal_01 addaction ["Open VA",{["Open",true] call BIS_fnc_arsenal}]; Arsenal_02 addaction ["Open VA",{["Open",true] call BIS_fnc_arsenal}]; //Setup hanger within the LHD null = execVM "scripts\LHDhanger\LHDhanger.sqf"; null = execVM "scripts\LHDdeck\LHDdeck.sqf"; and here is the LHDhanger.sqf script: //Vehicles LAV_01 setPosASL [position LAV_01 select 0, position LAV_01 select 1, 9.35]; LAV_02 setPosASL [position LAV_02 select 0, position LAV_02 select 1, 9.35]; MRAP_01 setPosASL [position MRAP_01 select 0, position MRAP_01 select 1, 9.35]; MRAP_02 setPosASL [position MRAP_02 select 0, position MRAP_02 select 1, 9.35]; MRAP_03 setPosASL [position MRAP_03 select 0, position MRAP_03 select 1, 9.35]; CRV_01 setPosASL [position CRV_01 select 0, position CRV_01 select 1, 9.35]; //Containers Container_01 setPosASL [position Container_01 select 0, position Container_01 select 1, 9.35]; Container_02 setPosASL [position Container_02 select 0, position Container_02 select 1, 9.35]; Container_03 setPosASL [position Container_03 select 0, position Container_03 select 1, 9.35]; //Personal Guard_01 setPosASL [position Guard_01 select 0, position Guard_01 select 1, 9.35]; Guard_02 setPosASL [position Guard_02 select 0, position Guard_02 select 1, 9.35]; Arsenal_01 setPosASL [position Arsenal_01 select 0, position Arsenal_01 select 1, 9.35]; Arsenal_02 setPosASL [position Arsenal_02 select 0, position Arsenal_02 select 1, 9.35]; [Guard_01, "STAND","ASIS"] call BIS_fnc_ambientAnim; [Guard_02, "STAND","ASIS"] call BIS_fnc_ambientAnim; [Arsenal_01, "GUARD","HEAVY"] call BIS_fnc_ambientAnim; [Arsenal_02, "GUARD","HEAVY"] call BIS_fnc_ambientAnim; Arsenal_01 and Arsenal_02 are the only two objects/units which have this happen to them in this mission, although I've seen it happen in other missions I've made. Just curious as too why they do this and if their is a fix/solution. Thanks for any help.
  13. I'll give you an example: First in your mission folder place a new text file or note pad file. Open it and select "save as". Under file name call it Description.ext. under "Save as type" select all files. Once you have that done you can begin to write some things in the file. Author = "your name"; OnLoadName = "your mission name"; onLoadMission = "your mission description"; OverViewText = "your mission description on the mission selection menu"; OverViewPicture = "your picture on the mission selection menu"; Loadscreen = "your picture"; //Respawn Respawn = 3; RespawnDelay = 15; RespawnDialog = 1; This would be a very basic but working setup. The BI wiki has loads of information on the different things you can do with the description.ext here's a link: https://community.bistudio.com/wiki/Description.ext Hope I helped!
  14. Do you have a description.ext for your mission? I'm not sure if you absolutely need it for a dedicated server, but If I remember correctly I always needed one for my missions when I uploaded them to a server.
  15. These are definitely awesome weapons! Love the animations too! Thank you!