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kylejtown

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Everything posted by kylejtown

  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: 162.248.93.126 Name: 8th Tactical Group Public Insurgency Server Teamspeak Information: IP: 162.248.93.126 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. 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.
  3. kylejtown

    Config Help

    Could a Moderator Please close this thread. I Figured out my error.
  4. 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.
  5. kylejtown

    Config Help

    Thanks for the response Mash6, texture = "\8thPatch\Data\8th_Patch.paa"; is still giving me the same error message
  6. I'm currently working on a mission that has Blufor and Opfor bases. What I need is each base to be protected from fire coming from out side the zone into it, for example Blufor arty firing into the opfor base. I've found a few scripts but none of them stop artillery fire or any type of weapons firing into the zone. I am currently using a script that keeps you from firing inside the zone but it doesn't take care of outside fire coming into the zone. /* GrenadeStop v0.8 for ArmA 3 Alpha by Bake (tweaked slightly by Rarek) DESCRIPTION: Stops players from throwing grenades in safety zones. INSTALLATION: Move grenadeStop.sqf to your mission's folder. Then add the following line to your init.sqf file (create one if necessary): execVM "grenadeStop.sqf"; CONFIGURATION: Edit the #defines below. */ #define SAFETY_ZONES [["respawn_west", 100],["respawn_guer",100],["respawn_east",100]] // Syntax: [["marker1", radius1], ["marker2", radius2], ...] #define MESSAGE "Firing/Grenades Disable this close to Spawn!" if (isDedicated) exitWith {}; waitUntil {!isNull player}; player addEventHandler ["Fired", { if ({(_this select 0) distance getMarkerPos (_x select 0) < _x select 1} count SAFETY_ZONES > 0) then { deleteVehicle (_this select 6); titleText [MESSAGE, "PLAIN", 3]; }; }];
  7. kylejtown

    RHS Escalation (AFRF and USAF)

    Congrats! Thanks for all your hard work!
  8. Quick question, Would it be possible to load the virtual arsenal in the briefing stage of a mission? if so how? thanks.
  9. 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.
  10. kylejtown

    ACRE2 Public Beta Release

    Awesome! Thank you for your hard work!
  11. 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.
  12. kylejtown

    SETPOSASL question

    Yea, just tested it without the animations running and they spawn just fine. I appreciate the help.
  13. 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.
  14. 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!
  15. 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.
  16. These are definitely awesome weapons! Love the animations too! Thank you!
  17. kylejtown

    Legal discussion regarding Steam Workshop

    We don't have two effects mods to choose from, we have Blastcore, and a "Patch" which modify's the original mod, which was made without the original authors permission. WHICH IS WRONG.
  18. kylejtown

    Legal discussion regarding Steam Workshop

    I guarantee people would not have called you "idea stealers" as long as your mod was made from scratch. If you had made your mod from scratch the community would have benefited as whole. We then would have had two effects mods to choose from. More choice is almost always better. And had you gone down that path who knows maybe you and OpticalSnare might have ended up collaborating in some form or another, which yet again would have benefited the community. This community has always supported modders who are making their own ORIGINAL work.
  19. kylejtown

    Legal discussion regarding Steam Workshop

    If OpticalSnare didn't want to accept your "bug fixes" and wouldn't give you permission to modify his work you should have then gone off and begun work on your own mod made from scratch. It's that simple.
  20. kylejtown

    Quick Terrain Builder Tutorial

    Thanks for the info. Another quick question: Does bulldozer not respond to control commands yet because I can't seem to move the camera around at all. Also, The objects I've placed in terrain builder appear in arma 3, but their is no icon in the mission editor showing that they are their.
  21. kylejtown

    Quick Terrain Builder Tutorial

    Just wanted to give a huge THANK YOU to Jakerod and others for their work here. You have helped me understand how to actually get a map in game, without to much frustration. Thanks again. Also quick question: Do you have to pbo the map every time you want to test in game?
  22. By KyleJTown As an armored tank company commander you must lead your forces to victory, capturing 4 towns and eliminating an enemy company sized force. It is highly recommended that you watch Jester's ArmA 3 high command tutorial before you attempt this mission, unless you are familiar with high command of course. Link to video: You take the role of Alpha Company HQ. You have a support elemnt consisting of 1 M2A1 Slammer tank, 1 IFV-6 Panther, 1 AMV-7 Marshal, 1 Bobcat, and two MRAPs for fighting infantry. You also have three armored platoons consisting of 4 M2A1 Slammer tanks. Alpha-1 through Alpha-3. Will be making more of these if the missions is well recieved by the community. Will also possibly be making this a COOP mission if it's requested by the community. FEATURES: Custom intro video Ambient combat sounds Well layed out briefing High command Artillery support Helicopter CAS support Repair, refuel, and rearm support trucks (be careful not to bring them into the combat zone! would suggest waiting until after you have cleared an objective.) CREDITS: Bangabob for the EOS scripting. (really love this script!) BIS for a great game. DOWNLOAD: http://www.gamefront.com/files/23755136/tankcommanderbetav09.7z LAST NOTE: I tested it and found no major bugs. If you find any please report it here.
  23. US Player looking for a tactical group I'm 23 years old from the central US. I have experience in playing tactically with a group. I enjoy working as part of a team to achieve mission objectives. I enjoy both PVP and COOP game play but I prefer COOP. I have a Mic and teamspeak. I have experience in using mods, and really enjoy creating custom realistic missions. I can take orders, as well as have experience in running operations.\ You can contact me on here or on steam: KyleJTown Thanks!
  24. kylejtown

    RH M4/M16 pack

    Extremely high quality. Excellent work. Thank you very much RobertHammer!
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