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Providence932

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About Providence932

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  1. Server boots properly, everything looks good to go! Thanks so much for this, now Alive Insurgents actually have some teeth to them!
  2. Actually, I cannot get the insurgents to work without this mod. The insurgents without this mod will not spawn with any vehicles. Please note that I am not using RHS_USAF when I run both of these tests I created a civilian objective TAOR over Sofia With mod: Spawned tanks for armored, BMD for mechanized Without mod: Spawned only infantry for all settings. I have also noticed that running this mod causes my dedicated server to not properly load. This occurs even when both RHS_USAF and AFRF are loaded. Any possible fix?
  3. Providence932

    TF47 Launchers [WIP]

    My group is running ACE, RHS Russian Armed Forces and TF47 Launchers with the following issues. Launchers work fine in SINGLE PLAYER and LISTEN SERVER environments. However when we try and run the same setups in a dedicated environment, the AT4 can never be loaded even if it is retrieved from the original TF47 box. the MAAWS works fine, however. IS there any solution to this?
  4. With some quality enhancemnets, I would pay 15 for this. In fact, I'll give you 15 bucks right now if you give a donation link
  5. The server caps out at how ever many you want to bring plus more.
  6. By reading this message, you are (in)formally invited to a large-scale cooperative operation with the 242nd Nightstalkers IBCT The 242nd Nightstalkers is an infantry focused realism unit that focuses on serious fun. We believe that the experience that ArmA 3 provides: a serious, challenging, teamwork based environment is in of itself the most enjoyable way to play a PC game. This is an experience that has united the 242nd Nightstalkers for two years, and it is an experience that we would like to share with you. Operation Details: Show up on Teamspeak 3: 242nightstalkers.teamspeak3.com at Start time Start Time 1930 EST 2/21/15 Estimated Finish Time: 2330 EST Mod preparation Time: 1800 EST (ALL MODS MUST BE PREPARED PRIOR TO 1900 EST) The Mission CO45- Operation Boiler Plate Background Forward In Arms (FIA) is a nascent insurrectionist faction intent on restoring CSAT rule to Altis through the destruction of the current AAF Government. This faction has been highly successful in eroding the both the military and government infrastructures, securing government supplies and equipment, and rallying civilians to their cause through extortion, racketeering, ransom, and bribery.Should the FIA succeed, it would represent yet another massive destabilization of NATO hegemony in the mediterranean region. The FIA operates out of several of the numerous major cities of Altis, and the AAF have requested support. The 242nd Nightstalkers will be deployed to provide direct combat support against the FIA. Situation - Enemy Company plus sized force occupies town of Agios Dionysus and the negasos Radio Station. Hostile company loosely comprised mostly of foot mobile infantry supported by technicals and stolen AAF mechanized vehicles. IED threat is nominal as the FIA have access to advanced construction equipment that could be used to rapidly deploy IEDs. Situation - Friendly Nato Motorized Platoon with attached mechanized, armored and helicopter assets totaling 35 infantry soldiers organized into three squads and one headquarters; three AMV-7 IFVs and One Merkava MK IV Urban Warfare tank. Mission At around 1600 hours, a prominent FIA commander will be issuing a broadcast signaling the end of the AAF on Western Altis. Many Bohemian Spies have both risked and lost their lives to bring us this information. You are to first Liberate Agios Dionysios, then secure the Negasos radio station and capture the FIA commander. Mission Complete will be declared when platoon returns to base. Positions Open: Infantryman Vehicle Driver (Limited, TFAR ONLY) Vehicle Gunner (Limited, TFAR ONLY) Vehicle Commander (Very Limited, TFAR ONLY) What you will find: An organized, Large Scale cooperative mission that will strain both your trigger finger, and your ability to operate and communicate with others. A functioning chain of command run by leaders with years of experience in game. A Friendly,open and unrestricted community willing to assist and train new players, and expand into new game modes.. Required Mods - TaskForce Arrowhead Radio - http://www.armaholic.com/page.php?id=23615 TaskForce Arrowhead Radio IS required to participate! Suggested Mods - 242 Nightstalkers modpack - Optional, 138mb ArmA 3 Sync http://www.armaholic.com/page.php?id=22199 ArmA 3 Sync Repository http://72.5.195.222/242a3/public/.a3s/autoconfig ArmA 3 Sync Mods are NOT required to Participate but will enhance your gaming experience. Approved Mods: JSRS Dragonfyre Blastcore Phoenix Operation Details: Start Time 1930 EST 2/21/15 Estimated Finish Time: 2330 EST Mod preparation Time: 1800 EST (ALL MODS MUST BE PREPARED PRIOR TO 1900 EST) How to Sign up?? 1. Reply to this thread with your desired position. OR 2. Simply show up at operations day. Those who sign up *will* be given slot-in priority over those who do not unless the one who registers attempts to JIP after the operation has begun. Those who sign up will also receive any necessary assistance with mod installation. For more information, check us out at Website: www.242nightstalkers.com Teamspeak 3: 242nightstalkers.teamspeak3.com
  7. Are you guys building this thing for the AFM or for the regular flight model?
  8. Providence932

    ACRE2 Public Beta Release

    Hi Nouber! My community is still stuck up on using the old ACRE mod port over from ArmA 2. However, it's been kind of messed up by the latest release of CBA and the latest patch. Is there any hope for a hotfix to bring the old port back up to date while we use it in the mean time?
  9. Hey MCC Team! We've just updated to v9 and we love some of the changes, but we're finding some of the new additions rather disruptive. Hopefully there's a way about to completely remove the features that we find disruptive because we have some other systems that we use to handle the things that MCC now wants to get into. 1. The "Interaction" key by default bound to C. So far this voice just proves to be an annoying thing that is spammed by players and not really adding much to our gameplay. Is there a way to force this button off? 2. The "Squad System" by default bound to C. We have a system that handles this system, and would prefer that players did not have access to this squad menu, is there a way to remove it? 3. Zeus Restriction. We find that even adding game master modules to ArmA missions disables Zeus when MCC is enabled. Is this MCC and can we disable it, or is it some error?
  10. Providence932

    ACRE2 Public Beta Release

    The fact that ACRE2 as a public beta, such a short time after the release of the game, is a work of absolute dedication and service to the community. Everyone in my group is tremendously excited to finally be able to make the switch over from the ported ACRE module, to the new ACRE 2 module. We all want to express our gratitude for your many long hours and nights of work to bring us this product, something undoubtedly paramount to the survival of our community and gameplay style as a whole. However, there is one thing that I wish to bring to your concern. We feel that this feature is going to bring far more problems in than it's going to solve. Here's a series of reason as to why we believe that these features should be placed on a list that can be determined by server administrators through some kind of mission code or teamspeak 3 setting or even a switch in the mod distribution. We use locked channels to prevent ACRE users from outside interference when necessary. We often use public servers for recruitment, and the chaos as an incentive for players to download ACRE or move to the NON ACRE channel. During training sessions, it is sometimes necessary for the instructor to act as a "Voice of God" and speak to everyone at once while the trainees use ACRE. This new "Feature" removes that capability from us, forcing us to be under ACRE conditions even when we don't want to. If we are doing vehicle, helicopter, or even RADIO training with ACRE, and want to demonstrate the capabilities. An instructor will often turn his plugin on and off in order to change how players can hear him. Sometimes, it is necessary to contact an administrator who is not playing the game, or won't hear teamspeak messages. This will not allow us to communicate outside of the game without leaving it, a huge inconvenience! Sometimes, two players might be talking while inside of the game and wish to talk with someone who is outside of the game because of a casual setting. This "Feature" is unwanted because it removes that capability even when it is actually desired by the players. These are some pretty serious issues that interfere with everyone from casual, derpying around to training, to administration, to working with and advertising our gameplay to public players, to testing missions on dedicated servers. It's rather unfortunate that because of this feature, ACRE2 has become something less of an omnipresent tool, that can be used and run in all scenarios, to an all or nothing that offers to bog down players by forcing them to restart their games with the entire mod disabled, or have all players disable the plugin themselves. These are time-tested methods that my community uses to enhance it's gameplay, teach new players, and advertise to the public. We feel that we really can't use ACRE 2 in it's current state because of this feature, and humbly ask that some kind of countermeasure be implemented in order to allow certain communities who have the desire, an opportunity to avoid this change. Thank you for your attention and hard work. -242nd Nightstalkers.
  11. Providence932

    Authentic Gameplay Modification

    Ah many thanks! I assume this works after respawns as well? Or will I have to ensure that it does manually?
  12. Providence932

    Authentic Gameplay Modification

    Is there a way to turn custom units into medics via an init command perhaps a module? My group uses custom units that are not currently defined as "medics"
  13. Hey there! Absolutely loving the mod! I've completely dropped DCS: KA-50 for this the minute I heard that it was out! I just have a few questions. 1. I've been rolling through some of the missions, and I've noticed that they would be a lot better run with either another person to gun, or where I can control the gunner functions myself. Is there a way to play the campaign with a friend, or at least a way to use the TADS camera while also flying the aircraft? I find the PNVS camera woefully inadequate at finding out what I'm flying at before my targets are able to shoot back. I honestly only managed to pass the first mission because I hopped in the gunner seat, looked at the T-90 that needed to be disabled from 4km out and then, because my AI pilot was terrible, went back and performed the attack from the pilot seat because I knew that there was a Zeus gun and several infantry guarding. After learning how2attackhelicopter from DCS: KA-50 (Where I have a 1440x900 monitor dedicated to the avionics) I have a really hard time adjusting to the tactics that are put onto me without any kind of decent camera. 2. What draw distances are the campaign missions designed to be played under? How does one raise the draw distances above default in the campaign if they are supposed to be at the range that the AH-64 fights at (Thousands of Meters). 3. Are you guys planning on porting over to TKOH? If so, are you implementing a helicopter Trim Switch?
  14. Awesome! Does anyone know how to engage spectator mode on death?
  15. You may use the SYNCHRONIZE function to attach a waypoint with the desired behavior changes to a trigger that detects BLUFOR PRESENT. The AI will wait until the blufor are in the area before proceeding on the waypoint.
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