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Everything posted by Nichols
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[WIP] Dusty Roads (Wild West Modification)
Nichols replied to sync0s's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am guessing that for the trains you are going to use Duda Advanced Train's mod? Overall I like the way this is going. Been keeping an eye on this for a long time now. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Nichols replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
1. Morphine is the item that you should administer AFTER bleeding has been controlled; in most cases. However in Arma you can give it first to alleviate the issues of the player being blacked out or white out from pain. However you need to give it before you give epi to wake them up. 2. Correct on the CPR; do not perform it before stopping bleeding. However its critical to do a quick triage on them before you move ahead...depending on the type and amount of trauma injuries and you could be wasting time and resources on someone that will be dead in a few minutes but as the medic it's your call to decide who gets the various color cards for triage. In our community I really want our medics to start the triage system when possible. But our methodology is shoot first, bandage second and make sure that you as the injured player at least puts the white stuff on red stuff when you get a free minute to do so. -
french armed forces [WIP] OFrP : Operation Frenchpoint
Nichols replied to OFrP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can't wait to see this one come to fruition. I have wanted to do a French based ALiVE deployment for a long time now. Speaking of will the mod have ALiVE compatible units or will we have to customize them to be able to not have to create workarounds if we use the ALiVE mod for campaign and AI management?- 106 replies
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
Nichols replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have had issues with IED's in missions doing both things. It seems like the ACE IED module is kinda wonky at times and the ALiVE IED module is kinda wonky most of the time. I have gone away from having them in the missions I make entirely and we end up just Zeus placement of IED's when possible. We have also had issues with Zeus placed IED's not being recognized by players when they are using ANY explosive detection devices in game and the things still exploding or not exploding until well after the players are out of the area. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@hcpookie Here is another bug I just confirmed following up another guys post on the Steam Workshop regarding the SX2190 truck variants. Regardless of which one you spawn in they are all appearing as the resupply variant. http://steamcommunity.com/workshop/filedetails/discussion/655153321/1489987634006989909/?ctp=3#c1621724915795190133 -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@hcpookie Thanks for all the hard work you have been putting into this and helping the community as a whole. We just started using VME in our newest ALiVE mission today and have found a few other bugs related to EQ2050's. EQ2050 MG and GL versions you can only put 2 people in from Zeus. The driver and gunner are the only ones that will enter the vehicle. If you try to place more troops in the vehicles they will be able to be loaded into the vehicles. Also the driver in the EQ2050 MG and GL can not be shot and injured by any guns or explosives will not kill the driver. However once the vehicles tires are blown the driver will exit and then he can be killed. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@hcpookie I also posted on the Steam Workshop: JH-7A bug...backseat pilot/WSO does not show up inside the cockpit in the editor. When using with ALiVE he also does not spawn in the aircraft and stands on the ground outside of it. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@hcpookie Getting the following happening with the ZUBR LCAC. When you are in Zeus the sound for the ZUBR comes in and then you can not get rid of the sound until you log out of the server and then log back in. However once you go back into Zeus the ZUBR sound returns and stays. -
FYI For anyone that is interested...this mod is broken now. It doesn't want to function properly with ALiVE and sometimes the terrain eats the maps and you can not get them back. When using ALiVE it displays all the various TAOR markers (if you have them) and also displays information regarding the enemy recruitment centers, HQ's, and some other debug type information.
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From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haven't noticed the sound barrier effect. As for the vehicles are you using Ares - Achilles? I haven't had a problem with dropping vehicles via Zeus and then being able to access them. -
AI won't cross Lindhaven Bridges (Tanoa)
Nichols replied to zippy3251's topic in ARMA 3 - TROUBLESHOOTING
@pierremgi Unless you are using something like ASR_AI or VCOM the AI will always take the shortest route between two points. I have not seen them follow what we as humans believe to be the easiest route. For instance on Tanoa the vanilla AI will always go along a straighter route to get to a waypoint than the other types that are controlled by an AI script; unless they are only going a short distance at which point it seems like the vanilla AI behaviour takes over and pushes the AI into a linear thought process rather than taking into account bridges, roads, paths, etc... -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Confirmed on the Mi-17 that there is no sound from the engines. -
battleye initialization failed since TACOPS update
Nichols replied to dlegion's topic in ARMA 3 - TROUBLESHOOTING
Yep same thing for our community as well @dlegion; having things like this make it extremely difficult to grow and make things happen when your servers missions will run but you can't get anyone on the dang things for days at a time. -
AI won't cross Lindhaven Bridges (Tanoa)
Nichols replied to zippy3251's topic in ARMA 3 - TROUBLESHOOTING
When you are talking about short distances yes that is true. I thought the original poster was referring to longer distances. Any time the AI or players for that matter have an opportunity to cut a few minutes of running off their time frame they will do it. -
I have copied and pasted several compositions in the editor. First load up the VR aspect in the editor. Then either build or import your composition the same way you do to load a mission. Copy the composition and then close the VR instance of the editor. Second load up your mission file in the editor then paste the composition down somewhere in the map on the mission file and then make sure you have a suitable place. You will need to inspect the composition to make sure items didn't go all wonky on pasting but it works fine.
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
Nichols replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seeing lots of broken modules with the newest Arma 3 update when trying to run ALiVE on it. If anyone has any ideas on what to do let me know. May have to roll server back to previous version as a fix for now. https://www.dropbox.com/s/ctweelmwy95k3w6/arma3server_x64_2017-12-01_12-28-34.zip?dl=0 -
Thanks for doing that @Mynock some people are just dumb and don't know how to get out of their own way sometimes. I enjoyed that mission on SWS and am glad to see if is back up.
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Need little help to make a ballistic mod.
Nichols replied to Julie Lux's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Julie Lux are you looking for real world equations or Armaverse equations? Those two are different and create a little bit of misunderstanding from my experience but they apply to the same dynamic set of items within the game. The way to calculate bullet drop over distance is a huge calculation that is based on a 4 dimensional slope equation and in order to calculate drop you need to account for ballistic jump (rise); as well as charge of the powder, spin of the projectile, length of the barrel the projectile is coming out of and weight of the projectile as well as barometric pressure, wind (probably not needed for vanilla) and a myriad of other items. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@hcpookie Thought you might want to know that the Mi-17 versions have black patches all over it after the update today. http://steamcommunity.com/workshop/filedetails/discussion/655153321/1489987634006989909/?ctp=3#c3183345176714484658 Also the SX-2190 trucks have black cones around the headlights as well. http://steamcommunity.com/workshop/filedetails/discussion/655153321/1489987634006989909/?ctp=3#c3183345176714496048 -
[Released] Phronk's Furniture Script
Nichols replied to phronk's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@phronk Will this work on any map or just Altis and Stratis for the time being? -
2035: Russian Armed Forces (5.3.0)
Nichols replied to Deathstruck's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Deathstruck You guys have any idea why your mod would be tossing out CSAT troops instead of Russians when I load my mission via ALiVE? I am using the faction classname and have it setup correctly but all the troops that spawn in are CSAT as are the vehicles and aircraft. Here is a snippet from my RPT file: 10:23:59 There are are no groups for OPCOM faction(s) Min_rf! Please ensure you have configured a Mil Placement or Mil Placement (Civ Obj) module for this faction (or faction units are synced to Virtual AI module). If so, please check groups are correctly configured for this faction. 10:23:59 There are are no groups for OPCOM faction(s) ["Min_rf"]! Please check you chose the correct faction(s), and that factions have groups defined in the ArmA 3 default categories infantry, motorized, mechanized, armored, air, sea! I think I found the error. The classname was listed as "Min_rf" and not "min_rf" as it showed in the readme file. However in the config for the faction in the editor it appeared as Min_rf for the classname. -
g.i. joe/cobra Fight for Freedom!
Nichols replied to scotg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@scotg The only modding I do is build out factions for missions. So structuring different groups and units within the overall mod itself and even then I have only used the ALiVE ORBAT creator to build the units. My coding skills have long since lapsed into nothing more than a foggy haze of something that I did when I was watching GI Joe on TV while I was learning how to rewrite code on my TRS-80 because the booklet with all the programs had a typo in it somewhere and you had to locate the typo in several hundred to a few thousand lines of code to make it work correctly because there was nothing to say "error in line 497 after >/[XXXXXX];"";"!XXXX". Now I can test things till the cows come home and take screenshots like no bodies business; its one of the great things I did way back when I worked for Eidos as a game tester in the late 1990's in San Francisco when they were putting out Joint Strike Fighter and collaborating on a few WW2 flight sims. -
g.i. joe/cobra Fight for Freedom!
Nichols replied to scotg's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am in awe of this...I can't wait till you get this one fleshed out more. Nice job so far bud! Keep up the good work and if you ever need an original GI Joe fan who had all the toys when I was a little fella back in the early 80's to test something out let me know. -
Vcom AI V2.0 - AI Overhaul
Nichols replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can semi-confirm that the AI is back to instant detection. I have noticed when in Zeus and observing players moving on an AI position that the AI gets alerted when players get inside a radius of the AI. I can't tell you what the radius is at the moment but they are going from patrolling to guns up and ready. This has been seen on more than one occasion when the players were on the other side of a ridge on Tanoa through the jungle away from the enemy AI. Also in looking on the same visual plane as the AI there is no way they have been able to see through the ridgeline or the foliage to detect the player that was moving through the area the AI is patrolling. -
AI won't cross Lindhaven Bridges (Tanoa)
Nichols replied to zippy3251's topic in ARMA 3 - TROUBLESHOOTING
I am working on a revamp of one of my missions on Tanoa right now and the only place that I have problems with AI driving over bridges is on the wooden bridges near the ruins in the central part of the big island. I have watched them cross the main bridge consistently since Tanoa was released. Now due to the AI being erratic when driving they aren't always successful in crossing the bridge but they do get onto it and drive until they decide to attempt to turn around and go back the other direction. Same with the bride between Katkoula and Balavu; no problem with AI driving across the bridge there either.