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Nichols

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Everything posted by Nichols

  1. The merge function is problematic at best...it duplicates every object in the mission file and requires you to go through and manually delete the copies. There should be some type of check that removes the copied items upon merging...otherwise let me have the ability to delete mod dependencies as it used to be please.
  2. Is anyone else having issues connecting the UCAV Sentinel via the UAV terminal? For some reason we are unable to get it to connect on our server and its extremely frustrating. It worked the first day that we put it on our server but now its just a big foldable wing thing with wheels that takes up tarmac space.
  3. The way I understand it and the way we use it is for mission creation and loadout creation. The everyday players (not specialized) in our community get to load into the non-medic slots which are all coded with "0"; if they attend our medic courses they can get into a slot that is either a "1" or "2" loadout and all that determines is whether they can heal or just do basic medical actions; meaning they are just a medic "1" and their job is to get a guy back in the fight or get them stabilized so we can medevac them back to base to be healed by a "2". Not to bash on the ACE guys here but it is rare that you get answers from the ACE people in this forum. If you need help go to their discord; also hit or miss on answering questions or mainly to their github where they have a bug/help setup as well.
  4. Nichols

    Terrain: Bariga

    Do you mind posting an image showing the entire map in enough detail to see some interesting features? I think we as a community do not get enough of that aspect and instead get all fired up about a few screen caps showing the "down in the weeds" aspect when it would help to see the overall map just as much. Thanks for the hard work you put into this one. The screen shots look great.
  5. Some clueless person is posting these to Steam Workshop and he deleted my comments where I said he needed to go and ask for permission before doing this...his reasoning was "they are on armaholic so I just wanted to make sure everyone could get them." http://steamcommunity.com/sharedfiles/filedetails/?id=919698048
  6. Nichols

    Team Roster Script

    I know this hasn't been worked on in a while but has anyone attempted to use this to make it work right?
  7. I know this is an old thread but I thought you might want to know that someone pushed this to Steam Workshop...not sure if you want it there or not. http://steamcommunity.com/sharedfiles/filedetails/?id=887348582
  8. @hcpookie question about the Type 86....is it towable and able to be moved by attaching it to vehicles like the transport trucks you are showing?
  9. @Tress13 there is a garbage collector function that you can turn on and eliminate all that. Having the enemy utilize different weapon systems will eliminate the whole aspect of not needing supply though. Unlesss you are doing something like my current mission where the players are acting as the insurgents against an occupation army and they have to use theft, loot, etc... to get supplies and stay in the fight.
  10. Pook you sir are doing a great job with this; it is my sincere hope that the VME crew makes an update to their mod pretty soon. I can live without the jets for right now but a few helos sure would be nice to see and would round out my 15th PLA faction nicely.
  11. Completely rebuilt mod as a result of the changes in the mod requirements due to the issues with Massi's vehicles and some other items being removed from Steam Workshop. Have removed all the Massi requirements and replaced with RHS as this is still a WIP mod that will be continue to be updated as new items come out and are made available. The ultimate goal is to go entirely to VME once they have the mod completely worked out. http://steamcommunity.com/sharedfiles/filedetails/?id=867968975
  12. Thanks for the heads up R0adki11!
  13. Thanks for sharing this with us.
  14. @lawndartleo you ever attempted setting up different freqs with players in different faction groups? I am asking because in my current mission I can not get anything to work with the modules or otherwise for setting up frequencies for players when they spawn in to the mission with any radio. I have one group of players playing as Independents and another group playing as Blufor but they are both going against the OPFOR.
  15. Nichols

    POOK SAM PACK (May 2022)

    Have you looked at using VCOM with the SAM pack? When I was building my mission I used VCOM for all AI functions and it would call every AI unit within the listed range of the contact and if they had "radio" access then they would transmit accordingly to call ahead so to speak.This way guns were up and looking in the general direction of the incoming air target. Maybe not the perfect solution but it works.
  16. Nichols

    KLPQ Music Radio

    Glad you like the idea @rebelvg; that is what I am here for. No brain power to implement the idea but plenty of ideas for people to work on.
  17. Nichols

    KLPQ Music Radio

    OUTSTANDING!!!!! One question though and you may have answered it in the configuration video; which I have not watched yet. Is it possible to have multiple radio stations? Such as a station or location/vehicles that play predominatly US music and then another that would play songs on radio from Mexico, Germany, China, etc...
  18. Update: Still working on a way to reduce mod requirements. Taking a little longer than expected. Reports of issues with guns in the mod not working are basically down to people not following the requirements as listed in the Steam Workshop. Faction recode work around did not work. Still having issues with units spawning in ALiVE but the Zeus spawned units are functioning properly. Going to work on this from a different perspective to see what will work.
  19. Nichols

    Vcom AI V2.0 - AI Overhaul

    May have a problem with minelaying in the script also; our RPT in our ALiVE is ballooning up to a few hundred MB and a lot of the errors is related to minelaying in the VCOM script. Don't have access to the RPT at the moment but I can put it out here later today for someone to check.
  20. Glad you were able to get the "After" looking good that will help a bunch when using and identifying the troops in the field.
  21. Heck man I don't think it looks that much out of place with the images of the real life ATGM launcher vehicle you showed a week ago.
  22. Hey @hcpookie you may have seen this already but it could be an addition to the fold for the PLA.
  23. Nichols

    (SMA) Specialist Military Arms

    Weird we haven't noticed any issues with the mod in our mission we are currently running. When CBA updated I removed the mod from our modpack and launched the mission and it still functions using the ctrl + num + / to change the weapons magnifier. It works with the Aimpoint and the Eotech versions from what I have seen and no complaints from our player base yet either.
  24. Update: Working on a way to reduce mod requirements with vehicles and moving away from Massi. If this happens it will be a short term fix until VME releases their next update with vehicles, aircraft and boats. Getting various reports of issues related to guns not appearing or being functional. I am investigating this to see what might be the cause and track down issues. Also recoding the faction to find a work around for faction not spawning with extra gear due to a bug that popped up in 1.68 Arma 3. As soon as this is able to be fixed it will happen. Otherwise this work around is going to take a long time for me to get right. Thanks for all the downloads. You guys are great.
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