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Nichols

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Everything posted by Nichols

  1. Discovered a bug that appears to be with the faction in a mission I am working on. The various PLA unit members are appearing to spawn without items in their inventory and some without clothing. Checking on the various file and will update as necessary.
  2. Screenshots are coming today; have done a few small edits to the overall ORBAT configs to eliminate units that were too big for transport vehicles. VME is the base for this faction and I have tweaked a few aspects of it. Also any troops such as Airborne units you will have to add those via Zeus when you are playing around in your mission. Thanks @foxhound for the add to Armaholic!
  3. Yeah I have the info on the real world aspect I was looking for info from what they have configed in for these birds. If there is one thing that people either get really wrong +/- is the fuel burn rate. I get that it can be tweaked but cutting it too short makes for some ridiculous mission additions.
  4. So do you have an idea about what is the expected flight time on a full tank with these helicopters? Just wondering for scenario's sake and how refueling might be implemented for missions that I might build or dream up?
  5. It was a question. Also show me a persistent multiplayer coop campaign server that is running a 122km x 122km...I want to see how they do it.
  6. Is this going to allow for larger battlescapes (aka terrains) to be used in the game? I am talking about Australia or bigger terrains. That to me is the only reason to have the Jets DLC aspect as part of A3 or any ArmA version going forward. With the limitations of ArmA in the current state being able to have relatively complex flight data translated into the game is a tremendous undertaking even to make them super arcade like.
  7. Nichols

    Tanoa Trains

    This is absolutely awesome! Great work there Duda.
  8. Yeah I was thinking it needed the .dll aspect when it didn't; working way too much IRL in order to get some stuff done on my end and not paying enough attention to what I was asking.
  9. Nichols

    Release Candidate Branch Discussion

    Downloading it now with the Game Updater info posted earlier. Well attempted to get it working via the Game Updater information and it was having none of that fun. Couldn't get the RC version of the 64 bit to even be recognized until I shut down the Tools aspect and then started the regulary version of A3. Really need to have 2 installs to test what I am working on to see if it will even be possible.
  10. Any news on a future 64 bit compatible version of this mod? Just wondering where it is going to head since we haven't had a lot of movement on the mod in several months.
  11. Nichols

    Scope Mod A3

    Size was not what I was referring to in this case. Nothing with Robert Hammer attached to it is on the workshop that I know of; unless someone has it as a requirement in a mission file and even then I doubt the actual files that have any mention of his work are on the workshop.
  12. Nichols

    Scope Mod A3

    Not wanting to sound rude or anything but I seriously doubt this small mod will ever go on Steam; probably best not to worry about whether it will go on Steam.
  13. Thanks for the updated release...going to check it out now.
  14. Also in regards to the PLA faction I would recommend that you look at the VME PLA Mod for their individual weapons systems for the unit as well. They are pretty well detailed and it also doesn't require CUP or TF47 Launchers. Especially since the Chinese launchers for AT and AA weapons and so different from anything else in the world. Chinese FN-6 http://www.chinanews.com/mil/2015/06-12/7339919.shtml Chinese PF-98 https://en.wikipedia.org/wiki/PF-98
  15. Dammit man this helps and hurts my soul at the same time. I have been struggling with creating a PLA group with the same name for a couple of months now due to the exact reason of not having PLA vehicle mods. You also used almost the exact camo's I was working with for just the "South Blade" operators. Although I did pull out the VSM standard green BDU type uniform ultimately for my super secret squirrel team within the overall PLA unit.
  16. You have shot a bolt action rifle before??? Just curious.
  17. Nichols

    Steam Workshop destroying everything

    Yep found this same problem as well. I just wish that Steam would say put mods in the !Workshop folder instead of the other one that you have to decipher the mod ID from the workshop page in order to locate where the dang things are in your hard drives.
  18. Nichols

    Enhanced Movement

    PM sent regarding a question.
  19. Nichols

    POOK SAM PACK (May 2022)

    Sorry holidays and all that...haven't been around much. Anyway yes a TAOR is a location that ALiVE uses to toss in various units, etc... the way you have to create a blacklist is to get the classnames for every item that would potentially spawn in that area IF it were not blacklisted. The way it is happening that I saw (2 versions of ALiVE ago) is that if you dropped a Pook SAM Spawner into the faction that is being used to populate the OPFOR, BLUFOR, etc... that group then drops in missle sites in every area that the OPCOM (AI Commander) feels is necessary to have anti-air based on the objective rating. On Tanoa; I built several custom objectives and was getting massive SAM and SHORAD defenses spawning in one them and literally every sandbag bunker was getting tagged as an objective by the AI and was also spawning in traditional ground forces as a defensive unit on them. As a result you could literally get maybe 2 minutes of game time before the Quad Xenon CPU server came crashing down to earth. I have since scrapped that mission and have replaced all the SAM sites with mobile SHORAD Pantsir defenses and they are working like a champ. I am building up some "possible" areas that may get a few over the horizon systems in place at some point in the future with the mission but nothing major as of now. If you need some help with the blacklist aspect let me know and I would be glad to help and walk you through ALiVE if you need it in the future. Thanks for the hard work you put in to make A3 a better game.
  20. Wish this one was out now; I can think of several nice scenarios I can use this one for in our community. Getting kinda tired of the same old wash, rinse, repeat maps we are using.
  21. I cobbled together a faction in the ALiVE ORBAT Creator and made it work...I have since scrapped it as I wanted to dump all the Massi vehicles which were causing a few issues in the game and were not quite what I wanted either. But as soon as I can get it back together I will drop a message your way and see if you might want to run around with a PLA faction for a bit.
  22. Nice way to come back in style...I like the look of the whacky Iranian faction on Tanoa.
  23. Thanks for the real answer there @hcpookie; Seriously we do appreciate the answer.
  24. Nichols

    POOK SAM PACK (May 2022)

    I did all that and it still registered over 300 objectives simply because of the sand bag bunkers and associated emplacements with spawned in SAM and AAA sites. It created a need for a major re-write of my mission and taught me a few things about a minimalist approach to mission building in some aspects.
  25. Nichols

    [R3F] Logistics

    Which would normally be the thought process that we have with this however we only have this issue when we add in the code per the ALiVE wiki. Each time we remove the code from the ALiVE module then we have zero problems with persistence of vehicles and other objects. We have tried it on multiple War Rooms with the same effect both with and without R3F. We are not using this version linked here...https://github.com/stcrowe/R3FAdvLog. We are using the version from the R3F website.
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