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Everything posted by Nichols
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release [Release] Incon Undercover: A comprehensive undercover / incognito simulation
Nichols replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
@tourist I can take it to PM....in fact I will shoot our discord link to you and if you are so inclined you can feel free to post stuff in our mission development channel. We have a few guys from different communities that are in there that all use ALiVE and I can guarantee we will all learn something from each other.- 138 replies
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release [Release] Incon Undercover: A comprehensive undercover / incognito simulation
Nichols replied to Incontinentia's topic in ARMA 3 - MISSION EDITING & SCRIPTING
We attempted to get Icon's script to work on our dedicated box but it breaks after we start getting respawns and players logging back in over the course of a persistent ALiVE mission. We haven't been able to figure out why it breaks though and we scrapped using it a long time ago. I have been working with the one from Belbo that is linked here and it works on local hosting quite a lot like the incognito in the Antistasi missions which is probably the best I have seen so far. It is a simple copy and paste unless you wish to change up the types of clothing and equipment that is triggering not going incognito. If you guys have Incon's script working on a dedicated box I would love to talk with you about it as we would much rather use his due to the way you can setup zones and such to get it functioning for our missions.- 138 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Nichols replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anyone have a good settings for fragmentation in ACE? I am not finding much information on it and I would like to have it enabled in my missions but the server takes a massive dump when I turn it on even with as few as 10 objects being tracked. FPS goes down into the single digits when something as small as a frag grenade or a grenade from a grenade launcher explodes. We see massive issues coming up in the RPT to the point of where I end up turning it off in ACE and I hate that I can't use it. Maybe I am not using it correctly. Below is my CBA_Settings.sqf file if someone wants to take a look at how we have it setup. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
Nichols replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@lawman_actual PM inbound to you sir. -
@Dedmen We in Task Force Red are loving the newest Steam Workshop release. Once we get our new players sorted out and have them completely remove all instances of the old TFAR or the other radio mod; it works like a champ. We are typically running over 20-30 people on our milsim and antistasi servers each day any without problems for several hours at a stretch. Also the CBA settings.sqf trick to add channels to the radios is the best thing since sliced bread and keeps our players from getting channels confused and entered on the wrong frequency. Thanks for the great release and looking forward to the completed version in the future. The way the radio works over terrain is probably the best that I have seen and the ability to adjust the terrain interception coeffcient is pretty slick as well from a mission maker perspective. Having spent numerous hours learning and tweaking little things in the CBA settings has really helped create a great experience with TFAR Beta.
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I have never in my life had "cold fresh water from military canteen" unless it was cold outside. Also the food and water mods done in Arma 2 for DayZ and then moved into the other aspects of the game and attempted in Arma 3 were absolutely stupid in how often you had to eat and drink. No military person has ever had to eat every 30-45 minutes while running around. In our milsim community we take a hard and fast no food and water mods in our missions. So I have a couple of questions for you @hamsen8678 Does this work on dedicated servers? I understand it is ACE compatible but what are the effects on the players? How often does someone need to stop and eat or drink? We run missions on our dedicated box where players are on for between 1 hour and 6+. When food and water was started in Arma 2 and moved into Arma 3 the number of times you had to eat and drink over a 2 hour time frame were absolutely stupid and created massive issues for people who would just log off because they would be combat ineffective if they didn't drink and eat every 30-45 minutes or less. Also its completely unrealistic for that to be the time frame. If this one works well then we might consider it just for passing out food to the unwashed masses but not for player consumption in game.
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@NemesisRE any plans to put this on the Steam Workshop? Will be checking these out in an upcoming mission I am working on.
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FPS drops on server after joining a running mission
Nichols replied to iV - Ghost's topic in ARMA 3 - TROUBLESHOOTING
We had a similar problem for a while in our ALiVE based missions where fps would drop and we could open Arsenal on a player and then close it and fps would jump by 40-50 fps for almost everyone for a while. It was found to be due to a looping script in a loadout function we had for our players who were coming in and out during the long time frames we were playing. We fixed the script and it went away. -
Restrict Arsenal (ACE3 or Vanilla)
Nichols replied to senqa20's topic in ARMA 3 - QUESTIONS & ANSWERS
Good to finally find this thread. Will be trying out these for our arsenal setups soon. -
Thanks for posting that about the AAA lag there @hcpookie I was coming back around to give you a heads up on finding that today when I loaded up an old mission to update it and when I played it my rig completely went batcrap crazy and froze once the 100mm cannons started shooting at me in a MELB little bird....NOT RHS VERSION....anyway I froze up my system so quickly that I had to manually reboot the system and unfortunately the RPT file didn't save at all. Which has started to become a thing with some Arma crashes lately. Anyway I was on playing on Tanoa and had ALiVE running with Fen_A3 handling some of the other aspects and they were working fine until I decided to try and fly some AI troops into a town to hit a target and the AAA cannons lit up the sky.
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15th Airborne PLA faction mod
Nichols replied to Nichols's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well since I am in a holding pattern waiting on VME to release their updates....nothing at all since this mod and the 15th PLA are only reconfigs of the VME mod to make them work with ALiVE properly. -
Task Force Red Operation Darude Mission recordings from 26 June Part 1 Part 2 Part 3 Part 4
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Well if it is able to be be "driven" I would be all for the option to have it in each faction. Especially considering it is a ship that would be built and sold to whoever had the cash money to buy it. Otherwise it's is just going to have to go through the process for many of us and be config'd to work for all the factions in various faction packs for missions. So just go ahead and get it out of the way from the beginning so many of us don't have to create another mod to load for a mission.
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Well @Alwarren a HARM does stand for High-speed Anti-Radiation Missile so I can only guess that the reason is some SAM missiles themselves have a small tracking radar once they pointed in the right direction they can acquire and track so if they are launched optically (which is a real thing as well) then they can lock on independently and track to kill.
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[Release] ACE Punish unknown/enemy weapon script
Nichols replied to diwako's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Wish I could see what the "small rundown" is for the mission makers. This looks like a good tool but wondering if you could limit the player groups that would be allowed to use the various weapons with out punishing the whole server full of players? For instance lets say you have one group that plays as a Special Forces A Team and another that plays as just a US Army infantry unit. More times than not the regular infantry guys would be the ones that I would like to see not using enemy weapons that were recovered after a fire fight; unless they had no other choice due to no ammo for primary weapons, etc... but for the SF team they should have the knowledge of utilizing recovered enemy weapons and not being penalized. Also isn't ACE Overheating listed in the CBA settings now as well? I usually don't say this but this code might be something that you could see if the ACE team would be willing to push into their main mod once you get it dialed in 100%. -
Looks good bud. If you need any groups to test it in multiplayer scenarios I know a very dedicated group that will be happy to test it in a few missions immediately even as a WIP item.
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Thanks for the answer. I was curious if you guys were doing something that might be really slick and fun to implement.
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Sounds good to me @Belbo we'll give it a try once you get that update pushed out. Till then we can wait.
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Thanks for the quick answer. The answer on the first question pretty much covered what I was thinking. Wish we could use something like this but due to the way we play with our medical settings its a non-starter for us.
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@MK84 quick question mainly because I am just curious about the request you made to make it where you can only use an AED in a medical setting or vehicle? An AED is meant to be used ANYWHERE without the need for medical facility or medical vehicles.
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First off @Belbo thanks for taking the time to make this and the other stuff you do for the Arma community. I have used your undercover script and I love the simplicity of it. I have not used any of the medical stuff you made before and would like to know a little more about this before I just jump right in. In reading the thread and searching for the answers to my questions I am at a loss of how to implement them in a setting like what we have with our group. So let me lay a little groundwork here. In our group we play with ACE medical on the advanced side; we don't use revive systems at all; and we have a medical area setup back at base with the express reason to transport critically wounded back to base for full treatment. Generally if we are out on an op and someone gets hit by enemy fire or they get blown up or seriously injured by an IED or mortar/artillery rounds our medics go into full medic mode; AFTER the firefight has died down. Which means that as the wounded person you are on your own to treat yourself as you are able and if you are mobile then to make your way to cover. If not then stay down and out of the fight but let us know when you gain consciousness again. So now questions: Can it work without revive timers? If so what settings do I need to adjust? If not would it be possible to make it work without revive timers? Did I read correctly that you can set the max revive time to 20 minutes (aka 1200 seconds)? How does this differentiate when you have a player that is down due to unconscious state due to severe wounds but they have been stabilized and are waiting on transport? Meaning what if someone has a tremendously low heart rate and BP due to severity of wounds received and the only way they are going to be brought back up is at a medical facility? Does the animation lock the medic into the CPR functionality and not allow them to move on to other patients that might need help as well? Thanks in advance for your reply.
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Project - Vertical Lift 2035
Nichols replied to martinezfg11's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
My only request with it would be to make sure that it has the ability to use the FRIES system equip option in the editor for fast roping via ACE. Other than that the thing looks pretty good and should be something that our group will use for sure. -
The "cat eyes" were developed in the 1970's and put to use starting in late 1979. I think the official introduction date was either 1980 or 1981 and this was done because the US military wanted to start pushing to operate at night for most combat operations. This band was developed to give the individual soldiers the ability to see the guy in front of them in a column or in a patrol without needing NVG's. Keep in mind that NVG's were super rare and basically only given to Spec Ops units such as Delta, SEAL Team 6, 160th SOAR and selected SF and SEAL units going on deployments due to the cost of the individual devices. At this time Rangers were not considered special operators in the 80's. At least this is what I understand from some old instructor guys I had back then.
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Sorry for pulling up an old post but I wanted to chime in here with some information that I remember from when I was in US Army ROTC from the fall of 1989 till fall of 1991. I didn't get a chance to continue because I wrecked my knee playing football in college. Now keep what I am about to say in mind here because even though the SAW was adopted and started being used in 1984/1985 it never saw widespread use in the US Army until the ramp up to get troops into Saudi Arabia for the first Gulf War. When units started their deployments to the Gulf the US Army started pulling M-60's from units and giving them M249's. The ROTC cadre at my school was a bunch of old ready to retire former SF, 82nd and 101st guys from Vietnam were still teaching us small unit tactics that most of them had dealt with while serving during and after Vietnam. This was based around a squad with 11 troops; weird huh. This was laid out with 2 fire teams of 4 troops (example: fire team leader, an AR using an M60, an assistant gunner aka AG who also had an M-16, and a grenadier armed with an M-16 w/203 launcher) then there were 3 extra riflemen with M-16's who could be attached to either fire team to provide maneuver or additional firepower. US Army basic Rifle Squad size makeup as it was taught to me during ROTC training. Squad Leader M-16 Rifleman x 4 M-60 x 2 M-16 Assistant Gunner (aka ammo bitch and spare barrels) x 2 M-16 w/203 Grenadier x 2 Important note here: I don't believe squad sized units started getting radios for each man until AFTER they returned from the Gulf War. Platoons were not supposed to operate across extreme distances as all fire team leaders were supposed to maintain visual contact with the Squad Leader and the Squad Leader was supposed to be within visual or audible contact with the Platoon Leader. IIRC the maximum distance they wanted us to operate across depending on terrain was about 150 meters from front to rear and side to side. As terrain got more difficult we were supposed to contract that size down to under 50-75 meters.
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