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callmesarge

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Everything posted by callmesarge

  1. callmesarge

    Arma3 Videos

    Have you played Antistasi by Barbolini? its great... a persistant resistance mission.
  2. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    I do not think this is easily achievable - if you look through this thread Barbolini states the challenge is based on the weighted value each unit has - I may be wrong about this though. Loving the new RHS version of this by the way, its great.
  3. callmesarge

    BMR Insurgency

    Hey, loving this mission. If i wanted to use EricJ Taliban units, is that an easy port to make?
  4. I got the seagull issue too, running RHS, with CUP Terrains and Maps. Strange thing is - if I load the mission on a local server from the game, it runs fine. Its only when I host as dedicated it goes seagull.
  5. callmesarge

    co10 Escape

    Hi Neo and Scruf, sorry this has taken me a while to get to but here it is. Assume this is ok to post here, I can take down if not. Not sure how to add to the CI though? Anyway ho ho ho merry early Christmas etc Two different missions, one for RyanZombies and one for Bad benson's Raptors and Zombies. Please note the War Torn setting must be applied for this mission to work as intended. I also chucked in the Monsoon script by aliascartoons as it makes me laugh when the squad is wiped by a flying MRAP. co10_Escape_Vanilla_Apex_RyanZombies.Tanoa Requires CBA and RyanZombies This mission uses spawner modules to chuck out hoards of zombies at once. Be prepared to face the hard-to-kill demons as well. co10_Escape_Vanilla_Apex_raptors.Tanoa Requires CBA and BB Raptors & Zombies & more This mission uses the agent module to constantly spawn zombies and raptors around the player. Stay hidden and remember - the raptors are attracted to the sound of gunfire, and are pretty hard to kill!
  6. callmesarge

    Raptors, Zombies and more!

    Thanks for the advice guys. I think it was something in my mission cos it is working fine now - i am pretty sure its not a mod issue. I resolved by changing the spawn state to around player vs around module.
  7. callmesarge

    Raptors, Zombies and more!

    Just messing with this mod, it seems really cool. I am having a problem where Opfor units are not engaging Independent Raptors until after 1 or 2 units are killed first. I have checked that independent is set to hostile to Opfor, and the Raptors attack the opfor just fine. Any idea what could cause this?
  8. callmesarge

    Arma3 Videos

    Tanoa. CO10 Escape. Zombies in a monsoon. Miniguns in the jungle (Thankx Toadie2k). What could go wrong... right?
  9. callmesarge

    co10 Escape

    Still messing with the Zombies version. Still cannot bloody get off tanoa. I will make an edit of this for release in December hopefully, time permitting.
  10. callmesarge

    Arma3 Videos

    CO10 Escape Tanoa, plus a zombie invasion as well. Watch players take a flying car to the face. Watch zombie hordes overrun squads. Who will survive? (Hint - no one.)
  11. callmesarge

    Zombies & Demons 5.0

    Love the Mod guys. Here is my version of CO10 escape with an added zombie twist.
  12. callmesarge

    co10 Escape

    Loving the Tanoa version guys, great job. Of course I had to make a zombies edit!
  13. callmesarge

    ASR AI 3

    Is it possible to configure the mod to exclude certain factions? I am working on an edit of CO10 escape for my group that uses RyanZombies as the indep, and I have found they seem to behave strangely when ASR AI is on. As they are spawned in dynamically by the mission and by spawner modules I have placed, it would be grate if I could globally exclude the faction. Is this possible?
  14. callmesarge

    Jurassic Arma - Raptor Pack

    Great news BB, really happy to hear you have progress on this. Cannot wait to throw these bad boys into CO10 escape tanoa with raptors and zombies!
  15. callmesarge

    ASR AI 3

    Was trying to make CO10 escape mission my NeoArmageddon and Scruffy a bit easier for my squad. Wanted to drop coefficients to 0.8 as suggested, but was worried the faction names in the file would not apply to CUP units. My squad will not switch to RHS until it hits steam <_<
  16. callmesarge

    ASR AI 3

    Does this work with the Community Uplift Project (CUP) factions? Could I force it to work by adding the new faction names: for example BIS_TK_GUE becomes CUP_I_TK_GUE Under CUP - I think? So do I need to add the new names to asr_ai3_settings_ss.sqf?
  17. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    Can you imagine this mission with the IFA3 mod? That would be a full on partisan campaign, so crazy! Maybe if I get time over the summer... (yeah right!)
  18. callmesarge

    co10 Escape

    Really excited to try the new version. Once the CUP only versions are done, I will have another stab at a zombies version. I went a bit mad in my last edit (1.7.3) and made a Zombies and Raptors version, but it was too hard for the three man team I had available to test with. Keep up the great work Neo!
  19. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    So my group are loving this mission. We are not very good, maybe about 18 hours in and we probably have <10% of the map but its been fun! I encountered one issues, not sure if this is known already (it may be). As commander, i deploy a roadblock or OP. Using high command, I then take control of the unit. If found that I am in control of the unit at the point they reach their waypoint (being the location of the Roadblock or OP), it causes my ArmA3 client to lock up. I am running the latest version, and I have a few simple client side mods installed. Happy to provide RTP if this is not a known issue. Feature request: A nominate other commander button. When we played with commander switching on, sometimes a player in our group would be promoted to commander, but would not know what to do. They wanted to be able to pass the commander role to another player. So it would be nice if The commander could abdicate the role and nominate another player to be the commander (maybe by looking at them, like the give money function). Final question - what type of mission is the Bank Robbery - Logistics? My thanks again for making this outstanding mission!
  20. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    I am running 0.17.9 Alpha, is that the latest? Edit: No. Have upgraded to latest version.
  21. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    Really loving the mission Barbolani, my group played about 9 hours over the last 3 days. We had an issue with the virtual arsenal - we had just got a few decent weapons sorted out, MX200's for everyone! Then the next time we loaded, the virtual arsenal had reset to default state (PDWs only), and we had lost all of our weapons. The gear in the ammo crate inventory was unaffected - any idea what can cause this? This was playing with No server mods, just local stuff like Dragonfyre Lite etc. Saving. Players can make a personal Save, the commander can make a persistent save - is it possible for the commander to make a personal save as well, or does the persistent save cover their rank etc? Weapons adding to the virtual Arsenal. If I have 9x Vanilla Mk 20 rifles, and one Mk20 with a scope, does that still count at 10x Mk20 rifles? The one with the scope is listed as being a separate item when you look at the inventory.
  22. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    OK, I understand where you are coming from. I think it is cool to blow up Russian made vehicles, but I respect your vision for this mission. I will ask one last question and then I will shut up and play the mission! Are you aware of the r3f logistics set of scripts? https://forums.bistudio.com/topic/170033-r3f-logistics/ The movable objects here would allow you to fortify the HQ a little. I am not talking about building a massive base, just a bit of protection for the static commander. Do you think something like this could be integrated? I would suggest adding the creation factory to one of the base functional items, and limiting the player to a few simple items. Enough of my questions - thank you for taking the time to make this mission and share it with us, I cannot wait to dig into it deeper!
  23. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    Thank you for the detailed response Barbolani! I think doing a map port is probably beyond my skills right now. I have a question re RHS. Looking through the mission code, it looks like there are no RHS vehicles in the mission - is this correct? If I wanted to, say, replace the Strider (I_MRAP_03_hmg_F) with a BTR60 (rhs_btr60_chdkz) could I go through all of the mission code and do a find and replace for the class names? RHS has independent faction vehicles like the class I just referenced. I appreciate any advice you could give on this, I am really looking forward to getting my group to play this.
  24. callmesarge

    [SP/CO8] A 3 - Antistasi Altis.

    Hi, this looks really interesting - i just watched all of the video tutorial, and I had a quick look at the mission files. How does the RHS-AFRF integration work? Edit: tested it and it just works - nice! In that case, I will ask a better question: Please can you provide more detail on how to port this mission to another map?
  25. callmesarge

    RH Pistol pack

    I have a question about scripting the attachments to appear in a bag. In the mission I am editing (co10 escape) I want pistols and attachments to spawn in a bag at the start of the mission. To do this, I modified fn_initServer like this for [{_i = 0}, {_i < 5}, {_i = _i + 1}] do { _weapon = a3e_arr_PrisonBackpackWeapons select floor(random(count(a3e_arr_PrisonBackpackWeapons))); _backpack addWeaponCargoGlobal[(_weapon select 0),1]; _backpack addItemCargoGlobal[(_weapon select 0),1]; _backpack addMagazineCargoGlobal[(_weapon select 1),3]; }; And then I modified UnitClasses.sqf like this: // Inner fence guard's secondary weapon (and corresponding magazine type). a3e_arr_PrisonBackpackWeapons = []; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_deagle","RH_X2","RH_7Rnd_50_AE"]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_sw659","RH_X2","RH_14Rnd_9x19_sw"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_kimber","RH_X2","RH_7Rnd_45cal_m1911"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_g18","RH_X2","RH_33Rnd_9x19_g18"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_p226","RH_X2","RH_15Rnd_9x19_SIG"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_python","RH_X2","RH_6Rnd_357_Mag"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_bullb","RH_X2","RH_6Rnd_454_Mag"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_uspm","RH_X2","RH_16Rnd_40cal_usp"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_m9","RH_X2","RH_15Rnd_9x19_M9"]]; a3e_arr_PrisonBackpackWeapons set [count(a3e_arr_PrisonBackpackWeapons),["RH_g19t","RH_X2","RH_17Rnd_9x19_g17"]]; Any idea why this would not work? Am I call the attachment item incorrectly? Any advice would be appreciated!
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