Jump to content

sunkl

Member
  • Content Count

    16
  • Joined

  • Last visited

  • Medals

  • Medals

Community Reputation

12 Good

About sunkl

  • Rank
    Private First Class
  1. Is there a simple description of what the files in the mods do, what step by step is needed. I'm getting the impression that the information I'm looking for was posted on DevHeaven but that is no more. Basically all I'm trying to do is run a script that exists on the server every time a mission starts to handle players joining according to a white list of PID. My scripts work fine, but I don't want to inject code into every mission and thus we want to create this addon. I've taken apart some addons to use as examples but so far it's not functioning as I'm just flailing trying to copy things I don't understand. Any pointers to this basic information. I've been searching for a few weeks now when I can get to it.
  2. sunkl

    ASR AI 3

    Is there an option to disable AI from joining other groups when you place individual units in defensible locations?
  3. Is the Combat Patrol scenario something I will need to add to my whitelist in the server.cfg. If so, what is the .pbo name?
  4. sunkl

    [MP] =BTC= Hearts and Minds

    We would like to be able to host your mission on our server but adding in ACE breaks all of our existing content with the medical system. How massive would it be to remove ACE and replace the interaction system with different controls? Just asking for a ballpark estimation. Not too bad at using "find in files" in notpad++ and figuring this out. It is just a few weeks of hard work or would my brain just explode? Very nice mission so thank you for all the hard work you guys do to support it. Great to see!
  5. This please! There is quite a lot of stuff that is just superb about ACE but compatibility with many also great existing scenarios out there is a real issue.
  6. sunkl

    End Game Mission File Names

    How about the names for the new Tanoa End Game missions?
  7. sunkl

    Arma 3 Units - Closed Beta Feedback

    Is it appropriate to share access with my admin team and have them try to join the group or too early? I guess I'm not sure about how locked this access is with my BIS account. Additionally, thank you very much for this project. It is really looking great and will be a heck of a help to the community as a whole. Cheers.
  8. sunkl

    Arma 3 Units - Closed Beta Feedback

    My photoshop is so old lol that I botched the first attempt a little but looks ok. Very nice job on the setup as it was very easy to go through and get a good looking result. I will be able to tweak the images in a couple days to really make better use of it. Now seeing it I'll tidy it up when able. A few details showed up. Our community is established in 1996 but of course we didn't start playing Armed Assault until that game was released. The earliest we can select for established is 2001. We host several servers, some with mods some without and some of the fields seem to be geared for one specific server. Thinking "Gameplay Focus", "Mods list or No Mods". Perhaps the mods could be listed as sub-fields from the server list? Another thing that showed up is the "Unit Recruitment Status". It will work well for clans but seems to set an exclusive tone for communities that don't have an application process. I'm still thinking of how that might tweaked, if possible, to work a little easier for a broader spectrum. Still great to have a communication tool even if I'm worried about an inbox getting stuffed full of spam. edit: The whoops something went wrong went away when I used the "View Unit" from within the edit screens. Anyway I had it then after the first submission and a few attempts that error went away.
  9. sunkl

    RH M4/M16 pack

    Thanks for the answer on the key issue! Much appreciated.
  10. sunkl

    RH M4/M16 pack

    Still no word on this? Today I've deleted both @rh_m4_a3 and @rh_acc. Then redownloaded the mods from PWS, then uploaded the same files to the dedi box. Then I can see the rhi.bikey files have the same size and date but have different checksums. Then when I copy the one from the M4 into the keys folder my client throws up "wrong key for rh_acc". Then I put the key in for rh_acc in the dedicated "keys" folder and my client won't connect because "wrong key for @rh_m4_a3...". I see other people don't seem to have this issue...is this all SP players? Please reply with advice as our dedicated server has been set up with this great weapon pack being one of the key assets involved. Thanks guys.
  11. sunkl

    RH M4/M16 pack

    I can confirm that the new dependency @rh_acc is signed by a different version of the key, with the same name, as the @rh_m4_a3
  12. sunkl

    [MP] Advance The Flag (ATF) Beta Pack

    Just took a quick look at this with a few other players. It looks very interesting. We were wondering how it would play out if you didn't have an exact marker where the enemy flag is planted. You know what "yard line" it's on but not exact position? Might be an option to put in the parameters anywho. Great stuff so far. Thanks!
  13. sunkl

    YO!NK Better Opfor FIA

    We have the same issue. Not all units are wearing their skivies but many are. I bet you have it set up properly but there is that wee bug atm in the mod. It only seems to happen on a dedicated server because it never happened while testing it on client only. I hope there is an easy fix for it.
  14. sunkl

    YO!NK Better Opfor FIA

    Thank you for that update. As you know, test was successful.
  15. sunkl

    YO!NK Better Opfor FIA

    I just got it again from PWS for both my client and uploaded it to the server as well with the same issue. I got kicked for having the wrong signature for the file. Very odd I know but I did delete all old versions including the bikey in the keys folder. Your download link doesn't like me either...not getting it. I appreciate you looking into this. I'll get you on Steam later.
×