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BadHabitz

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Everything posted by BadHabitz

  1. BadHabitz

    RHS Escalation (AFRF and USAF)

    RHS makes their mod to be as realistic as possible. They're not going to make something knowingly unrealistic just because it could be useful to SP players.
  2. Are you using respawn modules? Do you have them set for the right faction to spawn? Or are you using respawn_west markers?
  3. BadHabitz

    Zeus after JIP

    They are. I've never experienced a problem with someone rejoining a mission and not being able to access Zeus powers, so besides the standard stuff I'm afraid I don't have much to offer.
  4. BadHabitz

    Zeus after JIP

    Could also add a few different Zeus modules to help: 1) putting #adminLogged in the owner block, meaning the person logged in as admin of the server will have Zeus access; 2) putting the intended person's SteamID/ArmaID number in the owner block will enable them to use Zeus regardless of the slot they use to load in.
  5. BadHabitz

    Zeus after JIP

    We run with 2 Zeus's in our missions. The first guy has Zeus powers right away. The 2nd guy loading in has to respawn in order to get it to work. Alternately, using the Achilles-Ares mod the 1st guy can grant powers to the 2nd guy with no respawn needed. Hope any of this helps you.
  6. Trying to put together a script, but it's beyond me. I have a custom soldier classname "OPRB_Poseidon", and I want him to have a specific identity, but when I put them in a mission from the editor or Zeus, it gives the character a random name from a list. So what I want is something where if it detects OPRB_Poseidon it will setIdentity OPRB_Poseidon_id on that character. I want to be able to place the character down and have the identity automatically assigned if I drop him in the editor or Zeus. Is this even possible? Please keep in mind I'm looking for dedicated MP compatibility. Something like this? if (typeOf vehicle == "OPRB_Poseidon") then {this setidentity "OPRB_Poseidon_id"}; But I don't think it will work because I use "this"
  7. So, I did manage to get this to work. Add to classname in config.cpp: class EventHandlers: EventHandlers { init = "(_this select 0) setIdentity ""OPRB_Poseidon_id"""; }; Guy looks right being dropped in Zeus. In the editor the unit will have the default face in the editor, but will have the face and name I want when the mission runs.
  8. BadHabitz

    RHS Escalation (AFRF and USAF)

    Can anyone else confirm if the ability to move around in the C-130 while in flight was removed or if it is broken? I loaded with only RHSUSAF from Steam Workshop.
  9. BadHabitz

    Welcome to Glasgow

    Looking good!
  10. BadHabitz

    RHS Escalation (AFRF and USAF)

    Thanks for the update! Question: For those of us that run multiple weapons mods and run compatibility mods to get all of the weapons and ammo to play nice, how do we go about fixing the compats to work with the new magazine system? At present if I try to use "Mod X" magazines with RHS weapons the magazine is invisible. Thanks in advance.
  11. What's on line 77? Or around there? In my experience, I don't use commas in configs unless it's in an array. I can't remember the error that I had before, but it went away when I removed the commas from my author line.
  12. Looks good! Congrats!
  13. It has less to do with the platform and more to do with the weapon system, as the role of the ship doesn't determine the actual use of the ship, it's the capabilities of the weapon systems. Case in point; prior to 1992 the Sea Sparrow Anti-Air missile was, by doctrine, only used against air targets. Then in October the USS America accidentally fired two Sea Sparrows at a Turkish destroyer, hitting the bridge. After that, Sea Sparrows became a dual threat weapon system, and their use as an anti-ship weapon was trained to the surface warfare community. If they don't have the artillery mode in the released version I will work on a mod to add it, but it really should be in there from the start.
  14. Destroyers (Arleigh Burke), yes. Cruisers (Ticonderoga), yes. Both use the same 127mm gun mounts from the Mk45 gun system. From the wiki page: "The gun is designed for use against surface warships, anti-aircraft and shore bombardment to support amphibious operations". Besides that, I have personal experience spending hours and hours on a Spruance destroyer (which used the same guns) sitting next to the Gunners Mates and Fire Controlmen watching them and listening to their comms with the Marine Forward Observers coordinating fire orders, shelling the beaches of Vieques, Puerto Rico.
  15. The 120mm Mk45 is almost 5 inches (7mm short). From personal experience I can tell you that USN 5 inch weapon systems are indeed used as an artillery gun, and I'd assume the A3 version is patterned after the Mk45 Naval Gun System.
  16. Is there a way to add a line of code in the mission somewhere to cap player volume level? To prevent players from turning their talking volume past a defined level. Thanks.
  17. BadHabitz

    Does anyone else not use WASD for movement?

    I'm left-handed and mouse left-handed, therefore I use the arrow keys for movement.
  18. Adds different parachute canopy textures in place of the vanilla green parachute canopy. The mod was mainly designed to be able to use a black canopy. Other canopies were added for fun. Model is from the Arma 2 samples freely distributed by Bohemia Interactive and ported for Arma 3 by me. Known Issue: Sometimes there can be instances of "burning parachute" if the canopy collides with the ground. I think I've fixed it, but the error is not easily reproducible, so I haven't been able to test the fix completely. Please let me know if you see this! Download: Steam Link Note: This is a Steam-only release. Please do not re-host on any other distribution site License Info: Do not edit the original pbo Re-skins are permitted without permission Images
  19. BadHabitz

    Battlefield V

    It's a hard pass for me. I'm just not into WWI or WWII. I want modern weapons with attachments and all of that happy horseshit. Doesn't bother me in the slightest that a woman was shown fighting in the trailer. I'm not going to cry about historical accuracy. People will cry SJW, but all they're trying to do is grow the fan base. Increasing the pool of suckers players willing to shell out $120 $60 every year is a smart business move.
  20. BadHabitz

    HAFM Submarines V2.0

    Awesome work on this mod. We used the US sub this past weekend to deploy from, and then coordinated a TLAM strike... speaking of which, my only critique for the mod is that the explosion from the TLAM feels a bit weak. Not sure if it's possible to script in an explosion that's a bit more on the epic side. A 1,000 pound/453kg warhead explosion I'd think would be a bit more spectacular. Thanks for your work.
  21. BadHabitz

    US 75th Rangers

    You make a compelling argument.
  22. BadHabitz

    Unlockable Spawns

    In the 3D editor, you can always just sync your respawn module to a trigger.
  23. Thanks for taking a look. I did several things to troubleshoot what my problem was. Everything was looking good, so I opened up the mission I was having trouble in... and it was working fine. Strange.
  24. Seems as though the 2nd screen on the data terminal can't be changed through commands anymore. When I use this setObjectTexture [0, "mypic.paa"]; it will change the picture on the left. Using this setObjectTexture [1, "mypic.paa"]; has no effect on the right screen. I've manipulated both screens in the past, and in my recent effort I even did a copy/paste from a previous mission and it doesn't work. Then I checked my previous mission that used to work, and it no longer works. Anyone else see the same issue? edit: Nevermind. Problem was on my end I guess. Maybe restarting the game helped?
  25. BadHabitz

    Anyone wanna start a Milsim?

    My advice for you would be to join a group that's already out there. Get some experience. Figure out what works and how to do stuff. Meet some people. If after a bit of time you're still wanting to start something from scratch, you might know some people, know how stuff works, and have some experience that will help you start your own unit.
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