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serjames

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Everything posted by serjames

  1. wow.... awesome
  2. Cheers for fixing the Bugs Mattaust.... Take a break :-)
  3. sorry - probably not explained very well... My understanding is it's the "type" classes i.e. car, armor etc... those have to be standard. If you changed them to say (something more useful lol) "Tracked Armor" "Tracked Recon" as some mod makers have... then it breaks ALiVE
  4. Icebreakr, as long as your unit config follows standard Bis format - with no renaming of classes or types it will work with ALiVE. If you have custom structure or classes, then it will not work. ALiVE cannot fix that btw - in case anyone wonders... SJ
  5. Wow... now THAT's a map ! Massive... loving it. Nice ride too...
  6. Ahhh ok Lighter Turrets.... than Tiger for instance. Ok, good point I hadn't considered that. All in all still looks Fabulous and Those trenches.... Wow! Hope you're still considering releasing the trenches and dug in fortifications separately as objects for map makers - they alone are a prize !
  7. +1 to rock climbing.... ! ;-)
  8. I believe the Para version that is modelled in CUP did have a full Auto function (for all the good it would do... impossible to use really)
  9. How do the "enable/disable simulation modules" work then ? Sounds very interesting !
  10. serjames

    RHS Escalation (AFRF and USAF)

    Are you running with Bisigns turned on ? If not do it - it does all the version checking for you and prevents people from running incorrect or unauthorised mods..... verifySignatures = 2; https://community.bistudio.com/wiki/ArmA:_Addon_Signatures
  11. serjames

    3CB BAF Equipment

    When did ACRE release 117's ? I thought it was only 148's ?
  12. wow looks really good.... do the turrets turn a little too fast ? Weren't these ones hand cranked not powered ?
  13. serjames

    3CB BAF Weapons

    It's the same with the .50 cal. We didn't get a chance to adjust the model - thanks for reminding us though :-)
  14. hmm, I'm really sad to hear this. I can see how looking at server count might make you feel like the work is not appreciated - I can absolutely assure you that this is not the case. Maps can take a LONG time to become mainstream. People are often reluctant to port missions or build ops on them until they are considered finished - or at stable release. Server count is also a poor way of lookng at the results - I'd be more interested in downloads and or feedback here as a measure of success. I would perhaps suggest a change to your statement to something along the lines of "Map is now at stable release - no further development for the immediate future - enjoy". I for one am keen to get an ALiVE public mission running on it. Will you be fixing the script errors, I know they are only minor, but it will be putting off Admins / Devs who do very thorough RPT quality checks on anything they run on their servers (3CB for instance :) ) Good luck with whatever you choose - I'm still going to enjoy playing on it for sure !
  15. code as follows mate - works perfectly for me class CfgSounds { sounds[] = {PilotChannel,Cornetto,Prayer}; class PilotChannel { name = "pilotChannel"; sound[] = {"sounds\pilotChannel.ogg", db+12, 1.0}; titles[] = {}; }; class Cornetto { name = "Cornetto"; sound[] = {"sounds\Cornetto.ogg", db+18, 1.0,900}; titles[] = {}; }; class Prayer { name = "Prayer"; sound[] = {"sounds\Prayer.ogg",}; titles[] = {}; }; };
  16. I'd like that back too please :-) Useful for Mid week ops where we have to do our own loadouts, but may be restricted on mods available vs. standard Public repo. I.e. my loudout might include the DAGR from ace, preventing me from using my otherwise perfect kit-out. SJ
  17. now THIS is sure to be good !
  18. serjames

    Map Bozcaada

    It's very pretty and I get great FPS ! Well done. I did notice there is not a lot of ground cover ? Rocks and litter seems to be few in number and the ground itself is very smooth.. Almost 0 natural places to take cover and move...Could you add more wrinkles... Natural features ?
  19. Ahhh got it.. ////////////////////////////////////////////////////////////////// // Function file for ARMA3 // Created by: spyderblack723 Edited for 3CB by Serjames // Reference http://pastebin.com/9TAx1y0G ////////////////////////////////////////////////////////////////// waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; /* * Mil logistics convoy transport vehicles per faction */ ALIVE_factionDefaultTransport = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultTransport, "OPF_F", ["O_Truck_02_transport_F","O_Truck_02_covered_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "OPF_G_F", ["O_G_Van_01_transport_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "IND_F", ["I_Truck_02_covered_F","I_Truck_02_transport_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "BLU_F", ["B_Truck_01_transport_F","B_Truck_01_covered_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "UK3CB_BAF_Faction_Navy_MTP", ["UK3CB_BAF_Coyote_Passenger_L134A1_D","UK3CB_BAF_Coyote_Passenger_L111A1_D"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "UK3CB_BAF_Faction_Army_MTP", ["UK3CB_BAF_Coyote_Passenger_L134A1_D","UK3CB_BAF_Coyote_Passenger_L111A1_D"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "BLU_G_F", ["B_G_Van_01_transport_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "CIV_F", ["C_Van_01_transport_F"]] call ALIVE_fnc_hashSet; /* * Mil logistics air transport vehicles per faction */ ALIVE_factionDefaultAirTransport = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultAirTransport, "OPF_F", ["O_Heli_Attack_02_F","O_Heli_Light_02_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "OPF_G_F", ["I_Heli_light_03_unarmed_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "IND_F", ["I_Heli_light_03_unarmed_F","I_Heli_Transport_02_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "BLU_F", ["B_Heli_Transport_01_camo_F","B_Heli_Transport_01_camo_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "UK3CB_BAF_Faction_Navy_MTP", ["UK3CB_BAF_Wildcat_Transport_RN_ZZ396","UK3CB_BAF_Merlin_RAF_ZJ124","DEGA_BAF_CH47F_M134_M240"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "UK3CB_BAF_Faction_Army_MTP", ["UK3CB_BAF_Wildcat_Transport_RN_ZZ396","UK3CB_BAF_Merlin_RAF_ZJ124","DEGA_BAF_CH47F_M134_M240"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "BLU_G_F", ["I_Heli_light_03_unarmed_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "CIV_F", []] call ALIVE_fnc_hashSet;
  20. Hmm, having trouble getting this to work. Have created an SQF called staticData.sqf as below (adjusted BluFor Vehicles to what I want) ////////////////////////////////////////////////////////////////// // Function file for ARMA3 // Created by: spyderblack723 Edited for 3CB by Serjames // Reference http://pastebin.com/9TAx1y0G ////////////////////////////////////////////////////////////////// waitUntil {!isNil "ALiVE_STATIC_DATA_LOADED"}; /* * Mil logistics convoy transport vehicles per faction */ ALIVE_factionDefaultTransport = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultTransport, "OPF_F", ["O_Truck_02_transport_F","O_Truck_02_covered_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "OPF_G_F", ["O_G_Van_01_transport_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "IND_F", ["I_Truck_02_covered_F","I_Truck_02_transport_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "BLU_F", ["UK3CB_BAF_Coyote_Passenger_L134A1_D","UK3CB_BAF_Coyote_Passenger_L111A1_D"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "BLU_G_F", ["B_G_Van_01_transport_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultTransport, "CIV_F", ["C_Van_01_transport_F"]] call ALIVE_fnc_hashSet; /* * Mil logistics air transport vehicles per faction */ ALIVE_factionDefaultAirTransport = [] call ALIVE_fnc_hashCreate; [ALIVE_factionDefaultAirTransport, "OPF_F", ["O_Heli_Attack_02_F","O_Heli_Light_02_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "OPF_G_F", ["I_Heli_light_03_unarmed_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "IND_F", ["I_Heli_light_03_unarmed_F","I_Heli_Transport_02_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "BLU_F", ["UK3CB_BAF_Wildcat_Transport_RN_ZZ396","UK3CB_BAF_Merlin_RAF_ZJ124","DEGA_BAF_CH47F_M134_M240"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "BLU_G_F", ["I_Heli_light_03_unarmed_F"]] call ALIVE_fnc_hashSet; [ALIVE_factionDefaultAirTransport, "CIV_F", []] call ALIVE_fnc_hashSet; have then added // ALiVE Vehicle Whitelist call compile preprocessFile "staticData.sqf"; to the Init file Still drops my Marines from Ghost-hawks though ? Any advice
  21. Cheers Friz.... will check it out when I'm back from walking the baby.... :@(
  22. I'm messing with the combat Logistics support module - not something we usually use. Is it possible to white list what appears as available to drop ? Can I select which vehicle is used to manage the logistics ? I.e. one of our own choppers instead of the vanilla ones ? Thanks for any advice..
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