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serjames

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Everything posted by serjames

  1. Yep - Cheers for the hands on help - good to speak with you in person and run our problems past you too. As soon as I can get access to that log I'll come back. We've definitely broken the problem down to either something wrong with the .cfg file we downloaded - or something else as we ran it 100% vanilla + CBA, ALiVE, and Arma2Net SJ
  2. I too have noticed very long load times - but I think it's just moved the "map Placement" element to the loading screen as opposed to once the map comes up ? (got civvies working eventually though !!! ) @Arma2Net is still not working however :(
  3. I'm having trouble getting our dedicated servers running with @Arma2Net; basically it crashes the server each time on client file transfer - gets about 50% there. Then just dies. I've tried moving it around the load list to no avail. @CBA_A3; @JayArma3Lib; @ACRE_3CB; @A3MP; @Arma2Net; @Alive; @caf_ag; @ASM; @rds; @rds_staticw_cag; @bcombat; @fa18_a3; @hiddenidentitypack; @Kio_Balaclava; @Kio_L85A2; @uk_sftg_a3; @nato_russian_sf_weapons; @peral_a-10c; @RH_M4_A3; @rh_pdw_a3; @rh_pistol_a3; @RQ-11_RAVEN_AB_A3; @rav_lifter_a3; @stkr_bi; @xactionui; @xlib; @xmedsys; @evw; @rds_tank; @SAA; @tup; @hafm_helis;
  4. you need to turn of dev mode. edit your config.sqf in the @bcombat folder and set bcombat_dev_mode = false;
  5. Why not use the wiki ? http://x39software.unitedtacticalforces.de/wiki/index.php?title=Main_Page The server config - bit here http://x39software.unitedtacticalforces.de/wiki/index.php?title=XMedSys_serverConfig You can use our one if you like :)
  6. Is anyone else having trouble getting Aggressor Civilians to work ?
  7. serjames

    ArmA 2 C-130J and MV-22 Redux

    Alduric, does that mean your ASM work is now "Cupped" ? :) if so that would be very heartening news indeed !
  8. serjames

    Arma3 - AGGRESSORS

    Could you not use one of Gnat's excellent ship models ? I assume they would work with AiA ?
  9. Active mods: @CBA_A3, @JayArmA3Lib, @ACRE_3CB, @A3MP, @ALiVE, @CAF_AG, @XMedSys, @UK_SFTG_A3, @FA18_A3, @sthud_a3_alt, @Peral_A-10C, @RH_M4_A3, @GroupManager, @rds, @RDS_StaticW_CAG, @RAV_Lifter_A3, @evw, @rds_tank, @SAA, @TUP, @hafm_helis SJ
  10. Well unless you're heavily scripting it or adding many in editor triggers I doubt it will have any effect at all. To be honest that's kinda the beauty of the whole ALiVE thang... I can just pickup the modules, paste them down on another map. Add the familiar FOB and player units and Bingo and new mission ready to run... Takes about an hour if you want to add some IEDs and maybe a couple of manual units and some customer markers. I say crack on and don't worry - ALiVE is easy to re-create. SJ
  11. X39 - we got it up and running great again on the dedicated. Thanks for your patience in helping me to get it sorted (and to the other posters who pointed the way ) Good job! For V2 Will you create this as a new mod ? My thinking behind why that would be a good idea is to allow simple use of your excellent system (i.e. it's tested, robust and relatively simple now to get going-ish) and then allow us to test the new version in a sandbox environment without risking the current Simple V1 version? Sj
  12. Ahhh that could be where I'm going wrong - Do we need the module on the map too ? *EDIT That's got it !!! Added the variable X39_MedSys_var_Limitations_enable = true; And the limitations module on the map and all is good.. I just need to figure out how to get rid of the Ringing noise now - earplugs are one complication too far for the public :) ---------- Post added at 23:16 ---------- Previous post was at 21:38 ---------- Should the logs be getting so much of this ?
  13. I think they were just adjusted UP... perhaps it's now configurable.. will have to look again.
  14. tell me about it... :) I prefer to configure outside of the game in LEA and then just PLAY THE GAME ! lol *edited Actually - no I don't; I spend my entire life editing missions pretty much - saddo *
  15. serjames

    [WIP] USAF Air Asset MOD

    I think the writing was on the wall... probably for the best. BACK on topic.. Really looking forward to getting these ingame ! :) B1 bomber for the win !!!
  16. serjames

    LIFTER for ArmA 3

    It does work Frosty... grab me later if you want to test it - it's not live on public yet as I'm waiting for the Xmed fix but it's tested out ok.... MRAP Bombs anyone :P SJ
  17. Nullrick, check this video link out... http://www.3commandobrigade.com/viewtopic.php?f=9&t=1830 Just check you have done it right :-) This is primarily how to use a repo, but the principle is the same - If you have them already installed they will be in the mods/game folder or indeed just grab new ones from "BROWSE" and add to your collection.
  18. By the time most players have made themselves pretty at the vas box, the server is ready to rock... If you immediately rush off into an AO you might encounter nothing... If it's not been given that 5 minutes. There is a responsibility here on mission designers to ensure they account for that.. You could always place a few Sneaky Manual profiles around base if you are really that keen to get rocking... Also don't confuse teleporting around the map watching CQB's spawn relatively slowly, with actually proceeding through a town on foot. In actual Gameplay I have NEVER seen cqb units spawn after we actually get there, they are always ready and spawned. SJ
  19. er.... it's already working in MP and on a dedicated. Need to read the thread guys..... :j:
  20. serjames

    "X-Cam" and "DAC" Project

    heh never knew that.. :)
  21. Don't worry it's a nightmare the first time.. You'll get it... SJ
  22. Ok thanks for figuring out the blur issue I run Superflash too.. I'd have got there in the end, Had disabled everything down to MCC.... Sheesh. A to M Anyway... Still cannot get the Xmed sys to work. Xmed base module placed on the map. We have removed the lines from the init. So no more xmed calls. We have created the server config file as follows /* * See * http://x39software.unitedtacticalforces.de/wiki/index.php?title=XMedSys_serverConfig * to find out how to setup this! */ X39_MedSys_var_Action_CheckUnit_OutputRealValues = true; X39_MedSys_var_Generic_DamageBeforeKnockOut = 5; X39_MedSys_var_Generic_DamageBeforePermaKnockOut = 8; X39_MedSys_var_Generic_DamageBeforeDead = 10; X39_MedSys_var_BandageBleedingHeal = 5; X39_MedSys_var_Healing_MedKitValue = 30; X39_MedSys_var_Pain_MorphineHealValue = 5; X39_MedSys_var_KnockOut_MinTimeBetweenTempKnockOuts = 20; X39_MedSys_var_Display_TimeBeforeRespawnAvailable_Death = 10; X39_MedSys_var_Display_TimeBeforeRespawnAvailable_NormalKnockout = 20; With this code I can see the interface, see earplugs, get the option to check myself or others, but if I shoot another player and try and med him it shows not medical options. Just CPR, Drag or Carry. Now if I adjust the code to add X39_MedSys_var_Limitations_enable = true; Then it shows no interface at all. ? What am I missing ?
  23. eek, I would not be messing the the extensions tab in game Use one method or another.. not both. Download the mods you want i.e. islands/maps from Armaholic and then Sync them in PWS they will show up as Local mods i.e. with a little computer icon. That means they are local to you and PWS thinks doesn't recognise them as compatible with A3. Doesn't matter add to your mod collection and load into the game from that Collection. As long as you are running A3MP they will probably be availble. Alternatively Get AiA (all in armour) from within PWS and that makes most A2 mods automatically compatible with your A3 build. Just most people don't like to run both. SJ
  24. just install the maps manually and then sync with PWS.. will work fine with A3 in 98% of cases SJ
  25. I think we cross posted as I did not want to come across as trying to be difficult, as I edited my original post to say "we do love the mod!" there is no doubt about that ! Let me see if I can get the Server config working, and try again. SJ Social life ? Pfft you must be joking...
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