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serjames

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Everything posted by serjames

  1. serjames

    ASR AI 3

    no been running it on and off now since ALiVE was launched. Never had an issue - note we don't place down the ALiVE skill level module, ASR takes care of that. SJ
  2. Doesn't putting the APERs in create triangle map markers all over the place ? Sj
  3. serjames

    East Static Weapons Pack

    FIRST TO THE TABLE... FANTASTIC to finally see tanks. Will you do a config to get the Aggressors driving them too ? SJ
  4. Try getting your players to move to LEA. Nobody will be camping the box and you can preconfigure loadouts if you wish. MUCH easier - Vas is simply there as a backup or to get more ammo - by which time it's fully loaded anyway. If you absolutely have to use VAS read back a few pages and someone has very kindly created a VAS config Link which blocks all the "Variants" leaving just the core weapons. SJ
  5. Esbekistan ? http://www.armaholic.com/page.php?id=17573
  6. Gunny, I think there was an issue with the 1.12 Server Executable causing Dedi crashes, we quickly got hold of a hot fix versions direct from the devs - fixed it and seems faster too ! That may have gone live on main branch now. Not tested it since last night (12pm GMT) but it was working fine at that point. SJ
  7. serjames

    East Static Weapons Pack

    I Was messing with these last night in conjunction with the Aggressors cfg. The Twin Strela launcher man doesn't sit in the launcher for some reason but is standing in it ? Anyone else spotted that ? SJ
  8. serjames

    CJTF101's EDITOR v1.1

    so with the @A3MP pack, and the incoming AiA Standalone we are building missions in the Arma 3 editor using A2 assets e.g. Takistan map with Takistan buildings. Is it possible to add these class names too ? Appreciate you might need to name them something lile +A2 or something to distinguish them.. Sj
  9. Thanks for the update - testing now :) hmm, not playing nice with my current Description.ext... ok got it working.... #include "VAS\menu.hpp" //IED Dictionary call class CfgFunctions { class Dictionary { class Dictionary { file = "EPD\SanjosFunctions\dictionary"; class new { description = "Returns a new empty dictionary. \nExample: _myDictionary = call Dictionary_fnc_new;"; }; class get { description = "Returns the value of the key or objNull if the key doesn't exist. \nExample: [_myDictionary, _myKey] call Dictionary_fnc_get;"; }; class set { description = "Sets the key to a new value. Overwrites the previous value if the key already existed. \nExample: [_myDictionary, _myNewKey, _myNewValue] call Dictionary_fnc_set;"; }; class remove { description = "Removes a key from the dictionary. \nExample: _oldValue = [_myDictionary, _keyToRemove] call Dictionary_fnc_remove;"; }; class isEmpty { description = "Returns true if the dictionary is empty. \nExample: _isDictionaryEmpty = _myDictionary call Dictionary_fnc_isEmpty;"; }; class containsKey { description = "Returns true if the dictionary contains the key. \nExample: _dictionaryContainsKey = [_myDictionary, _myKey] call Dictionary_fnc_containsKey;"; }; class containsValue { description = "Returns true if the dictionary contains the value. \nExample: _dictionaryContainsValue = [_myDictionary, _myValue] call Dictionary_fnc_containsValue;"; }; class size { description = "Returns the number of elements in the dictionary. \nExample: _count = _myDictionary call Dictionary_fnc_size;"; }; class keys { description = "Returns the keys as an array. \nExample: _keys = _myDictionary call Dictionary_fnc_keys;"; }; class values { description = "Returns the values as an array. \nExample: _values = _myDictionary call Dictionary_fnc_values;"; }; }; }; // Call VAS #include "VAS\cfgfunctions.hpp" };
  10. serjames

    East Static Weapons Pack

    Cheers Reyhard !
  11. serjames

    East Static Weapons Pack

    Great job, looking forward to getting blown out of the sky sometime soon... As I'm a complete numpty what is needed to get Aggressors working with the pack on a dedicated. Would we need to distribute your fix to the Server and all clients as a standalone mod ? Thanks SJ
  12. serjames

    L85A2 Release

    Sounds great Kiory, you set a high standard, so I'm excited to see what you come up with ! SJ
  13. serjames

    L85A2 Release

    Arty would be very cool. Combining that with a sling mod for Chopper insert. Or a Tow mod for dragging behind a truck - and there's a nice little operation that can be run. Kiory, had you thought about the interface ? We've got some Arty nerds who are desperate to get away from the "point and click" Artillery computer interface that A3 uses... However I suspect that's an entire OTHER ball game regards coding. SJ
  14. I think you've got it in one; and have re-phrased exactly what GDSN is refering to. We're bloody grateful for all the hard work modders put into their mods, it gives mission builders like me the incentive to keep playing and adding lovely new Toys to shoot and blow up.. I'll settle for lots of mods... but would be OVERJOYED to see them combined and refined as part of CUP.. SJ
  15. serjames

    =BTC= weapons A2

    Good work Giallustio - as you've left it open, had you considered contributing it to the CUP ? Community Upgrade Project ? http://forums.bistudio.com/showthread.php?169933-Community-Upgrade-Project Would be good to see someone of your skills showing the way forward.
  16. serjames

    EricJ Release thread

    But Eric that's a vanilla weapon right ? The problem with your pack is that it blocks OTHER modded weapons, UNLESS they too are running your pack. I.e. RHammer or Massis ? Can anyone else confirm a fix - with mixed packs ? SJ
  17. We too have seen some odd arty results. Direct HE fire is approximately within the "Cross-Hairs" on the Fire control map. You can see the cross gets bigger the further away from the gun the target is (is that my imagination ?) We get four options on the combat support panel, Smoke, He, Illum and a fourth I cannot remember at work, but I assumed was guided. This fourth example can be, as the other attest more than 500 m off target (we play on Takistan) ? SJ
  18. serjames

    Arma3 - AGGRESSORS

    Just edit the mission file in Notepad++ to remove any dependancies then load up in the editor. You could always try and just do a find and replace on the unit that is bugged and replace with say a Blufor unit classname you would easily spot on the map, go in to the editor, and remove. Simples SJ
  19. serjames

    A-10C for Arma 3

    Has anyone else got this to re-spawn on a dedicated mission using the BIS Re-spawn module ? I knew the F18 was broken, but with pubbies leaving burning A-10 wreaks all over the deserts of Takistan, it would be good to get them to re-spawn. If not, does anyone have a configurable re-spawn script that would be a good stand in ? Cheers SJ
  20. That would be useful - our insurgency server can take quite some time to get up and fully synced. Perhaps you could add another function to the admin module "display hint when OPCOM fully Initialised" SJ
  21. Good idea ! Added later ... I like the menu; great to be able to configure the mod, however you didn't add an option to turn the hexigons off ? SJ
  22. In many ways the new AiA standalone from KJU coursehttp://forums.bistudio.com/showthread.php?174016-All-in-Arma-Standalone-(AiA-SA)-A1-A2-OA-content-in-A3 would be a huge step forward - however they're not of course full ports. SJ
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