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serjames

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Everything posted by serjames

  1. TPW good to see you're trying it out... Lots of people often ask about the compatibility between your excellent scripts and bCombat - be interesting to see what works with what. If I could point you to this thread... And Fabrizio too... http://forums.bistudio.com/showthread.php?173430-MP-AI-Enhancement-Mods-(overview-list) it's a discussion on what AI mods are out there and their compatibility etc. SJ
  2. Steeo3 just build your gamemode and ensure that players need to run the A3MP pack to get the map - simples. If your mod is simply based on a map... then that's what ALDRIC designed it for. What he almost certainly doesn't want is for you to package the map as part of your mod. But you don't really need to do that. Reading between the lines here perhaps you've been asking the wrong questions ? I know your project is secret squirrel, but perhaps if you allowed us a little more information we could clarify what you need to get it to work and without stepping on other's toes SJ
  3. serjames

    ASR AI 3

    Now for that you need Robalo... I have run them in the past and didn't notice any issues and indeed we're running bCombat with it on our dedicated, but I cannot tell you what might be going wrong that I cannot see. SJ
  4. serjames

    ASR AI 3

    I read that before it was edited, has massi updated class names too... ahhh frustrating !!
  5. serjames

    ASR AI 3

    Hmm, that's really a way of applying a Master Co-efficient or weighting factor to the group. (it works don't get me wrong) it just doesn't give you the individual detail that dropping the class names will i.e. using your version all Aggressor units, regardless of class will be 90% as "good" as a generic class. Whilse Blufor would be 110% as good. What about individual units within the group i.e. squad leaders would be better surely than riflemen, and Snipers probably have a better spot and aim ability. That's why I would recommend using the classnames as so..
  6. Nick i think it's possible a mod load order or a Game issue. Are you playing on Stable? Are you running CBA, latest version ? Is CBA loaded up BEFORE your other mods? Have you DOUBLE checked your A3 install is not corrupted ? I have only seen this before when the load order was wrong or I was in Dev build/trying to use a DEV build ONLY mod in stable etc. We're all running those mods on our server and it's A ok.
  7. serjames

    ASR AI 3

    Chondo, as above check the SECOND version that i posted. that show's how it's done. However I have the DR irregulars in there in their old class format so i'm hoping Oktyabr will be posting a Version II any minute. It's easy when you see how - Robalo perhaps you could edit your original file to show this a little more clearly or indeed add a // out demo of a range ? SJ
  8. serjames

    EricJ Release thread

    Nah... With both of us running your mod, with the tweaked config we can hear each other and ALL the mods perfectly. If someone NOT running you pack fires an RH or a massi weapon. neither of us see or hear any firing ????? !??? GDSN thinks he's spotted it again. As with the revised version we CAN hear full auto but not semi... He's going to try and re-build an example congfig for you to look at hopefully should be clearer. Jamie will get it working... Wait one SJ
  9. serjames

    EricJ Release thread

    we're just double checking.. I think it works... 2 secs
  10. serjames

    ASR AI 3

    Ahhh good spot, could you correct and re-post back ? No this doesn't go in the mission. This is the asr_ai3_settings.hpp file which goes in your/server userconfig ASR_AI3 folder.
  11. serjames

    EricJ Release thread

    yep we're 99% sure that's it... I say we, that's Clever Clogs GDSN.... I mean not me. I couldn't script my way out of the bath....
  12. Yep, you're right. I believe Massi might have changed something or did JSRS create a sound file for the pack in his recent 2.1 ? Or more likely 1.1 hotfix broke it :) lol RH's mag loads have always been WMD's but the Massi ones were quiet before the changes SJ
  13. serjames

    EricJ Release thread

    EricJ are you overwriting the Base rifle_base_F config ? class CfgWeapons { class Default; // External class reference class UGL_F; // External class reference class Rifle; // External class reference class Rifle_Base_F : Rifle { class WeaponSlotsInfo; // External class reference }; This is probably what's causing it... btw it was GDSN who spotted it not me... Apparently "you should probably do an external class reference to rifle_base_f..." lol I hope that makes sense
  14. serjames

    ASR AI 3

    Check the version I posted... most mods are already included And for those people asking about bCombat. Yes it works SJ
  15. ARJay, can't remember... is it possible to dynamically spawn an Objective, say we had a blufor tank destroyed, run a script to call a Game logic/objective down on that location to get Blufor to rush to protect it ? SJ
  16. Ah, ok thanks X39. Actually I did read something on the dev blog about fire damage model I think.. interesting. Oh well our colleagues will need to suffer their fiery fate until we can get close enough to heal them SJ
  17. serjames

    EricJ Release thread

    Sorry - didn't fix it :/ No idea what it could be, is it possible you are somehow overwriting the sound names for firing weapons ? i.e. did you create a custom name for your sounds ? (p.s. I HAVE NO CLUE what a weapon config looks like so if this has no relevance ignore me...) SJ
  18. http://forums.bistudio.com/showthread.php?173515-Asr-ai-3 I thought I'd get the ball rolling and post my setting here, but will re-direct them to the proper post SJ
  19. serjames

    ASR AI 3

    Great to see this "official" Thanks Robalo.. your biggest fan probably :) Here's the config we use with individual units configured SJ
  20. serjames

    Sangin WIP

    Looking great, can't wait to line the roads with IEDs and fill the streets with Aggressors SJ
  21. Hoping that people will share these kinds of things more as they don't come pre-configured - someone shared theirs with me and just passing it on (improved of course ;-P)
  22. serjames

    EricJ Release thread

    No need to apologise mate... I know you've been working on it. I can shoot standard weapons with the mod running and hear those sounds, so no problems there. I think somehow comparing your weapons configs with say another pack like RH's might be the way forward ? Not sure if that breaches any ip issues, hence the suggestion to ask them. Anyway it's not urgent as we have guns we can use, I just really wanted to add your pack to out list of options. SJ
  23. serjames

    EricJ Release thread

    I do recall mentioning it before so thanks for your continuing efforts to track it down. Yep confimed still breaks other weapons packs, Massis, Robert Hammers etc etc. Even with the Optional JSRS sounds. Would it be an idea to liaise with someone like RH to compare weapons configs ? Or even to contact LordJarhead to see if he can suggest where it conflicts ? SJ *sorry to be the bearer of bad news but I'm desperate to try and get the L115 etc working as a clan Sniper weapon and at the moment it's just "no-go"*
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