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About ov3rj0rd

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  1. ov3rj0rd

    Werthles' Headless Module

    Yes I know that.. My issue is that I AM signed in as an admin on my dedicated server but I DO NOT get the option for the debug. And even when I set the set the option to everyone it still doesn't work! In my edit I stated I found out that my dedicated server ran on my own machine shows the debug when I sign in as admin. I dont know if this is related but when I am signed in as admin on my dedicated server, normally I can edit the parameters but I cant.. So I have no clue whats going on with my rented server.. I have done all the troubleshooting I can with it. Must be an issue on their end..
  2. ov3rj0rd

    Werthles' Headless Module

    I am having an issue. I am able to see the debug action when I play with multiplayer but when I use this same mission on my dedicated server, I can not bring up the debug action. My headless client connects but how do I know if it actually working. I have tried setting the module to anyone to be able to use the debug. Myself, the server and the HC are running the addon. Anyone else having this issue? Also is there a debug menu command I can enter in to see if the HC has units under its control? EDIT: I have figured out that for what ever reason, my rented dedicated server does not show that briefing (the section where you wait for the HC's to load into). My dedicated server that I used on my own machine before the rented one shows that part and I am able to use the WHM debug action just fine. I can not figure out why it would be doing that. Any thoughts? Also to clarify, I would like to know if there is a debug console line that I can enter in while on my server to see if the HC's are even working as I can not use the debug that comes with WHM.
  3. ov3rj0rd

    Zombies & Demons 5.0

    I am having the same issue as Shurix. After recent update the zombies I place in the editor or in Zeus will react to waypoints given but when I stand right in front of them they do not move toward me and attack me. If I move right up next to them they will swing at me but wont follow, just stare at me.
  4. ov3rj0rd

    [SP/CO8] A 3 - Antistasi Altis.

    Great mission, been playing it for a couple days now with some friends and we are having a great time. I have a question however, where does the mission save the persistence? I would like to be able to make a backup of that file. Is it saved within the .pbo or externally somewhere?
  5. Great job on the mod! I am having an issue however. I have reinstalled the mod twice now, using only your mod with cba. The problem I am having (an appears only I am having this issue) is no sounds in a multiplayer match. I have created a scenario for myself. In the editor I have sounds, Everything works perfectly. But when I go to a multiplayer match I have no in game sounds. I have menu sounds and ambient sounds but no sounds for guns explosions etc. And that even includes vanilla weapons. I have tried without your mod and all sounds are fine in single and multi. I am not sure what to do as no one else seems to be having this problem..
  6. ov3rj0rd

    JSRS3: DragonFyre

    Congrats on the release! Not sure if it is me though but every explosion sounds like it is a distant explosion no matter the distance. grenades for example blow up close to the one that threw it but the sound is like a muffled explosion. I am actually re installing the mod right now but I just dont know if others are having this issue. Other than that little issue, this mod needs to be the vanilla sounds IMO. OV3RJ0RD
  7. Hey Shay and Spirit, Is it possible to add a recently new stand alone map Bornholm made by EgilSandfeld to MCC. I am trying to save a base made with MCC 3D Editor but it will not want to save correctly. I have to save to clipboard, load up Altis, paste objects in Altis then switch back over to Bornholm in the 2D Editor and try to correclty place them there and save. Also being able to generate a random mission without creating a zone would be nice too. Thanks!
  8. I have tried out what Das Attorney suggested and that works perfectly. I used "setTimeMultiplier 12;" (without quotes) on my players init which makes 24 hours, 2 hours in game. I only tried it on a hosted multiplayer however, I will try tomorrow when my dedi is back online to see if JIP works. Thanks, OV3RJ0RD
  9. Okay I will have a look at that. Ideally I would like the acceleration to be like MCC Sandbox A3 which recently implemented time acceleration which works on my dedicated server. The speeds are 1 - 12x speed acceleration, where at 12x accel, 24 hours would be 2 hours in game time and the the clouds do not move fast. OV3RJ0RD ---------- Post added at 19:23 ---------- Previous post was at 19:21 ---------- @Das Attorney - I will try that out, thanks! :)
  10. Nice work Shay and Spirit! I am liking the new update. I am part of a mil sim community and having MCC really helps, we use it in every mission. I do have a question about your time acceleration though. I am trying to find a script that is along the same lines as your acceleration for my mission. MCC's works perfectly but I need it to be part of the mission. Possibly you could share how you did this? I have been looking for other threads covering this but they are from 2007 - 2009. Thanks and keep up the great work! Edit: NVM Figured it out thanks to Das Attorney. Its "setTimeMultiplier 12;" (without quotes). I used 12 to make 24 hours into 2 hours.
  11. As title says I am looking for an up to date time acceleration script for multiplayer and has to be JIP friendly. I have been searching around but all of the threads for this are over 2000 days ago. I am assuming those must still be functional maybe? MCC sandbox A3's recent update includes time acceleration like the way I want but I would rather it be just part of the mission. Thanks, OV3RJ0RD
  12. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    Just a quick update. We are still working on the config, it has been harder than we previously thought. We now see why there aren't other tilt rotor aircraft addons XD. We are making progress but it is slow due to other comitments. I hope to get this out soon! :)
  13. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    Hey guys just a quick question. If anyone has general knowledge on configuration on a VTOL in Arma 3. We have been using the sample model for the MV22 but it is a little difficult using an Arma 2 objects config in Arma 3. Thanks, OV3RJ0RD
  14. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    Update I have finished the modeling stage! It is now going to start getting textures and configuration added! :) http://i.imgur.com/sruLMxa.png http://i.imgur.com/I1GSDSf.png http://i.imgur.com/4rZNQe2.png http://i.imgur.com/uSECcCd.png http://i.imgur.com/lKUJwsv.png http://i.imgur.com/efQTfNf.png http://i.imgur.com/KxV6yoA.png http://i.imgur.com/8Hz07F2.png