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ov3rj0rd

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Everything posted by ov3rj0rd

  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. 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
  10. 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! :)
  11. 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.
  12. Hello everyone, I recently started a project to make vehicle addons for Arma 3. More specifically, helicopters. I have found a nice model of a concept tilt rotor design called the AV-22-LSOC Ghost. It merges the deployment capabilities of tilt rotor design with the firepower of gunships. The folding wing and rotors system has been removed to save weight and increase the structural strength. We plan to make two variants, a transport variant and a gunship variant. And no textures as of yet. The Team: OV3RJ0RD - Modeling and texturing Red-Thirten - Scripting and configuration Maxjd - Audio Alex109 - Texturing http://i.imgur.com/delKmAs.png http://i.imgur.com/VNV7cqH.png http://i.imgur.com/sruLMxa.png http://i.imgur.com/lKUJwsv.png http://i.imgur.com/8Hz07F2.png Future plans: AV-22-LSOC Gunship Variant which will include: - 1x 20mm nose turret - 1x 7.62mm minigun - 1x 105mm grooved barrel howitzer - 12x Hellfire missiles - 34x Hydra 70 rockets - 2x AIM-9 missiles Animated ramp and doors Working turret and FLIR cameras Tilting rotors for helicopter/plane mode Update 10/10/2014 We are still working on this mod, however it is very slow progress. We are still trying to work the configs out. Due to very little documentation on making VTOLs in Arma, it is proving very hard for us begginers. I just want to let those that are following us know that we haven't abandoned the mod. We are just doing it in our spare time. :)
  13. 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! :)
  14. 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
  15. 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
  16. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    More progress! :) I have finished the cockpit and feel satisfied with it. I added in benches and a few fixes. I used the edge split on most of the parts there for showing off the smoothed model, thanks BusterBlader for that! Just a few more fixes to do here and there then it is off to texturing and configuration! http://i.imgur.com/YCvr81G.png (563 kB) http://i.imgur.com/IYdMHPb.png (622 kB) http://i.imgur.com/zT6o36p.png (553 kB) http://i.imgur.com/YQRgM8F.png (436 kB) http://i.imgur.com/t3ue6vf.png (546 kB)
  17. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    I will have to do that, thanks. :)
  18. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    Alright I was able to do some more work tonight. These were taken in Blender and Blenders smooth tool is a little more harsh than the in game engines smoothing. The cockpit is mostly done, just adding in 3D dashboard panels, buttons and guages. No textures as of yet. http://i.imgur.com/3DvQ01B.png (753 kB) http://i.imgur.com/csXxqww.png (646 kB) http://i.imgur.com/ANBDrkL.png (751 kB) http://i.imgur.com/IvNkvGR.png (787 kB) http://i.imgur.com/7jbkRVm.png (969 kB)
  19. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    Just a quick update, we have been working hard on the configuration and modeling. I am almost done modeling the cockpit and cabin. We are working on our own audio and just starting to look into the texturing stage. I will post pictures when I have the time today. Thanks for the support so far!
  20. ov3rj0rd

    [WIP] AV-22-LSOC Ghost

    I found this model on 3DWarehouse. We tried looking for the original author but there are quite a few different sites showing different authors. This model has already been used in Arma 1 and we are seeing many different sites that have pictures of this model and some that offer it for download. I would love to give credit for it, it is a very well done model.
  21. Very great mod, being the pilot in my unit I have convinced them to let me use this mod. However we seem to be having issues I am seeing other people are having. It appears the damage models on the aircraft seem to pick up anything inside that rotor range. A lot of the time I will be in say for example the Viper, and land somewhere in a field then the main rotor will just stop, like something ran into my rotors but nothing did. That is happening with all the helicopters. Also, I am having an issue with the Apache, targeting your own laser is very hit and miss where as the viper is instant and all the time. The LOBL and LOAL is perfect by the way. Another issue we are having is players are getting stuck inside the heli when they dismount, so to them they are out moving around but other people see them still in the pilot seat or any seat for that matter. They will be invisible and is very annoying when you land a helicopter in a field and dismount, and when an ai runs past the heli they still see you in there and will kill you. And the last issue is there is no copilot seat for the Chinook. Great overhaul and hope to see these issues fixed. Thanks, OV3RJ0RD
  22. Hello, I have been looking for a script that will reserver a slot in my mission to a GUID. I am using Zeus and need to have it restricted to a select few but I can not seem to find any recent post about it. All seem to be for Arma 2 or over 200+ days ago. I know Xeno's Domination includes it but I can not seem to find his dom mission. Thanks!
  23. ov3rj0rd

    Admin Reserved Slots

    Got it working perfectly, cheers! OV3RJ0RD
  24. ov3rj0rd

    Admin Reserved Slots

    Okay great dl'ing it now and will take a look at it. Thanks!
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