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FireWalker

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Everything posted by FireWalker

  1. @xxgetbuck123 And same on the dedi. Correct?
  2. I apologize for even bringing this up again, but I'm having some issues and just want to be clear for the fifth time... If I'm running @IFA3_AIO_LITE that is on the steam workshop; should the only other mod running be CUP Terrains - Core? ie, I shouldn't be running @I44_Objects, @I44_Terrains, @IFA3_Objects_LITE, @IFA3_Terrains_LITE because they are already included in @IFA3_AIO_LITE ? Or should I still be running them also? Fire
  3. FireWalker

    BIS Aircraft Carrier

    oh well, it obviously becomes a pretty real static object since it shows up on map and you can autoland on it. I'm sure if it was placed by Zeus it would break all that.
  4. FireWalker

    BIS Aircraft Carrier

    Is it place-able with Zeus?
  5. FireWalker

    BIS Aircraft Carrier

    And really, AI pathing is probably most important to me. Makes everything smoother.
  6. FireWalker

    BIS Aircraft Carrier

    Yea, its set up exclusively for aerial combat, (and some infantry insertions) which is the whole point of this dlc. Truth be told, if this thing had interiors, your frame rates would probably end up on the sea floor... Maybe after the tanks dlc we'll get a Naval Warfare dlc.. Just maybe...
  7. FireWalker

    BIS Aircraft Carrier

    It would be cool to have a full interior. I can imagine a scenario where the ship is disabled and is boarded by insurgents. Or insurgents capture the ship with hostages and the players need to gain access to the ship and recover it and the hostages. Hell, we just need more ships to mess around with. Maybe even a Carnival Cruise Lines.. Lol Would lend itself well to some CQB style combat.
  8. FireWalker

    BIS Aircraft Carrier

    Not sure, but a full underdeck hanger and a couple working elevators would be great. Probably should have a boat launch also. Its definitely a good start though, no matter what.
  9. FireWalker

    Tutorial of MP Task setup?

    This is a little dated now, but I think the basics are the same:
  10. FireWalker

    Ravage

    I think its been since 1.68 release. I have two drop down options that dont work for me. I have to manually edit them in my sqm file. I've seen gui drop down options not working mentioned in at least one other mod. Not sure why its different between users though.
  11. FireWalker

    Ravage

    Not a problem at all, just wanted to let you know that we like seeing you around!
  12. FireWalker

    Ravage

    @Gunter Severloh Why in this world are you taking a break.. "for a long break" ? Shivs just starting to get real around here. I hope its for good / important reasons and not because of some stupid nonsense. Anyway - Be safe out there. Fire
  13. FireWalker

    Ravage

    Don't forget about Haleks old trick: 1.Place a civilian and a blufor 2. then group the civilian to the blufor 3. then delete the blufor. Your civilian "becomes" blufor after that. Helps with gear / clothing.
  14. Does anyone know of a script to pickup - move - and place a crate? I'm not talking about loading into a vehicle. I mean explicitly to pick up a crate from one place and set it down in another. With or without inventory items in it. And I'm talking about crates that were placed in the editor. Any ideas? I've looked around a bit and I can only find loading into vehicles. Thanks, Fire
  15. FireWalker

    Moving Ammo Crates

    https://drive.google.com/open?id=0B1yx41tVHd9bOVFPWV9yLURac2s That should be the link to a simple mission.sqm You can pick up and place the crate on the ground. You won't be able to get the addaction to place the crate if you run up the stairs onto the military outpost. Should be same result for all buildings. You sort of have to look down on it to get the addactions to pop up. Very strange. I wonder could this be a BIS issue? Fire
  16. FireWalker

    Moving Ammo Crates

    Lol, works perfect outside though.. haha
  17. FireWalker

    Moving Ammo Crates

    Yep, I've never experienced it before. And if I have, I didn't realize it. The reason I figured it out was that I could pick the object up but as soon as I did the addaction to pickup or place was gone. I initially thought the code was messed up and cancelling the "place" addaction. So I ended up running around with it and all of a sudden I got the addaction back. And a few minutes of trial and error realized it had something to do with buildings. I'll keep digging around. I'm testing this right now with a couple mods running, so, I'm going to test it vanilla and see what the result is. Fire
  18. FireWalker

    Ravage

    Man, just remembered.. Isn't there a piece of code that can be added to a trigger or marker that will cancel random vehicle spawns and wrecks within a predetermined area? If there was, I could use an assist. Thanks, Fire
  19. FireWalker

    Moving Ammo Crates

    Ok, so as a start this works good. The code can be in the objects' init or I can put it in my initServer.sqf. Works exactly the same either way. (haven't run on server yet, just MP instance through the Eden editor) but.. The addactions don't show if I'm inside or on the roof of a building. Stranger still, I can be inside a building, but if my player unit can "see" outside and get the addaction to show, then I can place the object. (sort of like being in a doorway or the edge of the roof) The object will land on the surface as its supposed to. Really not sure where to go with this. I'm feeling like I need to add "can_collide" somewhere, but that doesn't seem right either... Fire Should probably add that the addaction issue happens after I've picked up the object. (I can pick it up inside fine, just can't place it back down inside a building)
  20. FireWalker

    Moving Ammo Crates

    Awesome, I'll dive into it tonight and see what I can put together. Thank you.
  21. FireWalker

    MP - Ravage [COOP - 6] The Escape

    That actually sounds like the mod isn't loading. Start the server and let the game and mission fully load and then read through the newest rpt file and make sure everything is loading ok.
  22. FireWalker

    Ravage

    Historically, with Ravage, the sight drifting was related to your characters health... going over 100. But that particular reason seems to have been fixed. I've not experienced it since the health issue.
  23. FireWalker

    Ravage

    Really don't know. I put literally zero thought into it. Sorry. I'll add one of one kind back and then the other kind and see if anything changes.
  24. FireWalker

    Ravage

    @ContheJon, hmmm, not sure. I don't think I had any random trader spawn. Only had a three trader bases set up. Getting rid of them didn't really affect the game play much. The players never bothered going to them.. lol
  25. FireWalker

    Ravage

    I've gotten the same error on Tanoa. I fixed it by deleting the traders I had placed on the map. Seems to have started after the last update.
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