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markh7991

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Everything posted by markh7991

  1. rpt server: https://www.dropbox.com/s/tncr3ddblsy381b/exec_a3rus_2015-03-02_22-00-12.rpt?dl=0 rpt client https://www.dropbox.com/s/1uvkd1tei89zxim/arma3_2015-03-02_21-02-46.rpt?dl=0 All members in our GU are having the same issues. ---------- Post added at 23:08 ---------- Previous post was at 22:09 ---------- The clientside TFAR pbo's are being loaded but the server side ones arent. The @task_force_radio folder is listed in the directory though.
  2. TFAR shows in Teamspeak for us but N for connected and N for playing. Everyone's got radios in server but they don't work at all. Anyone any ideas what's up? We just moved back from ACRE 2 and ran TFAR before that with no problems pre 1.38. I've checked server start up parameters, re downloaded TFAR and uploaded to server. No joy.
  3. Ok, thanks. The logistics module works in that I can select the relevant faction vehicle and type but nothing appears i.e air drop or heli drop. I'm using RHS AFRF factions if that makes any difference. If i set the server to stay on without restarts objects and vehicles will remain in place then? I'll check my admin set up. There must be something up.
  4. I'm setting up a persistent mission for the first time and doing some testing. All my modules are set to persistent where applicable but I can figure out how to fix the following: The Player Logisitics works but when I pick a heli drop for instance of ammo nothing happens. It says its requested but that it. I hit Server Save & Exit but nothing happens. I hit Player Exit and it says saved ok. When I restart the server the vehicles I've moved around to test are back at their start points. I want it so vehicles and backpacks with content stay where they are by being saved. If my server does an auto restart I need it to save everything as is if possible. If I have an OP set up all the objects have to remain in place. Admin player controls function in editor but not on server. I was wanting to debug but its just the logisitcs and combat support options that come up due to the Player Support module. All the other modules I've used work fine. Thanks in advance :)
  5. markh7991

    RHS Escalation (AFRF and USAF)

    Smells like victory! Thanks guys!
  6. markh7991

    Bornholm, Denmark [Terrain]

    Ok, thanks. It's a pity as I like the map but it caught me out during a Zeus mission. I hope they get it sorted as you clearly put a ton of effort into it.
  7. markh7991

    RHS Escalation (AFRF and USAF)

    Removing the armour.pbo files from AGM fixed the weak armour issue from earlier. Thanks guys.
  8. markh7991

    Authentic Gameplay Modification

    So, the armour.pbo interferes with RHS armour. Just checked it after it was removed and everything is fine. Thanks guys.
  9. markh7991

    Authentic Gameplay Modification

    Ok, I'll get everyone to take the armour.pbo out.
  10. markh7991

    Authentic Gameplay Modification

    Ok, I'll try that. I was worried it would be in 'core'. ---------- Post added at 16:53 ---------- Previous post was at 16:38 ---------- Now, if I remove the armour.pbo from the server and unit members still have it client side what effect I'll this have?
  11. markh7991

    Authentic Gameplay Modification

    What pbo has to be removed to effectively switch off vehicles setting alight then exploding? I'm having issues with RHS vehicles being far too easy to kill and they're all going on fire after one round of a RPG (vs an Abrams!).
  12. markh7991

    RHS Escalation (AFRF and USAF)

    The tanks bursts into flames first then Boom! I'm using the Beta and the latest AGM. I didn't notice this effect before but we've only been engaging armour with helicopters lately. That was my first real test as I'm considering TvT stuff using RHS and we're about to go into an infantry only mission so I wanted to make sure we had good anti armour (lol) The vanilla Mi-48 AGM were one shot to kill M1's also right enough. Same effect, burn then boom.
  13. markh7991

    RHS Escalation (AFRF and USAF)

    Ok, thanks. The only thing I've changed which affects weapons is MightyGau. I'll check and let you know.
  14. markh7991

    TRYK's Multi-Play Uniforms

    Yeah thanks. The title should be in English as its a unit based in the UK lol. If I go Cyrillic nobody in the UK would join as a tiny percentage has learned Russian. However, if you want to correct my Russian to English spelling you're more than welcome to. Better PM me though :)
  15. markh7991

    RHS Escalation (AFRF and USAF)

    We don't use that many mods really. Most of them are mission creation or AI behaviour based. A video would only confirm what I've just said. I'll check with just RHS later. I take it this is not the way it's intended by your suggestion? ---------- Post added at 13:24 ---------- Previous post was at 13:21 ---------- I think I know what it is. I recently added the Might Gau mod for the A10 and noticed it it altered another mod. Ill check later.
  16. markh7991

    TRYK's Multi-Play Uniforms

    No but to be fair lots of English speaking people can't spell properly in their own language either. Google translate is as good as it gets. Besides your not using capitals :P So: Spetsgruppa
  17. markh7991

    RHS Escalation (AFRF and USAF)

    Yeah I know but the standard RPG round shouldn't one shot an Abrams. The reference to the BMP 100mm is a comparison as it's less deadly than the RPG by a lng way. For clarity: Front armour Abrams: RShG: Kill Same: RPG normal round: 2 rounds kill. Same: RPG AP: Kill T80U front: RPG normal round: kill All the one shots were cook off then boom. Massi's Strela takes 2 rounds to kill an Abrams front on.
  18. Just added this mod for our Naval Spetsnaz Combat Divers. Thanks!
  19. markh7991

    RHS Escalation (AFRF and USAF)

    I was testing RPG and disposable Russian launchers last night on the BMP 3 & Abrams. I noticed the vehicles were destroyed very easily with one or two rounds. Is this correct or should I be using Real Armour or something like that with RHS? The BMPs 100mm rounds have no effect at all. Even 8 of them.
  20. markh7991

    Bornholm, Denmark [Terrain]

    Can anyone shed any light on why RHS tanks and IFVs that are spawned onto Bornholm using Zeus or MCC are getting stuck? It's like they're stuck in a bog. I've tried altering the spawn height with Zeus but they just sink straight away revving the tits off their engines.
  21. markh7991

    RHS Escalation (AFRF and USAF)

    I read recently on Janes or similar that the Kiowa is being retired and the NG are giving their Apaches to the units to replace them There's supposedly a UAV-Apache combo in the works to provide th scouting capability.
  22. markh7991

    RHS Escalation (AFRF and USAF)

    ^ BMP's and BDMs turn insanely quick too.
  23. markh7991

    RHS Escalation (AFRF and USAF)

    No problem. Got to ask the question. Thanks.
  24. markh7991

    RHS Escalation (AFRF and USAF)

    Is there any chance of just releasing an updated version so people can download through Play With Six updater ? I'm keen to implement it on my server but my members may not want to faff about with the BETA manual install.
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