rlex
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Posts posted by rlex
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Ok tested with this:
_intel = 0; { if (_x isKindOf "Land_Suitcase_F") then { _intel = _intel + 1; } } forEach allMissionObjects "All"; diag_log format["intel detected: %1", _intel];
...i'm not sure if this should work, but it shows 0 on dedicated server.
I'll try with debug you mentioned in previous post and see if there is anything useful in logs.
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How long does it takes to generate all intel on, say, bornholm?
Several times we checked alot of buildings and hasn't found any, feels like there wasn't any intel at all.
Of course as soon as i enable debug there is no problems with locating intel (well, since it marked anyway), and there is alot of it. Well, maybe just bad luck.
Is there any command to dump current intel (or at least scan for it and display number, so we can confirm mission started correctly?)
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Yea that was server issue. Now you need to rename everything to downcase, including pbos and folders. Previously lowercase pbos was enough. Well, at least it works now.
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There is some weird issue with all FIR* mods and linux dedicated server.Might be arma issue as well but other mods works.
Problem is here: https://imgur.com/a/O5OaP
As you can see, all FIR* mods loads with same hash, i'm pretty sure it only loads AWS and not planes (if i try to start mission with F-15 or A-10 placed it will not start mentioned missing classes)
Any ideas?
I checked files, they're correct. Tried downloading from workshop and from your direct links. No luck.
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Since 1.42, there is this error on server startup:
14:03:04 File modpack/@FFCamoPack\mod.cpp, line 12: '.overviewText': Missing ';' at the end of line14:03:04 File modpack/@FFCamoPack\mod.cpp, line 12: '.overviewText': Missing ';' at the end of lineAnd indeed, overviewText = "" missing ; at the end.Does not affect anything, anyway.Btw, can i ask for some generic textures on viper helms / uniforms?- 1
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Thank you so much for update! Bornholm is my favourite map for insurgency-styled missions.
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There is strange issue i'm facing while running recent version of CUP Terrains on server:
If i place helicopter / plane in editor, on mission start (only on dedicated server, local works fine) helis / planes will be "launched" to air (not far, like 2-3 meters), their engines will be working and they will explode short time after that.
This does not happen with local MP / editor, this doesn't happen on altis / stratis, this also only affects flying vehicles.
Tested only takistan and zargabad.
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This probably been asked before in your other threads, but 1.60 update intoduced new targeting computer on A-10.
Can you add this feature to F-15 as well?
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spotrep 00053 broke HC even more, now with 1 core assigned HC crashes.
i can confirm. With v4 perf, HC drops from server immediately.
For now i'm running stock arma3 server for HC and perf for server, at least it works.
Thanks for cpucount trick, btw.
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>Should I divide NATO and AAF fatigues into seperate downloads or leave them as part of one download?
You can always split camos to separate PBOs. As i can see, NATO camos are already in separate file.
So you can probably mention that this additional file can be removed.
Those who doesn't like increased size (really, just 100mb when everybody using mods like CUP and RHS that takes 10GB?) can always make their own "version", just like ACE with their modular system.
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same because no underground tunnel/bunker in arma3. (GBU-24 is can use BunkerBuster purpose if warhead is BLU-109)
Just for authenticity then? Someone needs to write all those bombs/missiles in your mod and "how to use them".
I'll try to do that for some of bombs but i hasn't used all of them.
P.S. F-14/15/16 do not carry dumb fire missiles? Such as hydra-70 and similar.
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What's the difference between GBU-10 and GBU-24 arma-wise? They seem to pack same payload. Wiki states that "the GBU-24 glides farther as a result of more efficient guidance technology"
Will be able to strike more distant targets?
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Really hope you can do some (maybe futuristic, something 2030-styled?) UAVs. Apex Drakon (https://forums.bistudio.com/topic/185244-apex-drakon-jet-powered-uav/) was nice, but abandoned and never worked with ACE :/
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damn, that choppers...
Firewill, is it possible to replace stock helis/A-10 with your modded stuff? Maybe with optional PBO?
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There is a large other aircraft mod out there that sports a simpler version on Perals' A10 sporting CBU's and other fun stuff. It's a modular mod so you can just cherry pick the A10 out of the mix if you dont want all the other aircraft. Just saying :)
Yea, USAF mod from Fuller is pretty decent. There is some bugs in it, but it's completely playable.
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That's true Firewill, there is a lot of A10 models for Arma 3.
I would love to see you make the A6E Intruder. Perfect Attack Aircraft for Arma. Since you made the F-14, and it's capable with the Nimitz and you have made dual cockpits, target pods and computers and custom loadout script, you are probably the most experienced and suitable person to make it, and make it great! :)
My highest wish :D
Armament:
10 2.75" Rocket Pod
10 5" Zuni Rocket Pod
28 Mk-20 Rockeye
Mk-77 Napalm
28 Mk-81 (250 lbs)
28 Mk-82 Snakeye
13 Mk-83 (1,000 lbs)
5 Mk-84 (2,000 lbs)
20 Mk-117 (750 lbs)
28 CBU-78
Do want. That will fill bomber role.
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good stuff. Just wondering - what are your next project? Do you have WIP thread so we can stalk^W follow your work?
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I surely saw it in some mission...
How i can make, say, attached arsenal to act as pure ammobox, providing player only with ammo for weapons he currently own and nothing else?
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I'm running RHS on linux server for some time (since 0.3.4 maybe) and had no issues.
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use tmux/screen with limited scrollback cache.
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Tobias, seems like BIS have different understanding what is server and client anyway...
So HC client actually starts to listen, in my case on port 2316. Here is netstat output from one of those (PID 18303 is server, PID 26188 is client):
udp 0 0 0.0.0.0:2302 0.0.0.0:* 18303/arma3server_p udp 0 0 0.0.0.0:2303 0.0.0.0:* 18303/arma3server_p udp 0 0 0.0.0.0:2304 0.0.0.0:* 18303/arma3server_p udp 0 0 0.0.0.0:2305 0.0.0.0:* 18303/arma3server_p udp 0 0 0.0.0.0:2316 0.0.0.0:* 26188/arma3server_p
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One thing i noticed is that F-15 is extremely agile for such a heavy plane, even when fully armed.
I hasn't used real one, of course, but is it actually THAT agile (probably more agile than F-16)?
It makes bombing runs a bit tricky when you use joystick, just a little pressure on roll axis and your plane doing a full barrel roll in less than a second.
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maybe you can borrow A2 A-10 model rather then using futuristic wipeout?
Just so it fits your timeline.
Or you just want to "supercharge" existing planes?
BMR Insurgency
in ARMA 3 - USER MISSIONS
Posted
Yep. #define _debug true solves problem completely. Takes some time to generate all intel, tho...
Intel detection script works as well.
I think i'll just leave intel debug on for now since it only posts to server log