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thegeekdiver

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About thegeekdiver

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  1. thegeekdiver

    C.O.R.E -- Options and Ops Center

    I'll keep testing it and see what is going on with it. I know you are swamped but if you ever get a chance to touch this section and add in a disguise option that would be great. EDIT: Seems to be working some outfits seem to trigger the AI to attack. The AI does lock on to you and just keeps trying to point their weapons. Not a huge deal at least the stopped killing my soldier.
  2. thegeekdiver

    C.O.R.E -- Options and Ops Center

    Hello guys! I am trying to get the unarmed/black ops working and if i remember correctly it was: NO weapon, NO vest and it should meet the requirements. Am i missing something?
  3. thegeekdiver

    Zero Dark Zero

    *drools* Can't wait to have it all running full time on my server!
  4. thegeekdiver

    Zero Dark Zero

    So excited :-P Keep it up Von so much awesomeness! Any chance you might have the dedicated server stuff figured out by the next release?
  5. thegeekdiver

    Zero Dark Zero

    There isn't an option to do this in swc directly. You could script it to feed the flight plan at the start of the mission.
  6. thegeekdiver

    Zero Dark Zero

    Issue i have with our dedicated server is that once the script runs everything SWC is suppose to spawn doesn't. So, yeah the plane, the jumpmaster and the crate. How were you able to work around that? EDIT: Sorry i misread your post! Have you waited for the SWC modules to load fully before going to the desk? Once everything is loaded you should see You have mail: SOCOM activated in the upper right corner for a 1min or so,
  7. thegeekdiver

    Zero Dark Zero

    I can't speak for him directly but from what I can tell he is actively working on this mod. His last release was on 09/10/2015 and he is a regular on this forum.
  8. thegeekdiver

    Zero Dark Zero

    Nothing really, it is a bug right now with how the dedicated functions are called. It was working at one point but there was a change and it seemed to break the mod on dedicated servers.
  9. It's a big overhaul I am looking into modding now...it's kind of a pain though.
  10. Just did it quick and dirty there is a better way to do this but this will work for you for now: https://www.dropbox.com/s/7dhc2y25xjtuh45/SPMP_DUWSv075%28ACRE%29.Altis.pbo ACRE breaks the VAS system so i didn't put in in the armory right now.
  11. I dont have ACRE installed just yet but do you know the item IDs for the 343 by chance? I think it's ACRE_PRC343 ill see what I can do really fast for you. Just as a quick check before I add this...The radios aren't loading in the armory for you by default? UPDATE: Sorry re-read the message and installed ACRE and see what you mean.
  12. just wait/rest at a FOB/Main base it runs the clean-up script
  13. What's your computer specs? I curious if it's the ability for our computers to process the units.
  14. seems to be either zone limit or squad size limit as well... if you have a HUGE company sized unit under your direct command it will break as well. So far my tests and results: Test #1 20 Zones all other settings defaults, spawned one heli, AI shot at both the heli and my solider on foot. Test #2 All above settings the same changed start CP 60 and 19 zones. Ai again shot at my character and my heli. I did tests like this until 10 zones. All with the same outcome. I am going to continue testing with AI skill levels at different settings next. Ran the above tests with different AI settings still can't get them NOT to engage right now. My next tests will be maxing out AP and zone radius. Okay finally got a fail: 20 Zones 110 OpFor AP 2000 zone radius. Multiple fails with different levels it's all based on unit count that the pc needs to control. Computer Specs i5 i5 3770k (oc 4.5) Geforce 670 2gb 32GB Ram Arma III runs on a 120gb ssd drive. My conclusion to the engagement issue is we are pushing the arma iii engine to the limit at some point in the scripting process. It just can't take anymore and it picks what it's willing to focus on and what it decides is AI is low on the todo list of processes. Being new to the scripting side of ARMA III it's hard to say a fix but an idea off the bat would be a blufor present trigger that is 1-2km larger than the zone radius and the units will not spawn until the trigger is hit? This would just be for zones the AP units will still do their seek and destroy missions. Any thoughts? Add-on: The UAV ability would need to be tweaked on this making it an actual blufor unit that does the trigger.
  15. This works MP. Just not on a dedicated server at this point.
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