Jump to content

ElectroEsper

Member
  • Content Count

    50
  • Joined

  • Last visited

  • Medals

Everything posted by ElectroEsper

  1. For what it is worth, went on the wayback machine and found this : https://web.archive.org/web/20200605050413/https://github.com/BrightCandle/cf_bai/releases Version 2 alpha4
  2. ElectroEsper

    Zombies & Demons 5.0

    Having a bit of an issue here. For the record, only using this mod and nothing else. Zombies are not reacting to gunfire, only line of sight or to being shot at. Tried to spawn them thru both a script and the spawner, and no difference. Also tried by script in a last ditch attempts to give them terminator level spotting and hearing, yet nothing new, still not triggered by audible gunshot. Any clue? Using the workshop version. Thanks.
  3. ElectroEsper

    RHS Escalation (AFRF and USAF)

    Got an issue here and I wonder if it is something reported or not (search gives no result on my end). Trying to use the MCLOS and SACLOS (mainly the 9m120) with the Mi-24, and they just don't track where the gunner looks at. Not sure if I'm missing something on their use, but they just go and fly straight ahead. Thanks in advance. Edit : Did more investigation, seems to not be related to RHS, looking into which of my mods does it :/ Edit2 : Seems to related to using it as Zeus take control... For some reason...
  4. ElectroEsper

    RHS Escalation (AFRF and USAF)

    Alright, makes sense. Thanks for the answer.
  5. ElectroEsper

    RHS Escalation (AFRF and USAF)

    Something I wondered while trying to do CAS at night with the Mi-8. Is there any particular reason that there is a lack of illumination/marking ammunitions such as the SAB-100, S-8 TsM, S-8 O, etc for the aircrafts? Note : Thanks for the great mod. Keep up the great work!
  6. ElectroEsper

    Enhanced Movement

    One of my mate (funny thing he happens to be a Q&A Tester) found a bug he could replicate. If your jump/climb key is "space" and you do not remove "space" as your default action key, then getting in a car using "space" will bug EM and it will stop to work mid mission.
  7. ElectroEsper

    Arma 3 too small for fixed wing

    I wouldn't mind giving up a bit of graphical fidelity for something like that!
  8. ElectroEsper

    Zombies & Demons 5.0

    The Zombie hive mind! And I though things couldn't get worst xD In the mean time I'll see if I can get HETMAN to control those flesh eating maniacs :P
  9. Let's say that it is quite an annoying issue... We had two crashes today. Every time the server crash for being Out of Memory which is something that never happened before. All see in before the server dies is this : 2015/12/13, 18:37:52 Small mapped regions: 24, size 106496 B 2015/12/13, 18:37:52 VM busy 4178153472 B (reserved 177917952 B, committed 4000235520 B, mapped 43843584 B), free 116682752 B 2015/12/13, 18:37:52 Longest free VM region: 4165632 B 2015/12/13, 18:37:52 Process page file used 3726 MB (3907805184 B) 2015/12/13, 18:37:52 Process working set 3464 MB (3632349184 B) 2015/12/13, 18:37:52 Page file free 9089 MB (9530925056 B) 2015/12/13, 18:37:52 Physical memory free 3517 MB (3688329216 B) 2015/12/13, 18:37:52 Virtual memory free 127 MB (133992448 B) 2015/12/13, 18:37:52 Virtual memory total 4095 MB (4294836224 B)
  10. You need to make a version that uses CAS.
  11. Hi! I wondered if someone was working on the CfgGroup for your units. Just asking because I saw that only "Infantry" had groups defined. That being said, if no one is working on it I'm proposing myself to do it :) In any case, great addon! Keep up the great work!
  12. ElectroEsper

    HueyPack

    Definitely second that!
  13. ElectroEsper

    HETMAN - Artificial Leader

    Thanks. Also figure one of the factors leading to the problem... I think. Not enough spacing between vehicles. For some reason that messes the thing up, not sure why... Thanks a bunch for helping me out, I also learned quite a few about HETMAN :)
  14. Is there a reason to it?
  15. Question, is there reported problem where units do not unchached under the default distance? I had report of units appearing out of thin air in front of players. I am using default settings and Headless client.
  16. ElectroEsper

    HETMAN - Artificial Leader

    Ok, went and tried many variation of grouping, vehicles, init.sqf cfg, with/without BB and etc. HETMAN still ignores the transport helicopters (tried Vanilla ones, RHS ones, and from other packs, empty, crewed, empty but crewed by script), and instead it sends the infantry on a 6Km+ walk... And the helicopter by themselves even... Is this intended? (Highly doubt it) Any leads? Edit : As I wrote this, some helicopter got used... Tho it is highly inconsistent as some helicopter with the same "setup" of grouping and such were sent empty to the field for the pilot to dismount on arrival :huh: Edit 2: Ok, got get HETMAN make use of those helicopter (somehow), -If I set the helicopter solo in his own group, it's never transporting anyone, and receive Air Attack orders (HETMAN seems to use it as a combat helicopter/ When it doesn't, the pilot dismount of arrival). -If the helicopter his part of the group, its transporting its unit, but the pilot dismount with the infantry (?!?!?!) -If the helicopter is empty, the infantry ignores it and go for a 6Km walk... (Note that there is no other empty vehicles beside those helicopter for about 10Km away) Edit: 3: -If the helicopter is crewed by default (not empty one crewed by script) then it is being use as it should. I think that the problem seems to be linked to the fact that I crew my helicopters using scripts (by crewed I mean the pilot). Not sure if it is the reason, but this looks like a lead at least. I'm gonna stop now, the game keeps contradicting my words every time... :wacko: I think I'm getting Arma'ed big time... <_<
  17. ElectroEsper

    HETMAN - Artificial Leader

    Understood, I'll test this and update on the situation afterward.
  18. ElectroEsper

    HETMAN - Artificial Leader

    Would the potential lack of LZ make so it do not use those? I'm using FSF's N'Ziwasogo, so lots of Jungle and urban. The thing is that the infantry has helicopter part of its group, so no need to find one, more surprising, when they are sent in defensive mission, every group is scrambled to the task. Yet in attack only the attack helicopters. Then here is a new question. Is it better to have helicopter being independent groups from the infantry?
  19. ElectroEsper

    HETMAN - Artificial Leader

    Thanks. Something, could it be hetman is having problem with air cav type forces? Basically only infantry and helicopters, hetman don't use them on attack, even after 1 hour of 4x acceleration(exception for combat helicopter).
  20. ElectroEsper

    HETMAN - Artificial Leader

    Is there a way to make Custom Objective pre-owned by Big Boss? I use this this setVariable ["AreaValue",(positive integer)]; but it shows un-owned.
  21. Hi, ok, simply said, I'm working on a "Casualty Counters". Without further due, here is the scripts that make it. Init.sqf apcLosesRU = 0; // rhs_vehclass_apc apcLosesListRU = []; ifvLosesRU = 0; // rhs_vehclass_ifv ifvLosesListRU = []; carLosesRU = 0; // rhs_vehclass_car carLosesListRU = []; truckLosesRU = 0; // rhs_vehclass_truck - RHS_BM21_MSV_01 truckLosesListRU = []; tankLosesRU = 0; // rhs_vehclass_tank tankLosesListRU = []; artilleryLosesRU = 0; // rhs_vehclass_artillery + RHS_BM21_MSV_01 artilleryLosesListRU = []; infantryLosesRU = 0; // man (east) staticLosesRU = 0; // StaticWeapon (east) staticLosesListRU = []; planeLosesRU = 0; // rhs_vehclass_aircraft planeLosesListRU = []; helicopterLosesRU = 0; // rhs_vehclass_helicopter helicopterLosesListRU = []; aaaLosesRU = 0; // rhs_vehclass_aa aaaLosesListRU = []; sleep 0.1; nul = [] execVM "losesCounter\losesTrackerRU.sqf"; nul = [10] execVM "losesCounter\losesTrackerRU_Updates.sqf"; losesTrackerRU.sqf if (!isServer) exitWith {}; //category { //_unit = _this select 0; if (isPlayer _x) exitWith {}; //Checks if dead unit was a player; if it was then the script exits. if (_x isKindOf "Man") then { //Checks if the dead unit was infantry; _x addEventHandler ["killed", { infantryLosesRU = infantryLosesRU + 1; //Add +1 loses to the counter. publicVariable "infantryLosesRU"; //Broadcast the updated variable. //publicVariableServer "infantryLosesRU"; hint format ["%1",infantryLosesRU]; }]; }; if (_x isKindOf "rhs_vehclass_apc") then { //Make sure that the dead unit was a APC; if it was then it checks TRUE. _x addEventHandler ["killed", { apcLosesRU = apcLosesRU + 1; publicVariable "apcLosesRU"; //publicVariableServer "apcLosesRU"; _vehicleType = typeOf _x; //Checks what type of vehicle was killed and create a string; apcLosesListRU pushBack _vehicleType; //Add the unit to the vehicle loses array as a string. publicVariable "apcLosesListRU"; //publicVariableServer "apcLosesListRU"; }]; }; if (_x isKindOf "rhs_vehclass_ifv") then { _x addEventHandler ["killed", { ifvLosesRU = ifvLosesRU + 1; publicVariable "ifvLosesRU"; //publicVariableServer "ifvLosesRU"; _vehicleType = typeOf _x; ifvLosesListRU pushBack _vehicleType; publicVariable "ifvLosesListRU"; //publicVariableServer "ifvLosesListRU"; }]; }; if (_x isKindOf "rhs_vehclass_car") then { _x addEventHandler ["killed", { carLosesRU = carLosesRU + 1; publicVariable "carLosesRU"; //publicVariableServer "carLosesRU"; _vehicleType = typeOf _x; carLosesListRU pushBack _vehicleType; publicVariable "carLosesListRU"; //publicVariableServer "carLosesListRU"; }]; }; if ((_x isKindOf "rhs_vehclass_truck") && (!(_x isKindOf "RHS_BM21_MSV_01"))) then { //Since I want to consider the BM-21 as an artillery but is considered by the game as rhs_vehclass_truck, I have to create a double check to make sure it counted. _x addEventHandler ["killed", { truckLosesRU = truckLosesRU + 1; publicVariable "truckLosesRU"; //publicVariableServer "truckLosesRU"; _vehicleType = typeOf _x; truckLosesListRU pushBack _vehicleType; publicVariable "truckLosesListRU"; //publicVariableServer "truckLosesListRU"; }]; }; if (_x isKindOf "rhs_vehclass_tank") then { _x addEventHandler ["killed", { tankLosesRU = tankLosesRU + 1; publicVariable "tankLosesRU"; //publicVariableServer "tankLosesRU"; _vehicleType = typeOf _x; tankLosesListRU pushBack _vehicleType; publicVariable "tankLosesListRU"; //publicVariableServer "tankLosesListRU"; }]; }; if ((_x isKindOf "rhs_vehclass_artillery") or (_x isKindOf "RHS_BM21_MSV_01")) then { //Since I want to consider the BM-21 as an artillery, I have to create a double check to make sure it is counted. _x addEventHandler ["killed", { artilleryLosesRU = artilleryLosesRU + 1; publicVariable "artilleryLosesRU"; //publicVariableServer "artilleryLosesRU"; _vehicleType = typeOf _x; artilleryLosesListRU pushBack _vehicleType; publicVariable "artilleryLosesListRU"; //publicVariableServer "artilleryLosesListRU"; }]; }; if (_x isKindOf "Static") then { _x addEventHandler ["killed", { staticLosesRU = staticLosesRU + 1; publicVariable "staticLosesRU"; //publicVariableServer "staticLosesRU"; _vehicleType = typeOf _x; staticLosesListRU pushBack _vehicleType; publicVariable "staticLosesListRU"; //publicVariableServer "staticLosesListRU"; }]; }; if (_x isKindOf "rhs_vehclass_aircraft") then { _x addEventHandler ["killed", { planeLosesRU = planeLosesRU + 1; publicVariable "planeLosesRU"; //publicVariableServer "planeLosesRU"; _vehicleType = typeOf _x; planeLosesListRU pushBack _vehicleType; publicVariable "planeLosesListRU"; //publicVariableServer "planeLosesListRU"; }]; }; if (_x isKindOf "rhs_vehclass_helicopter") then { _x addEventHandler ["killed", { helicopterLosesRU = helicopterLosesRU + 1; publicVariable "helicopterLosesRU"; //publicVariableServer "helicopterLosesRU"; _vehicleType = typeOf _x; helicopterLosesListRU pushBack _vehicleType; publicVariable "helicopterLosesListRU"; //publicVariableServer "helicopterLosesListRU"; }]; }; if (_x isKindOf "rhs_vehclass_aa") then { _x addEventHandler ["killed", { aaaLosesRU = aaaLosesRU + 1; publicVariable "aaaLosesRU"; //publicVariableServer "aaaLosesRU"; _vehicleType = typeOf _x; aaaLosesListRU pushBack _vehicleType; publicVariable "aaaLosesListRU"; //publicVariableServer "aaaLosesListRU"; }]; }; }forEach allunits + vehicles; losesTrackerRU_Updates.sqf _timer = _this select 0; //In seconds while{true} do { _apcLosesRU = missionNamespace getVariable "apcLosesRU"; _apcLosesListRU = missionNamespace getVariable "apcLosesListRU"; _ifvLosesRU = missionNamespace getVariable "ifvLosesRU"; _ifvLosesListRU = missionNamespace getVariable "ifvLosesListRU"; _carLosesRU = missionNamespace getVariable "carLosesRU"; _carLosesListRU = missionNamespace getVariable "carLosesListRU"; _truckLosesRU = missionNamespace getVariable "truckLosesRU"; _truckLosesListRU = missionNamespace getVariable "truckLosesListRU"; _tankLosesRU = missionNamespace getVariable "tankLosesRU"; _tankLosesListRU = missionNamespace getVariable "tankLosesListRU"; _artilleryLosesRU = missionNamespace getVariable "artilleryLosesRU"; _artilleryLosesListRU = missionNamespace getVariable "artilleryLosesListRU"; _infantryLosesRU = missionNamespace getVariable "infantryLosesRU"; _staticLosesRU = missionNamespace getVariable "staticLosesRU"; _staticLosesListRU = missionNamespace getVariable "staticLosesListRU"; _planeLosesRU = missionNamespace getVariable "planeLosesRU"; _planeLosesListRU = missionNamespace getVariable "planeLosesListRU"; _helicopterLosesRU = missionNamespace getVariable "helicopterLosesRU"; _helicopterLosesListRU = missionNamespace getVariable "helicopterLosesListRU"; _aaaLosesRU = missionNamespace getVariable "aaaLosesRU"; _aaaLosesListRU = missionNamespace getVariable "aaaLosesListRU"; //paste the variables to .rpt (client-side) diag_log "////////////////////////////////STARTS////////////////////////////////"; diag_log format ["Lost %1 APCs",_apcLosesRU]; diag_log format ["Lost APCs List : %1",_apcLosesListRU]; diag_log format ["Lost %1 IFVs", _ifvLosesRU]; diag_log format ["Lost IFVs List : %1",_ifvLosesListRU]; diag_log format ["Lost %1 Cars", _carLosesRU]; diag_log format ["Lost Cars List : %1",_carLosesListRU]; diag_log format ["Lost %1 Trucks", _truckLosesRU]; diag_log format ["Lost Trucks List : %1",_truckLosesListRU]; diag_log format ["Lost %1 Tanks", _tankLosesRU]; diag_log format ["Lost Tanks List : %1",_tankLosesListRU]; diag_log format ["Lost %1 SPGs/MRLS", _artilleryLosesRU]; diag_log format ["Lost SPGs/MRLS List : %1",_artilleryLosesListRU]; diag_log format ["Lost %1 Men", _infantryLosesRU]; diag_log format ["Lost %1 Static Emplacements", _staticLosesRU]; diag_log format ["Lost Static Emplacements List : %1",_staticLosesListRU]; diag_log format ["Lost %1 Planes", _planeLosesRU]; diag_log format ["Lost Planes List : %1",_planeLosesListRU]; diag_log format ["Lost %1 Helicopters", _helicopterLosesRU]; diag_log format ["Lost Helicopters List : %1",_helicopterLosesListRU]; diag_log format ["Lost %1 Armored Anti-Airs", _aaaLosesRU]; diag_log format ["Lost Armored Anti-Airs List : %1",_aaaLosesListRU]; diag_log "////////////////////////////////FINISHES//////////////////////////////"; sleep _timer; }; So, what do not work, is that Vehicles are not pickup when they get killed/destroyed. Results in .rpt 21:01:11 "////////////////////////////////STARTS////////////////////////////////" 21:01:11 "Lost 0 APCs" 21:01:11 "Lost APCs List : []" 21:01:11 "Lost 0 IFVs" 21:01:11 "Lost IFVs List : []" 21:01:11 "Lost 0 Cars" 21:01:11 "Lost Cars List : []" 21:01:11 "Lost 0 Trucks" 21:01:11 "Lost Trucks List : []" 21:01:11 "Lost 0 Tanks" 21:01:11 "Lost Tanks List : []" 21:01:11 "Lost 0 SPGs/MRLS" 21:01:11 "Lost SPGs/MRLS List : []" 21:01:11 "Lost 14 Men" 21:01:11 "Lost 0 Static Emplacements" 21:01:11 "Lost Static Emplacements List : []" 21:01:11 "Lost 0 Planes" 21:01:11 "Lost Planes List : []" 21:01:11 "Lost 0 Helicopters" 21:01:11 "Lost Helicopters List : []" 21:01:11 "Lost 0 Armored Anti-Airs" 21:01:11 "Lost Armored Anti-Airs List : []" 21:01:11 "////////////////////////////////FINISHES//////////////////////////////" So, the loses detection works just great for infantry. However it do not pick-up the vehicles. Any clue? Thanks in advance!
  22. No change in results. Could it be that crewed vehicle cannot receive an event-handler? I even tested on having "Tank" as the isKindOf check reference, nothing came-up. Could it have something to do with the crew bailing out before it explodes? Ok, I can make work with what you wrote, the problem seemed to be: }forEach allunits + vehicles; When I seperate the script in "allunits" and "vehicles" part, independant of each others, it works great. Thanks for the help :) Updated losesTrackerRU.sqf if (!isServer) exitWith {}; { //_unit = _this select 0; if (isPlayer _x) exitWith {}; //Checks if dead unit was a player; if it was then the script exits. if (_x isKindOf "Man") then { //Checks if the dead unit was infantry; _x addEventHandler ["killed", { infantryLosesRU = infantryLosesRU + 1; //Add +1 loses to the counter. publicVariable "infantryLosesRU"; //Broadcast the updated variable. //publicVariableServer "infantryLosesRU"; hint format ["%1",infantryLosesRU]; }]; }; }forEach allunits; { if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_apc") then { //Make sure that the dead unit was a APC; if it was then it checks TRUE. _x addEventHandler ["killed", { apcLosesRU = apcLosesRU + 1; publicVariable "apcLosesRU"; //publicVariableServer "apcLosesRU"; _vehicleType = typeOf (_this select 0); //Checks what type of vehicle was killed and create a string; apcLosesListRU pushBack _vehicleType; //Add the unit to the vehicle loses array as a string. publicVariable "apcLosesListRU"; //publicVariableServer "apcLosesListRU"; }]; }; if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_ifv" ) then { _x addEventHandler ["killed", { ifvLosesRU = ifvLosesRU + 1; publicVariable "ifvLosesRU"; //publicVariableServer "ifvLosesRU"; _vehicleType = typeOf (_this select 0); ifvLosesListRU pushBack _vehicleType; publicVariable "ifvLosesListRU"; //publicVariableServer "ifvLosesListRU"; }]; }; if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_car") then { _x addEventHandler ["killed", { carLosesRU = carLosesRU + 1; publicVariable "carLosesRU"; //publicVariableServer "carLosesRU"; _vehicleType = typeOf (_this select 0); carLosesListRU pushBack _vehicleType; publicVariable "carLosesListRU"; //publicVariableServer "carLosesListRU"; }]; }; if (( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_truck") && (!(_x isKindOf "RHS_BM21_MSV_01"))) then { //Since I want to consider the BM-21 as an artillery but is considered by the game as rhs_vehclass_truck, I have to create a double check to make sure it counted. _x addEventHandler ["killed", { truckLosesRU = truckLosesRU + 1; publicVariable "truckLosesRU"; //publicVariableServer "truckLosesRU"; _vehicleType = typeOf (_this select 0); truckLosesListRU pushBack _vehicleType; publicVariable "truckLosesListRU"; //publicVariableServer "truckLosesListRU"; }]; }; if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_tank") then { _x addEventHandler ["killed", { tankLosesRU = tankLosesRU + 1; publicVariable "tankLosesRU"; //publicVariableServer "tankLosesRU"; _vehicleType = typeOf (_this select 0 ); tankLosesListRU pushBack _vehicleType; publicVariable "tankLosesListRU"; //publicVariableServer "tankLosesListRU"; }]; }; if (( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_artillery") or (_x isKindOf "RHS_BM21_MSV_01")) then { //Since I want to consider the BM-21 as an artillery, I have to create a double check to make sure it is counted. _x addEventHandler ["killed", { artilleryLosesRU = artilleryLosesRU + 1; publicVariable "artilleryLosesRU"; //publicVariableServer "artilleryLosesRU"; _vehicleType = typeOf (_this select 0); artilleryLosesListRU pushBack _vehicleType; publicVariable "artilleryLosesListRU"; //publicVariableServer "artilleryLosesListRU"; }]; }; if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "Static") then { _x addEventHandler ["killed", { staticLosesRU = staticLosesRU + 1; publicVariable "staticLosesRU"; //publicVariableServer "staticLosesRU"; _vehicleType = typeOf (_this select 0); staticLosesListRU pushBack _vehicleType; publicVariable "staticLosesListRU"; //publicVariableServer "staticLosesListRU"; }]; }; if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_aircraft") then { _x addEventHandler ["killed", { planeLosesRU = planeLosesRU + 1; publicVariable "planeLosesRU"; //publicVariableServer "planeLosesRU"; _vehicleType = typeOf (_this select 0); planeLosesListRU pushBack _vehicleType; publicVariable "planeLosesListRU"; //publicVariableServer "planeLosesListRU"; }]; }; if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_helicopter") then { _x addEventHandler ["killed", { helicopterLosesRU = helicopterLosesRU + 1; publicVariable "helicopterLosesRU"; //publicVariableServer "helicopterLosesRU"; _vehicleType = typeOf (_this select 0); helicopterLosesListRU pushBack _vehicleType; publicVariable "helicopterLosesListRU"; //publicVariableServer "helicopterLosesListRU"; }]; }; if ( getText ( configFile >> "CfgVehicles" >> typeOf _x >> "vehicleClass" ) isEqualTo "rhs_vehclass_aa") then { _x addEventHandler ["killed", { aaaLosesRU = aaaLosesRU + 1; publicVariable "aaaLosesRU"; //publicVariableServer "aaaLosesRU"; _vehicleType = typeOf (_this select 0); aaaLosesListRU pushBack _vehicleType; publicVariable "aaaLosesListRU"; //publicVariableServer "aaaLosesListRU"; }]; }; }forEach vehicles; Results in full glory :P 8:48:31 "////////////////////////////////STARTS////////////////////////////////" 8:48:31 "Lost 0 APCs" 8:48:31 "Lost APCs List : []" 8:48:31 "Lost 1 IFVs" 8:48:31 "Lost IFVs List : ["rhs_bmp1p_msv"]" 8:48:31 "Lost 0 Cars" 8:48:31 "Lost Cars List : []" 8:48:31 "Lost 0 Trucks" 8:48:31 "Lost Trucks List : []" 8:48:31 "Lost 1 Tanks" 8:48:31 "Lost Tanks List : ["rhs_t72bb_tv"]" 8:48:31 "Lost 1 SPGs/MRLS" 8:48:31 "Lost SPGs/MRLS List : ["RHS_BM21_VMF_01"]" 8:48:31 "Lost 24 Men" 8:48:31 "Lost 0 Static Emplacements" 8:48:31 "Lost Static Emplacements List : []" 8:48:31 "Lost 0 Planes" 8:48:31 "Lost Planes List : []" 8:48:31 "Lost 0 Helicopters" 8:48:31 "Lost Helicopters List : []" 8:48:31 "Lost 1 Armored Anti-Airs" 8:48:31 "Lost Armored Anti-Airs List : ["rhs_zsu234_aa"]" 8:48:31 "////////////////////////////////FINISHES//////////////////////////////" Thanks again!
  23. ElectroEsper

    Blastcore: Phoenix 2

    Thanks for the fix, works perfectly :D
  24. ElectroEsper

    [SP] HETMAN: War Stories

    If I may give a small suggestion. Having a Coop version of this would be wonderfull. :P
×