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whiztler

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  1. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    Updated to version 1.71. See OP for more information and download links. OPTIONAL OPFOR/BLUFOR MODS As off version 1.71 the Wolfpack campaign utilizes a new player loadout. Day and night missions, wet and dry missions, each have their own loadout. Like in RL, tier-1 operators each have their own loadout, including uniform, vest, backpack, primary weapon, hand weapon, etc. Mods are optional. The missions functions fully without mods. Players are equipped according to the availability of mods which are applied in the following order: 1. Red Hammer Studios (USAF) >> 3CB Factions >> Project Opfor 2. CUP (Units) >> Community Factions Project OVERRIDES To override vanilla or modded weapons (primary weapons, hand weapons) with NIArms weapons at mission start using the mission params. If both RHS and CUP mods are active and one wishes to use CUP then you can override RHS with CUP using the params at mission start. Version 1.71 - Updated: Player loadout. Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. - Updated: Full seperation mission logic from framework. - Updated: Wolfpack_Readme.pdf ReadMe document. - Updated: Applied ADF 2.16 framework. Album: https://imgur.com/a/VgBaAK1
  2. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    Updated to version 1.71. See OP for more information and download links. OPTIONAL OPFOR/BLUFOR MODS As off version 1.71 the Wolfpack campaign utilizes a new player loadout. Day and night missions, wet and dry missions, each have their own loadout. Like in RL, tier-1 operators each have their own loadout, including uniform, vest, backpack, primary weapon, hand weapon, etc. Mods are optional. The missions functions fully without mods. Players are equipped according to the availability of mods which are applied in the following order: 1. Red Hammer Studios (USAF) >> 3CB Factions >> Project Opfor 2. CUP (Units) >> Community Factions Project OVERRIDES To override vanilla or modded weapons (primary weapons, hand weapons) with NIArms weapons at mission start using the mission params. If both RHS and CUP mods are active and one wishes to use CUP then you can override RHS with CUP using the params at mission start. Version 1.71 - Updated: Player loadout. Added support for RHS/CUP/NIArms. See Wolfpack_Readme.pdf for more information. - Updated: Full seperation mission logic from framework. - Updated: Wolfpack_Readme.pdf ReadMe document. - Updated: Applied ADF 2.16 framework. Album: https://imgur.com/a/VgBaAK1
  3. whiztler

    Changing objects color/texture

    Do not put the 'global' version of the command in the init box as each connected client (server, all players) will each send the information to all connected clients causing a lot of network traffic. Use the setObjectTexture local command instead.
  4. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    Thanks LSValmont. I have stopped with developing ADF as a separate framework. To get the last version of ADF, simply download the last version of either Wolfpack or Two Sierra. I just uploaded a new version of Two Sierra which is based on ADF 2.15. Feel free to use.
  5. whiztler

    [MP CO37 Campaign] Two Sierra

    Updated to version 1.09. See OP for download information. Version 1.09 Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for BluFor & OpFor Fixed: Vehicle service points working as they should Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (Project Opfor/3CB Factions/CUP/CFP) Updated: 2sierra_readme.pdf ReadMe document. Updated: Applied ADF 2.15 framework. OPTIONAL OPFOR/BLUFOR MODS Since version 1.09, the Two Sierra campaign supports mods for BluFor and OpFor units and vehicles. The mods are optional. The campaign functions fully with just BIS Vanilla assets (plus CUP Maps). If mods are loaded on the server but you wish to play using BIS Vanilla assets only then modded gameplay can be switched off in the mission parameters at mission start. Supported Mods The optional supported mods are automatically applied when loaded by the (dedicated) server. The mods are applied in the following order: 1. Red Hammer Studios (USAF, AFRF, GREF) >> 3CB Factions >> Project Opfor 2. CUP Units/Vehicles/Weapons >> Community Factions Project The optional mods add the following functionality: Blufor: NRF NATO units loadout (uniform, weaponry, etc.) Opfor: unit loadout and vehicles. Civilians: Clothing and vehicles
  6. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    The mods are automatically used when active on the server. Mods are applied in the following order: Both "Project Opfor" and "3CB Factions" Project Opfor 3CB Factions Community Factions Project CUP If your server has both RHS/Project Opfor and CUP enabled then Wolfpack will use Project Opfor. At the moment mods cannot be manually selected/de-selected. If you want to change things around then edit "init_redress.sqf" in the scripts folder.
  7. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 1

    Updated to version 1.70. See OP for more information and download links. Additional (optional) supported mods As off version 1.70, the following optional mods are used by Wolfpack: Project Opfor / 3CB Factions / CUP / Community Factions Project. Some of these mods require other mods to function properly. The mods are used for visual aspects of Blufor and Opfor units – e.g. uniforms, vests, head gear, backpacks, etc. Weapons and vehicles are BIS Vanilla. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Changelog version 1.70: Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme. Added: Ambient animals Fixed/removed: Legacy code. Fixed: Player can no longer swap places with AI vehicle crew during exfil. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (RHS/PO/Factions/CUP/CFP) Updated: Helicopter infil day 2, 6, 8 Updated: Wolfpack_Vol_1&2.pdf ReadMe document. Updated: Applied ADF 2.14 framework.
  8. whiztler

    [MP CO15 Campaign] Wolfpack Vol. 2

    Updated to version 1.70. See OP for more information and download links. Additional (optional) supported mods As off version 1.70, the following optional mods are used by Wolfpack: Project Opfor / 3CB Factions / CUP / Community Factions Project. Some of these mods require other mods to function properly. The mods are used for visual aspects of Blufor and Opfor units – e.g. uniforms, vests, head gear, backpacks, etc. Weapons and vehicles are BIS Vanilla. It is recommended to disable all AI enhancement functionality (Vcom AI, ASR AI, bCombat, etc) on both the server and the clients. Changelog version 1.70: Added: Mod compatibility (RHS/Project Opfor/3CB Factions/CUP/CFP) for wolf & opfor. See readme. Added: Ambient animals Fixed/removed: Legacy code. Fixed: Player can no longer swap places with AI vehicle crew during exfil. Updated: Spawn on demand. Now via framework function. Updated: Dynamic civilians uses mods if available (RHS/PO/Factions/CUP/CFP) Updated: Helicopter infil day 2, 6, 8 Updated: Wolfpack_Vol_1&2.pdf ReadMe document. Updated: Applied ADF 2.14 framework.
  9. whiztler

    [MP CO37 Campaign] Two Sierra

    Updated to version 1.08. See OP for download information. Version 1.08 Fixed: Convoy’s. Attempt number 612 to fix AI convoys. Fixed: Para’s. AI para’s perform as ordered. Fixed: Mission ending day 3 & 4. Fixed: MOTS progress speed in day 4, 7 & 8. Fixed: Spelling in briefings/high command. Fixed/removed: last slithers of legacy code. Updated: Moved all mission logic to server init. HC only managed AI spawns. Updated: Further refining of mission balancer values. Updated: Most mission objects for increased performance. Updated: Applied ADF 2.13 framework. The campaign zipfile contains a '2sierra_readme.pdf' document with mission information, client/server information, training information, etc., media files and briefing files.
  10. try _victim allowSprint false; I use the following script to in SAD hunt player function: {_x allowSprint false; _x doMove _p;} forEach units _g; _g setSpeedMode "FULL";
  11. whiztler

    mission.sqm, line 0

    Just another ARMA 3 development adventure. What else would you do with all your free time ....
  12. whiztler

    mission.sqm, line 0

    Alright, so when you publish using Eden the mission works at your client but not at Tb's. Surely you both have tried a minimum/no-mods setup and TB has verified its ARMA3 installation using the Steam verify function. Folder name, when using normal alphanum chars would not cause issues. A PBO published by Haz and works at Haz and does not work at TB sounds to me either a mod issue or an Arma3 core/corrupt file issue at Tb.
  13. whiztler

    mission.sqm, line 0

    Had a similar issue a while back. Solved it by starting in the editor with a new mission and merge in the bugged mission.
  14. whiztler

    [MP CO37 Campaign] Two Sierra

    There is a regular brief. Actually it is in the style of a real-life NRF briefing. You have an brief ingin-game and a briefing documents in the archive you'll find a briefing in PDF and TXT format. Also you'll find maps of the AO, objectives, etc. The campaign zipfile download links can be found in the first post of this thread. Note that this mission cannot be playing as single player. They are intended for at least 12 players. The only reason I can think of why a server would crash is if there is a mismatch in mods on the server/clients. To test this, load the mission with just the required mods (CBA A3, CUP Terrains Core, CUP Terrains Maps).
  15. whiztler

    Inconsistent commands?

    Your group is already defined as squad1. If that was not the case then your refer to the group as "group player" or "group (driver _veh)", e.g.: {_x setUnitPos "UP"} forEach units group player; {_x setUnitPos "UP"} forEach units squad1;
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