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MarcusCunningham

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Posts posted by MarcusCunningham


  1. The Basic Revive Module does just that? It gives delayed death to whoever it's enabled for with the amount of seconds set. But we're also looking into some improvements in the wound and bleed code to allow more survivability.

    With my suggestion, I was thinking something more along the lines of, no matter how much damage a unit takes, they will always pop into an unconscious state if you have the basic revive module on, therefore units will never die unless the timer of the revive module runs out.

    Or if you did something like a defibrillator, so that if a unit is dead, then you can revive them a certain time limit after they have died. I know it may not be the most realistic, but for clans who want a more relaxed system, that might be a simple addition.


  2. Just a suggestion and feedback from my unit. We love CSE and where using it, but have since moved to XMed just because it has a higher chance of survivability, making for longer last senarious and less frustrated players, would you guys be interested in adding a defibrillator kit or something of that nature to bring units back from the dead. I know it may be less realistic from a medical standpoint, but from a game play perspective, will add a whole lot more survivability and the ability for medics to revive downed players to keep the mission moving forward. Let me know what you think of this idea. Love where you guys are going, keep up the good work.


  3. Is there a community that uses CSE Medical system without any problems because currently my community is unable to use the medical system. We are having problems with dragging, carrying, and reviving. Most of it is not working and when it does, we get body duplications. We get on average around 20-30 players in a mission so if you are able to get it working with your community, could you please contact me. Thanks


  4. I'll talk to Alex, see what he thinks. I could see different approaches, from optional config entries (cse_isMedicClass=1; <- Vanilla would simply ignore it) to a config patch. It depends on what the RHS Team is comfortable with.

    From our point of view, it needs to be optional, so other total-gameplay-mods (like AGM) don't start having issues due to it.

    Yeah of course.

    Just thought for game play purposes for communities that use CSE, so medics actually play a large role.

    If I'm not correct, someone has already made a AGM optional config, or I saw something about AGM, so I was just wandering if CSE was in the works.


  5. Start with clean installation of TFAR and CBA (skip CLF for now - most of it already in TFAR).

    ---------- Post added at 07:12 ---------- Previous post was at 07:11 ----------

    Not sure, need 1st person video to check.

    ---------- Post added at 07:15 ---------- Previous post was at 07:12 ----------

    1) classes here - https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/Classes

    2) probably bug, you can try to use TF_defaultWestBackpack (https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Variables) variable intead of module.

    3) All RHS units will use RHS backpacks by default

    Yeah I'm trying to get them to use the big backpack by default, not the smaller one. Thanks will have a look at it.


  6. Yeah I would really like a save button in Zeus so you can create an awesome mission in the editor then save and export to multiplayer. Hoping someone can come up with a mod to do this without having to use MCC.


  7. Not sure if I'm blind, but I can't find the new class names for the new RHS radios that where added awhile ago? Any idea where I can get those. Thanks

    Edit:

    Found the class names but just by trial and error, anyone know where I can find them, the wiki didn't have the updated version. Thanks

    Also on another un-related note, I am using the module TFAR - Side Radio to change the LR (Backpack) Radio to the "tf_rt1523g_big_rhs" but I am getting the error in game saying

    tf_rt1523g_big_rhs is not a valid long range radio.

    which is weird because I can swear it is. I can give the radio to the player by putting

    this addBackpack "tf_rt1523g_big_rhs";

    in the init of the player, but I wanted to do it to everyone who had a LR radio.

    Any clues as to why this is happening or are the modules broken? Thanks


  8. Atleast this problem isnt unique to me, I currently have snuffed through my mods and apparently the cause of this was blastcore, once I switched it off the T 72 started reacting normally to hostiles, the problem now is that it seems to work only on Altis, all other maps from, lets say, A3MP or even stratis still have the issue of it not engaging armour, if you want to recreate the problem, you should get blastcore and some non-vanilla map and see if the T 72's dont engage, I have also tried in 2D editor and the problem persisted (On a sidenote I really do not want to get rid of blastcore, the game just does not seem as atmospheric without it to me anymore). my thanks for trying to help.

    Alright well that is really strange. For me, if you want to recreate my problem, just run with the two RHS mods, then place a character down with Zeus, then place down a Bradley or something, and a BMP and the BMP wont return fire, but the Bradley will start firing. But then if you place both down in the normal editor then they both fire at each other which is very strange. Let me know if you can recreate this because I'm thinking it might just be me for some reason.


  9. Been waiting for this a while and its finaly here. The only glitch that is getting on my nerves is the fact that for some reason the T 72's refuse to fire at anything unless it is staring them right in the face and even then they sometimes do not, they even ignore my commands to attack, all it does is just drive around with its turret facing the way it started the mission with, anyone had the same issue? I think it might be because of the way the commander position works in the tanks now, the AI really seems to hate RHS tanks :D. Any help would be appreciated.

    I actually had that same issue, and it was with some of the BMP's aswell. I was just running with the two RHS mods, but the only time they weren't engaging was if I placed them down with Zeus. If I placed them down in the normal 2D editor, they worked fine. Not sure if that's and RHS problem or something with Zeus.

    Let me know if you need more information, will try to recreate.


  10. Requesting a config to add RHS to Western and INDFOR factions for missionmakers who wish to make use of different scenarios. E.g. Russians vs Russians and being compatible with certain modules such as ALiVE.

    Yeah I would like one of those aswell, if anyone gets the chance.

    Also would we be able to get a config for CAF so they can use RHS weapons? I heard the dev's had one, would you guys mind releasing it?


  11. I know this is extreme nit-picking, but when wearing the US vests, your shoulders look quite large and out of proportion, not sure if that's just me or is anyone else seeing that.

    Besides that and custom sounds which you guys said you where working on, I have no other comments besides amazing work and hope there is even more awesomeness to come in the future.

    Congrats and best of luck on MANW.


  12. After seeing these screenshots, my concern is performance.

    How is the performance because with all of those objects and foliage placed down permanently on the map, wouldn't that decrease performance significantly?

    Besides that, the map is looking amazing, really looking forward to getting my hands on X-Cam.

    Also did you enter this in the MANW contest because I didn't see it, and if you did I would love to vote for you.

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