R-o-x
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Everything posted by R-o-x
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KetsuCorp: General Equipment Addon Release (GEAR)
R-o-x replied to ketsucorp's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Mattastic is correct. When using the scuba uniform, its like he's swimming without fins. Compare it to the Survival Fatigues and you will see. -
ALiVE - Advanced Light Infantry Virtual Environment
R-o-x replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any word on Kunduz, Afghanistan working with ALiVE? -
Kunduz, Afghanistan [10km] v1.20
R-o-x replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Now we just need ALiVE to make this work -
"Fixed" Arsenal - an Arsenal-improving workaround
R-o-x replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update! -
FatTrack - GPS positioning system
R-o-x replied to fett_li's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So can you set more then 1 MIO? So like Recon units, Snipers and Commanders? Or is it just one guy per game? -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
R-o-x replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Am I correct in saying that the Respawn parameter just stops people from using the respawn button when they press Esc. It dose not affect respawn = 3 or any other respawn type? 1.2 Thank you!!!!!!!!! Some of our guys were asking if it would be possible to make it so when you use the map light, it illuminates the player slightly with a red glow. -
Tested it today with 20 players at the 2nd MEF on Isla Duala with LOP_AFR - African Militia & LOP_AFR_civ - African civilians. As we played we came across naked enemy solders, enemy groups that would shoot/kill one of their own guys and ALiVE checkpoints unmanned with just an empty vehicle/statics. Also CQB was vary slow to spawn. << not sure if this is why No enemy vehicles spawned Tried to use the civs as bombers.. Part of our RPT I know allot of this has nothing to do with your mod. We hope this helps trying to figure out whats wrong. Thank you for this mod!
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Download link is not working?
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Little Immersion Tweaks - Spice Up Arma 3's Night Life
R-o-x replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks!!! -
"Fixed" Arsenal - an Arsenal-improving workaround
R-o-x replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, just one box with one set of restrictions. -
"Fixed" Arsenal - an Arsenal-improving workaround
R-o-x replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I went ahead and sent you a PM with all I have on serverside scripts. As for limiting, I did mean per-crate, just did not think of that. As I would just fill the crate and use it that way. Since 2.0.2, everything is working perfectly -
"Fixed" Arsenal - an Arsenal-improving workaround
R-o-x replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think it would be amazing if your mod would support having the VA script on the server side, userconfig. So that when one change is made to the script, all missions that use it will get the change. This way all our mission dev's can make missions with the same script without having to share different versions of it. We used this system for VAS and it was the best thing ever for our unit. In fact we still have that modified VAS system, we just don't use it now that VA works.. thanks to you. Oh, and maybe a way to limit the amount of any given item,mag,wep,ect. -
Little Immersion Tweaks - Spice Up Arma 3's Night Life
R-o-x replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello, ty for the mod. Would there be a chance that you could make the light a red. Light discipline is important. As shown here http://www.ndsu.edu/armyrotc/images/slider4.jpg -
"Fixed" Arsenal - an Arsenal-improving workaround
R-o-x replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ImperialAlex. Thank so much, I have been trying to move our unit from server side VAS to VA. Everything was working accept save / load. Thanks to your mod we don't have this problem, meanwhile players cant use un-whitlested gear. You are a genius! TY!!! The one and only thing that we lack now is CSE items into VA. You can save / load cse items but they just don't show up, even in vanilla. Maybe CSE's fault. But for now we can make do just using inventory. Thanks again Alex -
"Fixed" Arsenal - an Arsenal-improving workaround
R-o-x replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, Ty for your mod. Everything is working accept Pistol Attachments and Goggles, they just are not showing up at all. I made a custom script. I think i did everything right. https://www.dropbox.com/s/qfc4kb52wyk4ls1/VA_2MEF.zip?dl=0 -
cfgsurfaces soundEnviron needed
R-o-x replied to memphisbelle's topic in ARMA 2 & OA : TERRAIN - (Visitor)
Thank you!!!! -
Hey Moss, Congratulations and thank you for your release! We will be sure to test it out and give you feedback.
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did this fix the issue?
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ALiVE - Advanced Light Infantry Virtual Environment
R-o-x replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I found a bug today when trying to use the multispawn module. Its works every time for BLU_F. When I use mas_usa_mars, after the first (respawn) insertion, the chopper go's back to its insertion marker, as it should. But the next chopper dose not spawn in and respawned players get stuck on the camera once the first chopper is deleted. This can be tested but just respawning a second time right after you get out of the chopper, the camera will follow the chopper back to its insertion marker. Is this a problem with the units I'm using? -
Zodiac CRRC - Assault Boat
R-o-x replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So we are using OHally's Boats and have been since they came out, because we can take them as a backpack. If we add your mod, will the same OHally backpack turn into your modded boat? (backwards compatible?) If not, then what is the classame for your boat when its a backpack? -
[Release] Anvil Mission Editor and Framework
R-o-x replied to mecharius's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Nice, thank you!! -
[Release] Anvil Mission Editor and Framework
R-o-x replied to mecharius's topic in ARMA 3 - COMMUNITY MADE UTILITIES
So I was able to make it work with 2 triggers and 1 pre-placed AI opfor. Trigger check_1 = opfor is not detected if (triggeractivated check_1) then {}; this and server getVariable "objective_2"; Trigger check_2 = where this code would go TY!! -
[Release] Anvil Mission Editor and Framework
R-o-x replied to mecharius's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Thanks allot, I'l be playing with that today. -
[Release] Anvil Mission Editor and Framework
R-o-x replied to mecharius's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Yes please put it in if you have time. It would definitely increase the flexibility that the mission maker has. For example, on a task for "Capture" on a base/fob, once complete, initialize 3d.sqf for spawning in blufor vehicles / ammo / base defense. Even custom end task's or counterattacks become possible this way. Also I think this might have been mentioned before but is there any chance that within the main task array you could add faction number coinciding with \eos\UnitPools.sqf, for missions that host multiple factions. Inside UnitPools.sqf custom factions can be made for mixed forces. I might be missing something here but for now I have just been editing the vanilla east array (_faction==0) to get what I want. -
[Release] Anvil Mission Editor and Framework
R-o-x replied to mecharius's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hello, I love the work you have done on this project. As a mission builder I have always wanted this kind of flexibility without all the background scripting involved. I was wondering if there is a way to execute a custom SQF on task completion? if not is this something that you could add?