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mule

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About mule

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  1. I am also experiencing this problem when running on my dedicated server, MCC 3d editor places 4 of the same object at the same time and when it is a vehicle they all explode and go flying from the collision. When I call air support it always spawns multiple planes as well, not sure if that is by design but only one actually drops bombs or shoots. Edit: Just saw that you think it is related to the login bug which I am also sort of having. I login and it brings up the login menu again... If I wait about 5 minutes suddenly I can access MCC. I think this mod is great and has immense potential, I can't wait to unlock it all, but even with these bugs I can still make a great mission with it and I like how it is more focused than Alive. Thanks for all the hard work!
  2. JW! I just launched your test version with one of the players who I know could not see the napalm before and this appears to have fixed it! Thank you! Pretty brilliant about avoiding the AI taking over, I understand why you did that now. Just curious, would forcing the AI to spawn as "Careless" Accomplish the same thing but allow the plane to be set as bluefor still? Thanks for the help with the MP issue. The Napalm works great!
  3. JW, Thanks for the reply! They were in game when I called the strike. I still want to test this on a non-mod map just to be sure and have not had a chance to do so yet. Maybe tonight I can do that. When the plane spawns it seems to spawn as a civilian side, I assume this is to prevent it from being shot down, is there a line that I could modify to make the place bluefor or redfor? Since I run coop missions it would be cool to have enemy AA try and take down the plane even if it isn't able to be killed. Still an absolutely sweet script and I'm going to be using it in a lot of my missions!
  4. JW, Awesome script, the JDAM and cluster bomb work perfectly in MP and I was able to modify it a bit for my own missions to use the JS FA-18, and the F-16, works perfectly in both cases! The only issue I have come across is that in a multiplayer mission where I am hosting the server my clients are unable to see the napalm fire effect. The bombs do damage but there is no lingering fire effect for them. I have used the GOon napalm script with my A-10's before and they were able to see that fire just fine but I can't see what could be causing the issue here, unless it is simply map related (I was using the Atlantis Map). I will try it on Stratis with a client tonight and see if it is still an issue. The JDAM's are accurate but not very powerful, with a small splash radius and most of the time hits on armor will damage but not destroy them. I tried modding in different munitions including the bombs from the A-10 in game, and some modded ones but those always miss the target as they fall at different speeds. Do you think there is any way to increase the amount of damage the standard JDAM does? All in all even without these changes the ability to call a plane and drop a bomb really makes my coop missions even better, thank you so much for the awesome script!
  5. mule

    JSRS3: DragonFyre

    Good to see you back LJ, you make the best game ever even better and that's an amazing thing :)
  6. The RHS Javelin worked in a pre-release version I was testing with the ACE3 targeting and top down attack, but in the release version it does not seem to work. the spike/Titan works as intended using the ACE3 instructions. I really like ACE3 and I love the javelin interpretation, hopefully it's a bug and will be fixed shortly!
  7. mule

    Chessmaster's Wounding System

    I have been using this mod for a while now on every mission and it is generally great. The only major issue I have come across is with the player running the server as curator the CWS never loads and that player will always be subject to the standard ARMA wounding system. For all JIP clients it loads just fine, simply nerver loads for the player who is also Zeus. Is there anything I can do to make it load for the Zeus player?
  8. Looks awesome, definitely going to try this in my next mission. One thing that I would love to see with the map flashlight though is a red light rather than bright white. I have a feeling at night in the field infantry would prefer the much harder to see at a distance red filtered light if they could for reading that map, it would REALLY up the immersion factor if this were possible!
  9. mule

    JSRS3: DragonFyre

    Right click ARMA 3 in your steam library, go to 'properties.' In properties select the "Betas" tab and in the box enter the code "Arma3Legacy138" without the quotes. Case sensitive. Click the "Check code" box then go to teh drop box just above that and select legacy 138 off the menu. Close that and let ARMA 3 "update."
  10. mule

    TF47 Launchers [WIP]

    Tonight using M3 and AT4 HP we had multiple crashes, I reworked the kits mid-mission to remove the AT-4's and nobody crashed the rest of the night. Is it possible there is still an issue with the AT4 HP specifically? M3 seems to not cause any more crashes.
  11. mule

    JSRS3: DragonFyre

    I reverted to legacy 1.38 for this and a bug involving AI skill not being able to be set...
  12. mule

    Curator Presets Mod

    I use the Unit Skills module all the time to tweak my missions and it seems like ARMA 1.40 has broken that. When I attempt to make any changes they simply reset back to whatever the starting value was. I reverted back to 1.38 (legacy) and was able to use the AI skill module again. Anyone else have a similar issue? I also think Alive mod's skill set is broken in 1.40 as well and they likely both do the same things (both adjust the same parameters).
  13. mule

    JSRS3: DragonFyre

    Update 1.40 for ARMA added their own version of sonic cracks I think, and with Dragonfyre running all my players were complaining about how terrible they sounded compared to the Dragonfyre sonic cracks. Is this something we have going on wrong or did others experience a change with 1.40? Will there be an updaste to Dragonfyre to address sound changes in 1.40? Thanks for the awesome mod!
  14. mule

    TF47 Launchers [WIP]

    Ran a mission with 1.3.5 last night, using AT4's and The M3 without scope. No crashes. will test M3 with scope next time we play. So glad this mod is working properly now, it's awesome!
  15. mule

    TF47 Launchers [WIP]

    BlackPixxel, I tested tonight with 5 players who experienced crashes in the past. Used ONLY M3 with no scope (Did not use AT4's). No crashes for anyone in 3 hours of play. Looking at my rpt I did not see any of the errors show up that I reported in my last log. The crash is either created by the M3 scope, or the AT4's. Will test only the AT4's next time we play and see.
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