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[styr]killswitch

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Everything posted by [styr]killswitch

  1. [styr]killswitch

    Vcom AI V2.0 - AI Overhaul

    awesome mod, but I got some problems while using Psycho's revive script (A3 wounding syystem) - while in revive state, my AI group members will start to move and crawl away - I disabled Vcom waypoints in the unit inits and the Vcom wounding in the missions init, but the problem seems to remain- anybody has the same issues or a solution? greez :)
  2. [styr]killswitch

    [OPEN BETA] [SP] bCombat infantry AI Mod

    the focus is SP at the moment as far as i know ! i personally couldnt get it running on dedicated, but I think there are several people who did- it should theoretically work as long as you only run it serverside and not on the clients (thats how fab explained it)
  3. You got pm! kernöl vuigas!
  4. guys I'm still experiencing problems with an stuck OPCOM ("maximum duration exceeded etc etc"). Since I've checked everything from missiondesign (I've already set a low amount of profiles/objectives) to mods, and due to the fact that it often occurs on certain times of the day, and sometimes not at all, I'm quite sure that it is a problem of my rented dedicated server (provider), which might be overchallenged in the gaming rush hours. So could you possibly tell me what part of the hardware is most important for these calculations, so in case of changing the server I would know which specifications to pay attention to! Thanks :)
  5. [styr]killswitch

    F/a-18x black wasp

    as usual: awesome work guys! this plane fits the setting so perfectly! short question though: have you thought about implementing Xendance's CCIP system (http://forums.bistudio.com/showthread.php?179025-CCIP-script-for-aircrafts)?
  6. [styr]killswitch

    ASR AI 3

    yes this mod i use has glasses that also have an "integrated" NVG-function^^... i dont use it but the glasses were removed... but it seems my userconfig wasnt updated correctly, now I have got the option to turn it off, i'm sorry! greets
  7. [styr]killswitch

    ASR AI 3

    is there a possibility to turn off the NVG-store-in-inventory feature? cause it is a little bit of a problem when using unit-mods that use the NVG slots for other items, which then are removed too i think^^
  8. [styr]killswitch

    TRYK's Multi-Play Uniforms

    very nice :)
  9. [styr]killswitch

    [OPEN BETA] [SP] bCombat infantry AI Mod

    Which errors occur when having clients also use it with player led AI?
  10. aaaand voted! very nice guys :D
  11. [styr]killswitch

    A3 Wounding System (AIS by Psycho)

    i think description.ext should look like this: #include "VAS\menu.hpp" class RscTitles { #include "ais_injury\dialogs\rscTitlesAIS.hpp" }; class CfgFunctions { #include "VAS\cfgfunctions.hpp" #include "ais_injury\cfgFunctionsAIS.hpp" };
  12. Though I understand that you dont like it, I cant say that it is unecessary - it is some kind of advertisment for the mod and its team. I dont pay for the mod, though it is a monstrous project these guys are realising, not to think of the hours of user support in this forum. So why dont let them implement their logo on the splash screen? Also I think other mod splashscreens wouldnt be a problem, cause only one splash screen can be shown at a time? (Correct me if I'm wrong)
  13. I've also always wondered why a splashscreen is bothering people? whats the reason behind this? (not kidding you, i'm really interested)
  14. I will examine it further and let you know about any usefull results! Kernige Grüße!
  15. i would absolutely not bet on it but it seems somehow that my erlier reported problem of not moving profiles/stuck opcom on dedicated server has something to do with a chosen memory allocator... is something like this possible?
  16. [styr]killswitch

    RH M4/M16 pack

    I agree... might not be as american as an M16 or M4, but it is designed based on those and also used by the U.S. ... From my point of view making a seperate pack clearly isnt worth the effort, since the loss of authenticity is absolutely negligible...
  17. [styr]killswitch

    Jagdkommando Austria Version 0.1 - Retexture Pack

    net schlecht ;) / very nice ;)!
  18. [styr]killswitch

    TRYK's Multi-Play Uniforms

    When I got some time left I can copy some error logs from my server .rpt and send it to you, maybe you can get an idea of what those errors are about ... maybe they only appear when the mod is used on a server ...
  19. [styr]killswitch

    TRYK's Multi-Play Uniforms

    awesome :)
  20. [styr]killswitch

    revive guaranty?

    Hey! I was wondering if someone is sharing my problem of a missing 100% revive solution, means the current revive scripts that work with AI do not have a a 100% revive chance, since units (also players) may die while waiting for revive. Of course such a thing isnt quite realistic, but especially when playing with AI i have no use for a respawning unit! And in the case respawn is the only currently possible solution, is it possible for the AI unit to somehow keep their gear setup after respawn? (I use custom "dressed" AI units for my squad) Thanks for any advice!
  21. [styr]killswitch

    revive guaranty?

    yes there must be some problem, otherwise it would have been fixed/changed i guess... and unfortunately are scripts, that do have a functioning revive chance like for example Farooqs' not compatible with Ai in multiplayer ^^ I just hoped someone had a solution for that, but it doesnt seem like at the moment :/
  22. [styr]killswitch

    TRYK's Multi-Play Uniforms

    yes that is the file! i looked through the rpt of my dedicated server and saw that while trying on different items in the arsenal, some of them produce a lot of entrys (for example one med-backpack i think) it is not a big problem for me, because i can disable the rpt logging, but it might be for others so i just wanted to let you know :)
  23. [styr]killswitch

    TRYK's Multi-Play Uniforms

    hey teriyaki! I love your mod and the many uniform variations! Also the delta helmets and accessoires are great! Big thanks! But @Soju is right the mod causes really a huge amount of .rpt error logs! Maybe someone can help you to have a look at it - if not you can send me a pm, maybe I can at least help you to find the .rpt file! Greets
  24. I also had/have this issue ... check the OPCOM commands in the rpt-file (I think debug must be enabled in the module). In my case something seems to get the opcom stuck after a while - i think it improved after I lowered the count of objectives in the placement modules, but since I have little to no knowledge in this matter its not more than a guess^^
  25. haha servas! Hab ja ka Ahnung ghabt dass sich im Alive-Team Österreicher a verstecken! Da kann i endlich wem auf Österreichisch gratulieren zu der wöltgeilen Mod! Danke fürs Nachschaun jedenfalls! ;) Lg aus da Steiermark Others: Pls forgive me too, austrian slang party is over now ;)
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