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O.Languedoc

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Everything posted by O.Languedoc

  1. VonQuest, was your mod updated for dedicated server over the past year? Our community would love to use it.
  2. O.Languedoc

    Task Force Arrowhead Radio

    From the post on Github, all will be fixed in version 1.0
  3. Hey. I found this while browsing the web and i thought that this group might be interested in this. Its pictures from a Mi-26-28-35 factory. https://www.warhistoryonline.com/military-vehicle-news/youve-never-seen-build-mi-28ne-night-hunter-helicopter-pictures-copy.html/2
  4. When we realease the new whitelisted objects are they getting persisted?
  5. O.Languedoc

    ASR AI 3

    I think ASR is in conflict with most garrison command from other mods like ares & ace & mcc. When it starts shooting, people in buildings & guard tower are all moving around. Even the sniper on the roof.. Sometime it's hard to keep everything under control. For me it's the only anoying part of this mod. It would be great to have some basic ASR waypoints. - garrison buildings ( units get in position in the building. They aren't included in the reinforcements ) - patrol buildings ( units are moving from a building position to another position in the same building) - patrol compound (units are patrolling randomly from position in building to position in the yard and to position in near by building. - patrol ( outside ) -QRF ? Staged in a building waiting for a call or attack on the compound? In anycase when the fire fight start guard tower are staying mounted, spare units patrolling move to battle & defend the location. A module to exclude units would also be Great instead of pasting variables in every units. All synched units are excluded)
  6. O.Languedoc

    BackpackOnChest

    Do we need special backpacks for this? Didnt know you could put a backpack in backpack. Somebody needs to make a halo jump chest rig, helmet, and bag.
  7. O.Languedoc

    Operation NorthStar (ONS)

    Still Working on the CH147F https://www.facebook.com/CSORMILSIM/photos/?tab=album&album_id=1665707873727792
  8. FYI . I know its more for the ARMOR DLC but.. The new LAV6 has some crazy sensors for detecting incoming threat. If it gets marked via IR Lasers the crew knows immediatly and they know where the lasing source is. If the function is ON, the Turret can automatically rotate to face the source and aim at it ready to engage. It is also linked to a counter measure system.
  9. Done. I'll try to find the conflict
  10. OK, i'll do it. It all in spanish haha! For your information, this video is not indexed by youtube... so you wont have any bad press out of it! ;)
  11. We use a couple of mods. All the CUP packs + terrain, ALIVE, ACE, MCC, ARES, Nimitz, Mog, TaskForceRadio, VSM Gear Pack and some maps. Works well in Single Player. Here is a test from a couple minutes ago. I tried the MEGA & Armaholic version Some markings in my server's log. 22:46:01 Error: EntityAI SubSkeleton index was not initialized properly (repeated 9493x in the last 60sec) 22:46:01 name: ffaa_ar_bam_tra, shape: ffaa_ar_bam\ffaa_ar_bam_tra.p3d, index: -1, matrices: 2 21:43:41 Dimensions in class ffaa_ar_bam_m2_tripode should be an array of size 2. 21:43:42 Dimensions in class ffaa_ar_bam_mk38_tripode should be an array of size 2. 21:42:27 Error: bin\config.bin/CfgVehicles/ffaa_ar_bam_estacion/Turrets/MainTurret/: Turret gun mainGun not found while initializing the model ffaa_ar_bam\ffaa_bam_estacion.p3d 21:42:27 ffaa_ar_bam_puente: IndicatorCompass - unknown animation source direction 21:42:27 Dimensions in class ffaa_ar_bam_estacion should be an array of size 2. 21:40:20 [XEH]: ffaa_ar_bam_cargo does not support Extended Event Handlers! Addon: @FFAA MOD 21:40:20 [XEH]: FFAA_rapel does not support Extended Event Handlers! Addon: @FFAA MOD 21:40:20 [XEH]: FFAA_rapelf does not support Extended Event Handlers! Addon: @FFAA MOD
  12. Were you on a dedicated server?
  13. I am still investigating. I'll report if it persist.
  14. Is there a new function to load boats & helicopters on the bam? Is it the same process? The function seems to have changed name.
  15. I'll try to redownload....
  16. It works on single player. It's once our Dedicated Server with HC that the 2 cranes on the side can only lower the boat but not pick it up. for the cannon, what happens is when you get in the turret on he main deck and fire.... with the push back makes the cannon fall back on his side. Another shots and it rolls in the water.... I'll try to grab a vid
  17. Hi All, Tonight we made an SDV insertion. When we changed from the wetsuit & rebreather to the uniforms&vest in our backpack... we were seeing everyone naked.... But when we looked at ourself we were all dressed up correctly with vest&Uniform. Any hint? -We are on a dedicated box, with 3 Headless managed by wearthless headless client mod. -Mission created with Eden. -Main mods : ACE, MCC, TASK-FORCE, -Script : R3F & igiload. Cheers
  18. Good job! We added the BAM to our dedicated server. We found 2 little issue. Maybe you are already aware of the them. 1. We arent able to recover boats from the sides crane, we can only lower the boat from them. Back Crane works fine. 2. When you get into the big cannon in the front and you shot the cannon rolls on it side like if it wasnt attached to the boat. (lol) Cheers.
  19. O.Languedoc

    Deltas Mega Release Thread [Github]

    WOW. Thx for sharing this with them.
  20. O.Languedoc

    Deltas Mega Release Thread [Github]

    Thx for the update! Anybody found coordinates for CUP C130 already?
  21. O.Languedoc

    [R3F] Logistics

    If someone finds a way to make this work with alive persistence let us know here.
  22. O.Languedoc

    R3F_AiComTarget

    Bump . Maybe we should bring this back from the dust?
  23. O.Languedoc

    [R3F] Logistics

    On the Alive Wiki there is a code snippet that you need to add to the R3F script.... but... we didnt manage to make it work. :( ------ From Alive WIki ------- Madbull posted this useful script addition for R3F Logistics on the BI Forums. It will save the object to the database when your release a movable object with R3F. Place the Alive (Required) module as normal but name it ALiVE_SYS_LOGISTICS Then add the line in R3F_LOG\objet_deplacable\relacher.sqf at line 12: [ALiVE_SYS_LOGISTICS,"updateObject",[R3F_LOG_joueur_deplace_objet]] call ALIVE_fnc_logistics;
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