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TheConen

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Everything posted by TheConen

  1. So glad to hear that there's still being worked on this mod. I can't wait to replace RHS with this......
  2. Well, it's not a mission/mod compatibility issue that is caused and could be fixed by someone else, it's a problem with Australia itself. So the bug tracker is the perfectly right place for it.
  3. Nevermind, solved it - solution is pretty simple use group "logic" instead of "west": if (isServer) then { private "_module1"; _module1 = (createGroup logic) createUnit ["ModuleCurator_F", [0,0,0], [], 0, "NONE"]; _module1 setVariable ["showNotification", false, true]; _module1 setVariable ["birdType", "", true]; _module1 setVariable ["Owner", "YOUR_GUID_HERE", true]; _module1 setVariable ["Addons", 3, true]; _module1 setVariable ["Forced", 0, true]; };
  4. Hi, I'm working on a mod that automatically makes players Zeus based on a GUID whitelist (without the need of having the Zeus modules pre-placed in the mission). The mod works, but the players don't have the Ares modules available in Zeus. Any idea how to fix that or add the modules manually? The mod basically works like this running as a preInit function: if (isServer) then { private "_module1"; _module1 = (createGroup west) createUnit ["ModuleCurator_F", [0,0,0], [], 0, "NONE"]; _module1 setVariable ["showNotification", false, true]; _module1 setVariable ["birdType", "", true]; _module1 setVariable ["Owner", "YOUR_GUID_HERE", true]; _module1 setVariable ["Addons", 3, true]; _module1 setVariable ["Forced", 0, true]; };
  5. I can confirm this, Australia messes around with Zeus.
  6. There seems to be a problem with the newest Java Version (8u60). On a fresh ArmA3Sync install, I wasn't able to click any buttons or do anything else except closing. Installing Java 7u79 solved the problem.
  7. TheConen

    United States Air Force( 2015)

    When firing a laser-guided bomb on a locked target and you disable the laser while the bomb is flying, you get incredible lag. This doesn't happen with vanilla bombs.
  8. I'm not quite familiar with how that works with buildings, but if it does like with units, weapons etc. too, it should be possible to write a "dummy config" with all the JBAD-Buildings classnames inheriting from their equivalent vanilla counterparts (which of course should use the JBAD resources) or - what is possibly less work if the JBAD buildings already have all ressources configured which I guess they have - just let the vanilla buildings inheritate from the JBAD buildings and delete all their properties so they don't overwrite it again. Something like this: class vanillaBuilding1 { property1 = upgradedJbadResource1; property2 = upgradedJbadResource2; } class JbadBuilding1 : vanillaBuilding1 { } or the other way around: class JbadBuilding1 { property1 = upgradedJbadResource1; property2 = upgradedJbadResource2; } class vanillaBuilding1 : jbadBuilding1 { } If the JBAD pbos are splitted into config pbos and resource-Pbos, you could even just copy the config pbos from JBAD and add them to CUP - depending on how the paths to the resources are configured, you may only need to adjust those with a quick "search and replace". This way you would have covered all vanilla classnames and all JBAD classnames - maps that used JBAD Buildings standalone will work with CUP and maps that use the vanilla buildings will have the upgraded JBAD buildings.
  9. Regarding the mentioning of AiA and A3MP earlier in the thread: Please don't. As well AiA as A3MP are discontinued and none of them include JBAD Buildings, which are much better then what's included in AiA and A3MP. If you want to make the map more lightweight by reducing content that's already included in AiA or A3MP, I would focus on CUP Terrains, which will continue the work of A3MP and AiA TP (and by the looks of it, does a very good job at that and will be much better then A3MP or AiA TP, with completely overworked vegetation, full modularity etc.) and include JBAD Buildings, too.
  10. Will you integrate this into CUP terrain? http://www.armaholic.com/page.php?id=28885
  11. How does AI react on this map? Does pathfinding work? Can they see through trees (meaning is it A2 or A3 vegetation)? Seeing there is a city called "Novi Grad", I would love to see "Oxenfurt" and "Vizima", too :D.
  12. TheConen

    ASR AI 3

    Robalo, your RHS Compatibility config seems to mess around with the RHS weapons config. See here: http://feedback.rhsmods.org/view.php?id=384
  13. Is there a change you will add support for RHS mines/explosives?
  14. TheConen

    LEA - Loadout Editor for ArmA 3

    With the new RHS update, I would love to do that, too, but I'm not gonna start from scratch again - what about the update that adds the functionality to just add new content and keep existing one instead of reanalysing and overwriting everything and having to do everything from scratch again?
  15. Dude, this is awesome. Are you planning on doing a mod version as well or do you stick with script only?
  16. TheConen

    LEA - Loadout Editor for ArmA 3

    As promised, RHS AFRF: https://www.dropbox.com/s/wcs0vfzy93t98d9/RHSAFRF_0.3.5_1.lea.addon?dl=0 Probably contains mistakes (let me know if you find some), especially regarding uniform capacities, and is still missing vests (as LEA doesn't regognize them automatically) - working on that. //Edit: New Version with vests, capacities are probably not always correct: https://www.dropbox.com/s/p9ojgiyss7nnda7/RHSAFRF_0.3.5_2.lea.addon?dl=0
  17. TheConen

    Leights OPFOR Pack

    Leight, we experienced problems with your units and the CSE medic system - it just doesn't work for them. Any ideas?
  18. TheConen

    Combat Space Enhancement 0.2

    That's one hell of a response :)
  19. TheConen

    Combat Space Enhancement 0.2

    Guys, are you still there? There has been no general activity in this thread for over a week, last activity from a CSE developer here has been over three weeks ago and reports in your bugtracker are resting in piece for over a month now - with absolutely no activity at all. According to your roadmap, you are two months behind schedule. I know this is a hobby project, you are all doing this in your free time and so on, but at the moment it seems like CSE has just "gone dark", without any notice, which makes us worrying about the future of CSE.
  20. TheConen

    [COOP] Dynamic Combat Generator

    Hey SENSEII, two things: 1.) we have an issue with the VVS, after some time spawned vehicles just directly explode. 2.) I would like to preset the TFAR frequencies for the single squads - the TFAR frequencies module doesn't seem to work. Do you set them anywhere in a script?
  21. TheConen

    [COOP] Dynamic Combat Generator

    Thanks for the info - indeed the CSE PDA and tablet should be used, but for pilots this is not an option as you can't fly and have the PDA open at the same time, so for them a GPS is essential.
  22. TheConen

    [COOP] Dynamic Combat Generator

    Thanks, for the moment i just added a Virtual Arsenal to the box so players can use both. Another issue we have is that GPS doesn't seem to work - it just opens the normal map instead of the small gps. Any ideas? One more question: is there a way to limit the use of the vehicle spawner to specific players/GUIDs?
  23. TheConen

    [COOP] Dynamic Combat Generator

    Hey SENSEII, would it be possible to replace the VAS with the virtual arsenal in the next version? A lot of our players have issues with the VAS needing a very long time to load or not showing any weapons etc..
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