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EddiePrice

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Everything posted by EddiePrice

  1. Great script package, been using this in a few missions recently. Quick question though, does or can this support several FACs per side? I tried starting the init on several units and it seemed to work, until helos started to act strangely, taking the other FACs LZs into consideration, and then sometimes helos were deleted mid flight after a different helo was deleted at the ASpad. Is there a way to make this work with other units using it as well? Also, do the planes actually get deleted like the helos do? I've seen quite a few crash close to the ASpad. :confused:
  2. EddiePrice

    Stealth Kills?

    What would be nice if the AI was realistic enough to allow you to get away with stealth kills. The number of times I've taken some one out with a head shot with a suppressed weapon from range and in the split second of him dying his mate, who's 50m from him facing away, dives to the ground like he's in contact. I don't need to see animated stealth kills as such, it just would be nice to be able to get away with using stealthier methods past the first shot fired.
  3. EddiePrice

    Task Force 86 - Dynamic SF Co-Op

    Storyline Task Force 86 continues its original, long standing storyline that drives the dynamic multiplayer campaign. The storyline, built up by the World News Network articles as well as intelligence documents, consists of dynamic plots and unpredictable twists whilst still being maintaining a high level of realism. The outcome of operations directly affect the storyline so operators at every level can influence what happens. See some recent examples of WNN and our intel files below. Click here for full size. Click here for full size. Operations TF86 continues to be deployed in a number of environments all over the world. The operations are exciting, fun and carried out with high levels of professionalism. The newest campaign, Operation Silent Harvest began recently, which incorporates a new mission type known as combat missions. Originally developed when the squad was first founded in 2009, they consist of force on force gameplay with several members roleplaying OPFOR to create a more immersive and realistic environment. It enables the missions to be even more dynamic as players can carry out tasks that AI simply cannot do and it also gives TF86 operators the chance to test their skills against a real enemy. A recent example of a combat mission saw a small team of SF conducting undercover surveillance operations in Zargabad with the intention of locating a safe house occupied and protected by human OPFOR. Once the safe house was pinpointed all other players were called in to conduct a strike operation. Selection Task Force 86 has had a recent boom of applications. Here's a review of our selection process written by one of our most recent applicants: Members The members that make up Task Force 86 are truly what makes it unique. The humour and camaraderie shared amongst players make it truly unique and combined with a professional attitude on operations, makes the squad an excellent community to be a part of. All members are treated equally and with respect as we do not enforce a rank system like many other squads. The squad is made up of serving and ex military personnel as well as people with no real life military experience at all which gives Task Force 86 a great atmosphere which emphasises on the pursuit of excellence, self-discipline, classlessness, humility and humour. If you're interested in joining TF86 or have any questions about selection, training or anything else then please visit our forums.
  4. JayArmA2lib is a requirement of ACRE hence why the game wouldn't start. Did you try running the game as administrator?
  5. EddiePrice

    Fog script

    Sorry to bring this up but I just tried this script on a dedicated server and none of the clients have the fog around them. Is this something to do with the "player" init? Is there another way to call it for MP because it doesn't seem to work. Thanks. EDIT: Disregard, managed to use the waitUntil {!isNull player} to sort some issues I was having.
  6. EddiePrice

    Task Force 86 - Dynamic SF Co-Op

    Operations Task Force 86 continues to deploy to Takistan and the surrounding regions in support of local NATO and Coalition Forces in the battle against Al Qaeda Takistan and the al-Otariki regime. Task Force 86 utilizes the latest in weapons and signal technology to properly coordinate combined arms operations to neutralize, suppress or destroy insurgent activities within the Task Forces battle space. The survivors of Operation Iron Shroud pose for a photo. The operations that are conducted generally last two to three hours time range including a pre-op brief by the TF Commander as well as an open discussion where anyone can have a say in the planning and organisation of the operation. This is followed by a brief Q and A to clear up any details. In the initial phase of the Op the Team Leaders have decisions to make concerning the equipping of their teams. Organisation Task Force 86 is organized into sub units known as Task Force Black (TFB), Task Force Green (TFG), Task Force Red (TFR) and Task Force Sierra (TFS). A CSAR team deploys into Tora Bora on Operation Remington. Task Force 86's primary Manoeuvre elements (TFB/TFG) are comprised of SBS/SAS operators (TFB), and Navy Seals/SFOD-A operators (TFG). The primary battlefield heavy weapons sub unit is composed of U.S. Army Rangers/UKSF support group (TFR). Task Force 86's Aviation unit is composed of skilled rotary winged aviators hailing from 160th SOAR-A/7 SQN (SF) RAF (JSFAW). Taking cover inside a compound in Takistan during Operation Noble Light. Each of these subunits has a specific mission on the battlefield and are equipped and trained to take on even the most versatile and cunning enemies. Addons Task Force 86 continues to create and deploy the finest addons that promote a greater sense of realism for its members. With the addition of Mando Missiles our Pilots in our Sierra Task Force can now provide Close Air Support (CAS) to our members on the ground with a greater sense of precision and ease. A TFG Operator trys out a Mk18 with M203. TF86 continues to develop custom addons for use within the squad to include weapons with the introduction of our L119A1 and Mk18 weapons packs along with the traditional ACE weapons and kit provides our Operators with the flexibility to win on the battlefield. Our units and face pack are customized for each Operator to have a distinct look to make him easily recognized while conducting operations both in close quarters and standoff ranges. The face pack is generally reserved for the more dedicated members and will be created upon the individual operator receiving a permanent call sign.   Training Task Force 86 continues to be a professional, fun and exciting gaming environment. Training and Live Fire Exercises are continuing to be held each week to keep its members up to date on modern military tactics. With many of TF86's members current or veteran military we ensure that even those without military experience can be brought up to speed on basic and advanced military tactics and procedures. A lot of the tactics used during Task Force 86 Training and Operations are taught by Special Forces trained personnel, with experience including but not limited to Close Quarters Battle, Personal Security Detail Operations, JTAC and Close Air Support Calls, Air Assault Tactics, Land, sea and air insertion methods including HALO and HAHO, and Sniper Tactics. A quick Q&A before a Tac Ex starts on Chernarus. Training missions are held at least twice a week with a great deal of variation between sessions. Everything from HVT raids, CAS ops, insertion methods, proper kit usage, assault procedures and extraction methods are covered and revisited to keep the Task Force refreshed and to train up new members. If you are interested in joining Task Force 86 or have any questions please visit our website for more information or drop us a line on the forums. Also check out some of our ingame videos.
  7. Hey guys, I know similar questions about closed doors have been asked before in several threads but I'm having a real problem with this that never seemed to be answered. I'm making a mission in the factory area north of Solnichny. I want to have a door closed on a certain building at the start of the mission. The building is ID 298046 in grid 131083. The building is a large, non enterable factory but the door I want closed is the door on a smaller shed that is attatched to the larger factory. The smaller building itself doesn't have an ID. I was wondering if anyone could help me? I'd really appriciate any ideas. Safety
  8. +1 on that, this score feature takes away from the realism this mod offers is there any way to disable it?
  9. EddiePrice

    Looking for a certain Takistan map

    Yeah that's a map I made up of the different island addons to tie them all together for a fictional storyline.
  10. EddiePrice

    ToraBora "Sandbox Edition"

    EDIT: Found an old pbo of a previous version of Tora Bora in a different mod folder. The file had been a corrupt upload and seemed to be interfering with the new version. Sorry for the wind up, thought I had looked everywhere for pbos but clearly not. Looking forward to future versions of this awesome map.
  11. EddiePrice

    ToraBora "Sandbox Edition"

    I can indeed we all had the same issue except one person who joined briefly with the earlier version, however it has been tested multiple times since then with the correct version running both client side and server side. Mission editing is fairly simple, all it takes is putting down a unit, an AI and an object and saving it as an MP mission. If needs be I can send you a test mission.
  12. EddiePrice

    ToraBora "Sandbox Edition"

    Right but neither of those use the ingame mission editor then exporting to MP do they? That's all I wanted to clarify.
  13. EddiePrice

    ToraBora "Sandbox Edition"

    But as I've said, I even made a new mission with the newest version and tested on the server by myself. Both the server and I have the same version of the island. Has anyone else actually tested this on a server? It only happens in MP on the dedicated server.
  14. EddiePrice

    ToraBora "Sandbox Edition"

    Are any of these mission types through editor placed objects though?
  15. EddiePrice

    ToraBora "Sandbox Edition"

    OK. I've tried re-saving the mission.sqm both ingame and manually and I've even tried uploading new missions to the server. I also manually updated the server with version 6 of Tora Bora to make sure it wasn't running a different version to my system. The floating objects/ai issue is still there in MP. It doesn't matter where the object is on the map it floats 4-5 feet in the air regardless of position.
  16. EddiePrice

    ToraBora "Sandbox Edition"

    Nice work on the map Chill, it's really coming along. Found a bug with version 6 in MP: Clientside version: Version 6 via SIX updater Server version: Version 6 via SIX updater I've doubled checked, reinstalled and tested several different missions with the same issue. Objects placed in the mission editor, aside from playable units, appear 5 feet in the air. Only happens in MP not in the editor.
  17. EddiePrice

    Zeus AI Combat Skills

    Hey guys nice work with this mod. I’ve noticed that in recent versions the AI have a tendency to jump in nearby vehicles (friendly or unfriendly) and drive off. Is there a way to disable this at all as sometimes it’s not quite what you want in a mission?
  18. Yeah sorry for the mixup I wanted to know if there was an "off switch" as such, rather than an "on switch". Thanks though this method works fine.
  19. Ok I'll try it out thanks SNKMAN. What I wanted to confirm was the this method doesn't require putting modules down and that putting cg, dg or sg groups in was the way to initiate the manual selection of groups that use the enhancements.
  20. SNKMAN, I'm sorry but this doesn't seem to be the case at all. I've never defined a unit or group, they all use the GL4 AI Enhancement by default. We'll carry on this conversation via PM if it's easier.
  21. Sorry SNKMAN I'll make it clear. I want it so certain units in the editor don't use the Enemy A.I. Enhancement features.
  22. I don't think you understand my question. I want certain units in the editor to not have the GL4 AI effects without using a module so the mission doesn't require GL4. I don't see how just naming a group would have this outcome?
  23. I don't follow sorry. This doesn't seem to happen when I run the game without GL4. My question still stands, can you turn off GL4 AI changes for induvidual enemy AI?
  24. I didn't mean players sorry. I meant enemy AI units. Sometimes you want the AI to stay in position for ambushes etc and disableAI "MOVE" seems to be overwritten by GL4. Is there any way to get them to stay put without using GL4 modules?
  25. SNKMAN great work on this mod. I was wondering if there's a way to disable the GL4 effects for specific units without using any modules? Thanks.
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