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FAILIX

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Everything posted by FAILIX

  1. FAILIX

    Iraqi-Syrian Conflict

    I have the same issue that the server key is no longer working.
  2. Hey guys, I would really appreciate if someone can upload or link me to a mission that has the new class/role/loadout selection (THIS) included and working. Thanks a lot in advance, Felix.
  3. FAILIX

    New Respawn Screen (dev branch)

    Hey, thank you so much. It really helped because I realized that I had this [WEST,West1] call BIS_fnc_addRespawnInventory; in my init.sqf instead of this [missionNamespace,"WEST1"] call BIS_fnc_addRespawnInventory; Thanks a ton, buddy. Now I can finally get this mission up and running as I want it to be!
  4. FAILIX

    New Respawn Screen (dev branch)

    How did you manage to have multiple loadout per class from which you can select upon respawn? I cannot get it to work. Do you mind uploading an example?
  5. FAILIX

    User Mission Request Thread

    Hi guys, does anyone of you know a mission that uses the new respawn screen introduced in 1.60 with various loadouts to select per role? I am trying to get that set up in a mission I am currently working on. But my scripting/editing knowledge is rather poor, so it would help a lot to see an example where this is working.
  6. Spyderaddons, which is designed to run with alive can do that... And lots of other cool stuff. Gesendet von meinem XT1053 mit Tapatalk
  7. I think you have to choose the commander role and then set up the permissions on the permissions menu from the scroll menu. Not totally sure where you find what, since I am not at my pc nor did I play the mission in a while. Gesendet von meinem XT1053 mit Tapatalk
  8. FAILIX

    JSRS4 - APEX 1.2

    That definitely sounds like it is the effect of ace hearing. Try to put ace earplugs in your inventory and then equip them via ace self interaction. Then take an lmg and fire a few long bursts. With earplugs put in, that sounds should not be there. With earplugs out, that sounds should be there after your soldier is exposed to very loud sounds.
  9. This makes no sense any longer since the spam above has been deleted. This escalated quickly...
  10. ^^THIS would love to have an Eastern European map with enterable buildings to setup a threeway alive mission with rhsafrf as conventional opfor and rhsgref nationalists as insurgents.
  11. Transport boats that work like a shuttle to just load troops, drive them over the pond, unload and repeat would be so much wow! Just saying ;)
  12. FAILIX

    BMR Insurgency

    Only issue I have with cup is that the quality of the weapon/vehicle models is nowhere near RHS. That's the main reason why I always try to circumvent mods that use RHS weapons. If I have to use a mod faction that uses cup weapons, I always load the NIArms weapons as well to at least have quality weapon models for the players.
  13. FAILIX

    [ALiVE, SP/COOP 1-20] Operation Prophet [Insurgency]

    That menu should open in this mission of you hit your "app"-key/right windows key .then a screen pops up where you can choose " commander actions". If you select one of those, it should be shown on that nifty tablet.
  14. FAILIX

    Iraqi-Syrian Conflict

    I would prefer this as well. The mod is awesome, but to be honest: I usually try to not use mods that use cup weapons. Rhs is so much better. I would even go so far to say it's CUP<RHS<NIArms/HLC when it comes to weapons used by factions. Even if they are only used by opfor I prefer to have the best available weapons, just for the rare cases where you're out of ammo and have to pick up one of them.
  15. FAILIX

    BMR Insurgency

    That is awesome. They will even make for a good opfor on Bornholm. I am getting slowly tired of all the middle east maps. So saint Kapaulio will be a very welcome variance. Thanks a lot for this and all your well done work with this mission!
  16. FAILIX

    BMR Insurgency

    Does this mean that 1.45 might also support RHS:GREF Nationalist faction? This would be awesome! Actually I was hoping to play this with RHS:GREF on the Saint Kapaulio terrain. Did you consider including Saint Kapaulio in the future?
  17. FAILIX

    [ALiVE, SP/COOP 1-20] Operation Prophet [Insurgency]

    Oh, didn't really figure this out. I always wondered why I sometimes have to use smoke and sometimes not ;) Good to know!
  18. FAILIX

    [ALiVE, SP/COOP 1-20] Operation Prophet [Insurgency]

    I am not sure if Heroes enabled it in this mission, but to get quickly from one location to another with your AI squad, I love to use the ALiVE transport chopper. If included, you should find it under the combat support options. You are able to call in a transport chopper and let him transport you and your squad to your chosen destination. You even have to drop smoke to confirm the LZ etc. So it's also really immersive. When enabled, ALiVE should also be able to deliver small vehicles like MRAPs to your destination via airdrop.
  19. That happens automatically when you bring them to your base. Just bring one there and see roughly 7 points getting added to the value with the blue star next to it.
  20. Hey Laxeman, that sounds promising. One idea i had, actually it's sort of an old hat but it would fit into the immerse topic, is a hearing effect. I know there are many already, as in ACE etc. But adding the option that if there is a explosion or a big gun fired very close to you, that you suffer of some sort of hearing distortion. Maybe like a temporary deafness with a whistling or something like that.
  21. Did you test it from within the editor by hitting play in SP or did you put the mission to mp mission folder and host it as a LAN game? I definitely recommend the latter, since scripted stuff like that often bugs out when started from the editor. Or do you refer to a text editor? Bc for changing units etc, you don't need to open the mission in 3den editor at all.
  22. FAILIX

    New Map : GOS Al Rayak

    I just returned back to stable branch. Was a nice long weekend in Tanoa ;) I've also downloaded the AlRayak version 0041 from Makhno's mediafire link. Sadly even with only cba 2.4.1, ALiVE, CUP Core 1.1.0 and Cup Terrains 1.1.0 (all workshop versions) I have these roads on Al Rayak: Is there some error in my setup or can others confirm this? In this state, these roads make me hesitate to use this otherwise awesome map to create a mission. @HeroesAndVillainsOS yes, I also read about the incompatibilities in some (of your) threads here and on alive forums. So right now I'm not sure if I should start creating my mission or rather enjoy your mission first and start when all the dust over the upcoming updates has settled. Since the guys I've played with are inactive anyway, I will probably rather test out your mission.
  23. FAILIX

    New Map : GOS Al Rayak

    I've just started to test with the map and alive. By now I only fiddled with the part South of the main river. My basic plan for the mission is to have an insurgency going on there and have conventional forces in the north. So far I have divided the south into 3 opfor taors and one small taor for blufor base. But I have also encountered the issues that you describe. In the two very large cities in the south there were no civs spawning, but I was able to get that solved by setting up a separate civ placement for them with a taor around the city. Worse was that just having 2% cqb module and a mil civ placement with override of 20 inf,5 motorized and 5 recon linked to asymmetric opcom already crowded those places. I thought the issue might be related to arma being on dev branch. Since I want to put this on a dedi to use MCC for mission finetuning on the fly later (after the mcc update is out) it might also be feasible to just blacklist problematic areas from ALiVE by taors and populate those places with mcc/Zeus when an objective leads us there. Not sure if this will really work, especially since I am rather a beginner in all this stuff. Actually I thought about giving your prophet mission a try, because I figured that preparing a big mission right now, just when there are so many things changing in arma over the next week's might be only leading to bug fixing when the updates roll in.
  24. FAILIX

    New Map : GOS Al Rayak

    First of all, thanks a lot for the awesome Map Makhno! It is so versatile and really offers a lot of options for mission makers with the river running through it. I just wanted to use this awesome map for a threeway ALiVE mission. Most stuff looks ok with the new visual upgrade. But i had to find out yesterday that the roads are veeery light in color. Almost a full true white with only a little bit of texture to it. I tried to lower my brightness/gamma but that did not really work, because then, as you may expect, everything else was way too dark. Is this a known issue after 1.60 visual upgrade? Also I am right now on the APEX Sneak Preview build...maybe this causes the error? Would be glad to be able to use this map because it would fit perfectly for my planned mission layout. EDIT: Maybe it's an issue caused by the Steam Workshop version of the map that I use and/or me being on APEX Preview build of Arma. I will check later how it looks with Arma 1.60 build and the version of the map from your recent Mediafire download link. Then I will report back.
  25. Another nice option might be Bozcaada. It is a turkish Island with a size of 20x20 km and looking very good from the screenshots. Also it has plenty subscribers on steam. But I haven't tried this one myself (yet ;) ).
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