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FAILIX
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Posts posted by FAILIX
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Thanks a lot Zafjr and Jus61...
I will use zafjr's method, so i can just exchange the pbo with the one I've been tweaking anywway.
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Hi,
this seems to be a very nice way to get new weaponry into the campaign.
But I have two issues:
When I load the Infantry showcase with the mod enabled, it shows up this error in the beginning:
"No entry 'bin\config.bin/CfgWeapons/R_hlc_rifle_ak74m_gl.displayName"
*EDIT: I just realized that, also in Editor, all the CSAT weapons did not load. I am using the HLC AK Pack and HLC G3 Pack from steam Workshop.*
Further it seems that you did not change the Weapons for the Protagonist Characters of the Game.
So in the Infantry Showcase you play as Kerry. There I have the MX 3GL equipped and one 6.5mm 30rnd MX Mag in my Inventory.
I also have 4x 5.56mm 30rnd STANAG Reload Tracer (Yellow) Mags in my Inventory.
It seems like the STANAG Mags where supposed to be for the weapon that your mod should have assigned to me.
I was able to verify that the setting for the protagonist characters is missing as I placed them in the editor with your mod enabled. All other Units are there with their correct replacement weapons.
But the soldiers from The "Men (Story)" category use the standard weapons.
Is this done intentionally because changing the story characters loadout will mess up other stuff or has this just been overseen?
Thanks a lot for this nice mod!
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Mind to share where you found em?NM I got it..
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Is it somewhere possible to change the default mission parameters? Or are they also saved in the savegame and are the same after restarting the mission?
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Does this mean that there is fast-roping already included in 9.22? If so, does it work for rhs choppers out of the box as well? If so, how can I drop the ropes?:ph34r: Greetings All, Say .922 is "pretty allright!". Drop Ropes, Length adjustments .. very cool. I play it on dedicated srver with RHS, and for sure if Oppresive; "they gonna Get Some ure Butte!" . lol
Favor tho- would someone posta link to Alas that we use now. ? I would appreciate it. :ph34r:
BTW: I should have a modded version of this ready by the end of the week. That will include rhs, melb, Mag-Repack via script and jns skycrane+xeno taru pod mod. maybe some more stuff that comes to my mind.
Did anyone try already to run this mission with ASR AI3 or VCOM AI on a dedicated server?
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Hey zbug, i've already played around with the 0.921 version and added outlaws Mag-Repack script to it. After a very brief test, it seems to work flawless. I didn't know that there is also an addon version of a Mag-Repack. I will look into it. But no need for you to add it to the mission, since I can do this easily by myself.
Regarding the changes to the classnames_extension.sqf... This sounds really good. I've already started to add rhs units to v0.921. But i will do it for v9.22 again as soon as I find some time for it.
Another quick question:
Do you know out of your head if changing units in classnames_extension.sqf (to rhs units) will break your current save game? I suppose this will be the case, correct?
Thanks a lot for making this awesome mission and helping us out when there are issues/requests!
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Hi zbug...
what is you opinion on including a Mag-Repack System in this Mission?
I've used Outlaw's Mag-Repack (https://forums.bistudio.com/topic/142494-mag-repack/) in some of my missions and i really love it, since you don't have a truckload of almost empty Mags in your pockets after the first few firefights.
Probably it is no problem to modify the mission on our end before pushing it to our dedi, but i think other might appreciate the function as well.
How are your feelings about this?
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Is there any other guide on how to handle ai mates in this mission than the wiki and tutorial?
We are playing this mission since a few hours, but there are still a few things unclear:
1. Is there any vehicle, apart from the Huron, that we can buy and use as an mhq/spawn?
2. How can we control the blufor ai that we hire? They first join our squad when bought, but after leaving the server, they don't join our squad. Only thing I managed to do was to send them somewhere or let them guard an area as commander by using the Zeus interface. We would like them to join our squad again.
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Oh, we are actually having the same issue. Today i joined our dedi, which is running since a few days. No one was on and i took the commander slot but i was neither commander nor was i asked if i want to load the persistent save or enable highest rank commander / server membership.
**Edit: I've just restarted the mission on the server and now it is working again. Maybe someone accidently enabled server membership...
Seems that that is what prevents you from being commander if you haven't been on the server while that option was activated.
Can someone confirm that?
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Yes, with ace that is possible. But then i will probably have to use all the advanced medical stuff that ace offers add well.
I would be ok with that, but in barbolanis description it sounds like ace is not really recommended. Also it might totally overwhelm my friends whom i am trying to get comfortable with all the stuff the game and mission are already offering.
It is not that i need the mag repack, but it is nice to have and i thought it is worth a suggestion. Maybe stuff like that can be added later and then be turned on / off via mission parameters.
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Hey barbolani... Your mission is awesome. We have just started playing it in a small group (of noobs ;)) on our dedi. Is it possible to add a Mag-Repack script (i've added this one from outlaw to some of my missions: http://www.armaholic.com/page.php?id=19692) to the mission? Due to your frequent, and very much appreciated, updates to your mission i am not sure if it makes sense of we modify your version with this on our server after every update. Maybe you can add the script or something similar to your mission? I guess many others may like it as well.
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Hey, i just tested your mission.
Seems to be really nice.
Just one question:
When i host the MP mission on my local computer (just for singleplayer or COOP with 2-3 others), is there any option to save the progress?
I know that alive requires the servers to be listed with their warroom to be able to save. Does this apply here as well? Or is there any other way to save your progress when playing as a single player without a dedicated server?
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You bought them? If not, 2400er is a better choice. I was able to push my old 1600er ram to 2000. With my 2400er @ 2666 11-13-13-35 I get better results in superpi, maxxmem2 and arma3 (helo´s altis bench for example).
Hey JumpingHubert,
i just saw that you have an i5-3570k as well.
I currently have my i5-3570k overclocked to 4.4GHz on an ASUS P8Z77-v mainboard with 16GB of Corsair 1600 RAM.
I am also wondering if it would make sense to exchange my 16GB of 1600er RAM for 8GB of 2400er RAM since i've never utilized those 16GB.
At how much voltage are you running your RAM, since the 2400er patriot RAMs should be running on 1.65V.
Is that still ok for the i5 and the mainboard, voltage wise?
[MP][CTI-COOP] Liberation (beta)
in ARMA 3 - USER MISSIONS
Posted
Hi,
is it possible to set a default loadout somewhere for each player class (engineer, medic, etc.) that the player will equip when you do not choose any saved arsenal loadout prior to spawning? I've already looked through the scripts but could not really find it.