=VG= SavageCDN (Inactive Duty) Posted January 31, 2014 at 07:52 PM Report Share Posted January 31, 2014 at 07:52 PM VETERANS-GAMING | ACE Insurgency5.9.23.136port 2312password = vgPolice vs Bad GuysRequires:Arma 2 Combined Ops (non-beta)Lots of required mods:@ACE@ACEX@ACEX_RU@ACEX_USNavy@ACRE@asr_lingor_units_ace@brg_africa@CBA@CBA_A2@CBA_OA@chn_crocodile@csj_snake@dingor@ibr_lcivilians@ibr_plants@JayArma2Lib@Lingor@Lingor_Units@MBG_Buildings2@st_interact@st_lb_enhance@tpwcasOptional mods:@Blastcore_Visuals(@JSRS_ACE + @JSRS) or @ACEX_SM@sthud@stmovement Quote Link to comment Share on other sites More sharing options...
=VG= Ingo Posted January 31, 2014 at 07:59 PM Report Share Posted January 31, 2014 at 07:59 PM interesting :D Quote Link to comment Share on other sites More sharing options...
Vetala Posted January 31, 2014 at 08:02 PM Report Share Posted January 31, 2014 at 08:02 PM ...and this is why we love you. Quote Link to comment Share on other sites More sharing options...
=VG= LittleTortiaBoy Posted January 31, 2014 at 08:29 PM Report Share Posted January 31, 2014 at 08:29 PM this brings a question, why don't they pack all the requirements for new islands into ONE file/mod, instead of relying on multiple other files/mods that (seemingly) only are used by that island only? Quote Link to comment Share on other sites More sharing options...
=VG= SemlerPDX Posted January 31, 2014 at 08:55 PM Report Share Posted January 31, 2014 at 08:55 PM If you are referring to @brg_africa, @chn_crocodile, @csj_snake, @ibr_lcivilians, @ibr_plants, or @MBG_Buildings2, many map makers use these to improve their map with packs of models and scripts - so they aren't just used by this map - some of these were needed for other maps, too. Other mods are made separate because though they might be specific seeming to this map, they are actually stand alone mods or packs that can be combined to give the map it's distinct look and feel - but not required by the map.I've used the snake and crocodile ones before in a VTE/Unsung (Vietnam Mod) mission...pretty cool getting thrashed around by a hungry croc!! This mission seems pretty cool! Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted February 2, 2014 at 05:47 PM Author Report Share Posted February 2, 2014 at 05:47 PM added @st_lb_enhance modfixed MH6 spawn problem Quote Link to comment Share on other sites More sharing options...
=VG= SemlerPDX Posted February 3, 2014 at 12:53 PM Report Share Posted February 3, 2014 at 12:53 PM Really looking forward to this one.... Was in channel when Poff found an issue with a few red squares where they shouldn't be. Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted February 3, 2014 at 03:39 PM Author Report Share Posted February 3, 2014 at 03:39 PM Thoughts on weapons available? It's limited to mostly M16s, M14s, SMGs, M60, pistols... I figured stuff that the Dingor police would probably use. If you think something should be added please let me know.Also any feedback on AI accuracy, respawn times, etc post it up!!I can't for the life of me figure out the water start problem - if I move the editor placed units away from their current location it breaks the random spawning of the base, units, etc. Quote Link to comment Share on other sites More sharing options...
Vetala Posted February 3, 2014 at 04:56 PM Report Share Posted February 3, 2014 at 04:56 PM Randomly decided to google lingor water spawns, came across this not sure if it will be any use to you though.Clicky Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted February 3, 2014 at 05:37 PM Author Report Share Posted February 3, 2014 at 05:37 PM Interesting will check it out thx Quote Link to comment Share on other sites More sharing options...
=VG= SemlerPDX Posted February 3, 2014 at 06:51 PM Report Share Posted February 3, 2014 at 06:51 PM SavageCDN =VG= LAN_WROTE ...I can't for the life of me figure out the water start problem - if I move the editor placed units away from their current location it breaks the random spawning of the base, units, etc.Check different layers (triggers, markers, etc) - when you move editor units, check that the markers layer doesn't also have important items to move with them (or that they are moved to an area with markers that interfere). Not all things show on the map under Units tab...Hope that helps - could be something else entirely... Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted February 4, 2014 at 02:36 PM Author Report Share Posted February 4, 2014 at 02:36 PM OK so I've managed to fix the mission "start spawn swimming" issue by setting all units to spawn 50m in the air (lol). I think the player spawn should be OK as well as I found a height setting for that too. Not sure about the respawn at base I think you still get the swimming animation in that case.. but an easy fix is to go into your map, bring up radio, click Fix Headbug (or in ACE menu).Adjusted the loadouts and ammo box a bit as well.edit: msg from Fireball re: moving editor-placed stuff"I'm writing this top of my head, but you need to make sure that you have the correct startPos and have the player and MHQ units moved (adjust positons of them within the mission.sqm) within the "isDead" range of it, which is, about 500m (or maybe more, depends on the map, check the macro/function)." Quote Link to comment Share on other sites More sharing options...
lupago Posted February 5, 2014 at 12:07 AM Report Share Posted February 5, 2014 at 12:07 AM Anyone knows how to use the PlaywithSix thing? Sixupdater was already enough complicated for me and now the have changed everything :'( Quote Link to comment Share on other sites More sharing options...
=VG= Ingo Posted February 5, 2014 at 11:58 AM Report Share Posted February 5, 2014 at 11:58 AM why dont you keep using sixupdater? Quote Link to comment Share on other sites More sharing options...
whiztler Posted February 5, 2014 at 01:21 PM Report Share Posted February 5, 2014 at 01:21 PM Sixupdater is basically end of life. Once you get the hang of PWS, you'll never switch back. Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted February 5, 2014 at 02:26 PM Author Report Share Posted February 5, 2014 at 02:26 PM If you want to use SU there is a small link on this page for 2.9.7 versionhttp://www.six-updater.net/p/download.html Quote Link to comment Share on other sites More sharing options...
lupago Posted February 6, 2014 at 02:59 PM Report Share Posted February 6, 2014 at 02:59 PM Now that whiztler said that i think i may try to get use to the PWS, cos it also supports A3 but i tried before and had to reinstall A2 cos it was messing with de DLCs Quote Link to comment Share on other sites More sharing options...
=VG= Gaz Posted February 6, 2014 at 03:56 PM Report Share Posted February 6, 2014 at 03:56 PM SU Also supports Arma 3? :P Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted February 6, 2014 at 04:07 PM Author Report Share Posted February 6, 2014 at 04:07 PM For sure.. just go into options and change the path to point to A3 installation. Change from A2 Combined Ops (forced) to A3 Any. Be aware SU will try and fuck you over by switching back to A2CO at times. Quote Link to comment Share on other sites More sharing options...
reV Posted February 6, 2014 at 05:01 PM Report Share Posted February 6, 2014 at 05:01 PM PWS is really nice :)VG Play with Six Repo: pws://la-n.de/arma/vg/config.yml pws://la-n.de/arma/vg/config.yml- its working for the a3 and a2 servers- optional mods must be activated manually (checkbox)- nothing else to do, just click and play Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted September 2, 2014 at 03:04 PM Author Report Share Posted September 2, 2014 at 03:04 PM Been home sick the last few days so I decided to port the ACE Insurgency mission to a few new maps (and add some new toys).We now have:-ACE Insurgency Dingor (old cops vs robbers one)-ACE Insurgency Fallujah (old one)-ACE Insurgency Caribou Frontier-ACE Insurgency Fata-ACE Insurgency Capraia-ACE Insurgency Celle2-ACE Insurgency TropicaToys added:- @exa_rg31 (MRAPs we used on MSO Reshmaan)- @us_seals (ACE-compatible US seals units )- bon_inf AI recruitment script (for when you are all alone on the server)I was thinking of adding all the maps to the server and having them in rotation... any thoughts? If there is enough interest I will get them uploaded tonight and post up a mod list. Quote Link to comment Share on other sites More sharing options...
Vetala Posted September 2, 2014 at 09:22 PM Report Share Posted September 2, 2014 at 09:22 PM Rotation is a good shout, there usually someone with the password if it need changed Quote Link to comment Share on other sites More sharing options...
=VG= SavageCDN (Inactive Duty) Posted September 5, 2014 at 02:43 PM Author Report Share Posted September 5, 2014 at 02:43 PM ACE Insurgency 1.50running on 5.9.23.136 port 2312shows up in MP browser after 30 seconds or so if you filter for "veterans"In-game admin password is same as vanilla Insurgency.Maps in rotation so far:CapraiaCaribouFrontierCelle2Added US_SEALS unitshttp://www.armaholic.com/page.php?id=12367And the lovely RG31shttp://www.armaholic.com/page.php?id=18130Added recruit AI script for when you are all alone :) Accessed from flagpole @ baseTODO:- finish loadout script- any tweaks- add @Fata- add @Tropica- add @FallujahMODLIST (required):@CBA_CO@ACE@ACEX@ACEX_RU@ACEX_USNavy@ACRE@JayArma2Lib@CaribouFrontier@exa_rg31@MBG_Celle2@mbg_buildings3@NGS_Capraia@st_interact@st_lb_enhance@st_hud@tpwcas@US_SEAL@US_SEAL_ACEOptional:@stmovement@Blastcore@JSRS with @JSRS_ACEor@ACEX_SMOut of town until Sunday see you next week! Quote Link to comment Share on other sites More sharing options...
Recommended Posts
Join the conversation
You can post now and register later. If you have an account, sign in now to post with your account.
Note: Your post will require moderator approval before it will be visible.