OK Guys. I've been working on the server all morning and last night. So. Here's my shazam. I fucking got RHS and ALiVE to cooperate, and the server is now set to Asymmetrical Warfare. Welcome to Afghanistan c.2014. Civilian Population is harmless. The Insurgent Population is not. The Insurgent population will harass and abuse civilians. If YOU abuse / harass civilians, they will start joining the Insurgents, or just straight up rebel and plant IED's, suicide bomb, car bomb, etc... There are IED factories to destroy. Insurgent recruitment compounds to eliminate. Civilian Elders/Religious persons to console. You can Talk to/Arrest/Search civilians. There is a built in revive/respawn script which allows Revive/Treatment/Drag/Load/Unload for players AND AI. There is a known issue of a dialog box prompt upon respawn. Click OK and you should be fine. I had an absolute pain in the ass getting respawns to work with custom loadouts between the Revive Script and RHS's undocumented class names... All of the mods are the same as before. I am currently looking into ACE3 implementation but it is not publicly released (or supported) yet. So I will hold off. There is a metric shit tonne I want from ACE3 and it will make life awesome.
Also, added mod support for JSRS3, and ShackTac Hud. Note: Do not use JSRS2.2 AND JSRS3. Use one or the other.
Aright. Currently the server is up with a broken medic system. I am restarting the server in 1 hour with the AGM mod added in. Please download the latest version and add it to the mods list for your game. Front page updated.
"Alright"? No. Not "alright". Spoiler OUT-FU%#ING-STANDING! is more like it. AGM has really improved since we last used it. Most notable is the addition of INCREMENTAL windage and elevation adjustment (!!!). With this interface (visible as a pair of dials at the top of your screen if you are weapon-ready and out of scope) allows you to adjust your zero at .1 MOA increments. Now that may not be a big deal to some, but for our marksmen and snipers, that's going to make a big difference between "I might hit them" and "He Ded". Did not get a chance to try the medical system as I was solo and assumed that if engaged I'd just get ded. Did get to look at aLive's mission generator, and realize why we didn't see shit yesterday on our Foray to South Central. We should be generating a random objective for sessions and possibly engaging stuff en-route and in the area. Great work, ShelledPants. I look forward to what you've got planned.
Kay. So. I'm unable to work today as I've procrastinated too hard with the server. So school work is focus. That being said. I have a plan. Upcoming fixes: AGM - Epipen = All can use - Bloodbag = Only Medic Use N. Airbase - Rearm / Refuel support vehicles. - Fix Veh/Heli/Plane spawns. (They broke when I introduced AGM.) Training - Kill House on N. Airbase - Bomb range in the town NW of the N. Airbase. - IED Disposal Course. Insurgents - Add traditional base in a major town. - Add Inf/Mechanized/Motorized - No air. OPFOR - Add Russian Faction - Set to Invasion. Expect them to be on better terms with the insurgents than we are. - Expect Inf/Mechanized/Motorized. - Air Assets
Last night was a blast, I love what you have setup on the server! The only thing I ran into last night was view distance problems. I tried using the standard game view distance tool but had no luck. When rolling in with the a10 I only had a couple of seconds to acuire a target, fix my line up, drop ordnance, and then pull off before hitting terrain. The amount of smoking wreckage I left was a testament to the learning curve. Is there another view distance tool built into one of the mods that was over riding the main game's tool? Also once the repair and rearm pads are in along with the fix for the vehicle respawns it will be about perfect!! My only request would be for the mh/ah-6/9 to complete the fleet.
Yes. There is a view distance override as part of the ALiVE system. As described on the first post. Rebind "Custom Key #20" to bring up the ALiVE menu. This is important for Player Logistics (Moving object), View Settings (Max 5km, Grid Max 5), and other Admin Tools (Teleporting, Ghosting, Unit Teleportation). To use CAS, Transport, Artillery, Logistics, etc, you have to have a LASER DESIGNATOR in your inventory, but you do not have to pull it out to use the menu, just have it on your person. AGM also has custom controls, found when pressing ESC and the looking to the TOP LEFT for AGM Controls. This is important for the Medic, Explosive systems and Earbuds, Shoulder Taps etc. Server is currently up as it was last night (reset) so feel free to play around with the systems I have in place. After schooling is finished, I will host a couple of training nights for the mods up and running. BARE IN MIND: I will be removing AGM and replacing it with ACE3 when it releases (estimated end of April). I would also like to get someone trained up on the server systems by end of April, as I will be in Rome for 10 days in May (3-13th, I think). It will be a temporary position as I have a lot of time invested in the server I don't want to have to undo. I can add any vehicles you like. Including the Russian vehicles (which have a higher attention to detail that the US stuff we were using. I can also rebuild the map with our forces as completely RUS for those kinds of nights as well.
Teach me not to go back and reread everything over again, it will be nice to have the view distance back up again. Also I was really excited when I booted play with 6 up this morning to update a few things and found the first alpha build of ACE3 sitting there ready to be downloaded!!