Bushbeater 0 Posted March 10, 2013 works great Dslyecxi all my fiends run it to :cool: thank you !!!! Share this post Link to post Share on other sites
Maxzy 12 Posted March 11, 2013 This thing exists for so long and I didn't even knew of it. Shame on me. This is the most awesome addon evar!! Share this post Link to post Share on other sites
gliptal 25 Posted March 11, 2013 Great, and it works in SP too! Yay! Share this post Link to post Share on other sites
vodkapom 1 Posted March 14, 2013 (edited) It would be nice if we can bind a key to switch the display on/off. Edited March 14, 2013 by vodkapom Share this post Link to post Share on other sites
Joker911 1 Posted March 15, 2013 Love It! Makes ops so much easier. Thanks for releasing this. Share this post Link to post Share on other sites
Freebie 10 Posted March 22, 2013 I just tried it out in the editor and it's not working for me. I've placed it in the correct SteamApps > common > Arma 3 folder, it's set up as @stud > addons > pbo & bisign files. Ticked it in the expansions, restarted the game but I get nothing. I've only got this and another addon in there and the other is set up in the same way and works fine. Does it not work in the editor or something? Share this post Link to post Share on other sites
viper[cww] 14 Posted March 22, 2013 Why don't you just, right click on ArmA 3, click properties, then click set launch parameters and add -mod=@sthud; it takes less time and is more effective than doing it via the ingame expansions feature, which was mundane the day it first popped up. Share this post Link to post Share on other sites
giorgygr 61 Posted March 22, 2013 I just tried it out in the editor and it's not working for me.I've placed it in the correct SteamApps > common > Arma 3 folder, it's set up as @stud > addons > pbo & bisign files. Ticked it in the expansions, restarted the game but I get nothing. I've only got this and another addon in there and the other is set up in the same way and works fine. Does it not work in the editor or something? Hey.. I m almost sure you must be in a group for this to work. You had any more units "tied" to your group while in editor?? Share this post Link to post Share on other sites
Freebie 10 Posted March 22, 2013 My village just called... they want their idiot back. I just re-read the HUD install instructions and it says must be used in conjunction with the CBA addons which I didn't have. It's now working. Soz peeps :o Share this post Link to post Share on other sites
upyonder999 1 Posted March 26, 2013 I have an occasional problem with this addon and submitted a feedback report to BIS. Here's a copy of that report and their reply. They suggested I contact the author of the addon. One thing that I didn't mention in my report that I'm going to as soon as I finish this post is that when my addons don't work, they all don't work. It's not that some work and some don't. They all stop working and then, usually when I respawn, they all start working again. Makes me wonder if it's not BIS's problem after all. The following issue has been UPDATED. ====================================================================== http://feedback.arma3.com/view.php?id=6082 ====================================================================== Reported By: UpYonder999 Assigned To: ====================================================================== Project: Arma 3 Alpha Issue ID: 6082 Category: Modding Reproducibility: random Severity: minor Priority: normal Status: new Game Version: Arma 3 Alpha ====================================================================== Date Submitted: 2013-03-26 14:49 CET Last Modified: 2013-03-26 15:17 CET ====================================================================== Summary: Sometimes addons/mods don't work when I start a game. Description: I use two addons a lot. FAStance http://www.armaholic.com/page.php?id=19017 and ShackTac Fireteam HUD http://www.armaholic.com/page.php?id=18949 Sometimes they don't work when I load a mission in multiplayer LAN, where I play singleplayer missions. After I am killed in the mission and respawn they will usually start working. BTW, I think FA Stance should be a feature of the game that BIS supplies. It is very difficult to keep track of what stance you are in without it. In real life this is never the case. Steps to Reproduce: Install these two addons and play a multiplayer LAN mission. ====================================================================== ---------------------------------------------------------------------- (0015532) Deadfast (moderator) - 2013-03-26 15:17 http://feedback.arma3.com/view.php?id=6082#c15532 ---------------------------------------------------------------------- This sounds like an issue with the addons themselves, I suggest you contact their authors. To elaborate, dialogs and resources are not written into a game save. Neither are variables that contain references to UI elements and scripts that contain the <i>disableSerialization</i> keyword. Addons that introduce UI elements have to cater for this behavior. Issue History Date Modified Username Field Change ====================================================================== 2013-03-26 14:49 UpYonder999 New Issue 2013-03-26 15:17 Deadfast Note Added: 0015532 ====================================================================== Share this post Link to post Share on other sites
russbo 10 Posted March 27, 2013 This happens to me all the time. When a saved game is initially loaded, when first starting the game, the mods will load and they will be visible. Or, start a new game, and the mods load. When you "die" and reload a saved game, ie "revert", the mods don't load. This is not an issue with the mods. It's got to be an issue with ARMA III. Send it back to them. Share this post Link to post Share on other sites
upyonder999 1 Posted March 27, 2013 This happens to me all the time. When a saved game is initially loaded, when first starting the game, the mods will load and they will be visible. Or, start a new game, and the mods load. When you "die" and reload a saved game, ie "revert", the mods don't load. This is not an issue with the mods. It's got to be an issue with ARMA III. Send it back to them. Here's the latest response from the developers. ---------------------------------------------------------------------- (0015868) DarkDruid (developer) - 2013-03-27 10:04 http://feedback.arma3.com/view.php?id=6082#c15868 ---------------------------------------------------------------------- Broken mod must be fixed by author. If there is something wrong on our side, author of mod can report bug with detailed info and we will look at it. Thanks. Closing. So if Dslyecxi were to submit a bug report BIS would take it seriously, but a mere user won't get anywhere. Share this post Link to post Share on other sites
zimms 22 Posted March 27, 2013 (edited) So if Dslyecxi were to submit a bug report BIS would take it seriously, but a mere user won't get anywhere. That's bs and you know it. Please take your random developer hate elsewhere. edit: Maybe I got it wrong. Did you mean they'd listen to Dyslecxi, but not 'mere users' because he's VIP, or because he's the author of the mod? If the second one is the case, I'm sorry. Edited March 27, 2013 by zimms Share this post Link to post Share on other sites
galzohar 31 Posted March 27, 2013 That actually makes sense. When someone makes a mod and that mod doesn't work, the only one who has a good chance to explain to BIS what is actually wrong with Arma 3 that makes the mod not work is the mod maker himself, or at least someone who knows how the mod works inside out. Share this post Link to post Share on other sites
upyonder999 1 Posted March 27, 2013 That's bs and you know it. Please take your random developer hate elsewhere.edit: Maybe I got it wrong. Did you mean they'd listen to Dyslecxi, but not 'mere users' because he's VIP, or because he's the author of the mod? If the second one is the case, I'm sorry. One of my replies in my bug report is that all mods stop working at the same time, and when they start working again, they all work (I made this reply in the report after I started this thread so you don't see it here). So it seems unlikely to me that all the mods are coded incorrectly. It's more likely to be a problem in the Arma code. So I'm a little upset that they closed my issue without looking into it, however I can see the point that it would be best if an author of the mod works with BIS to get this resolved. Since someone else stated they also this problem, it's a real issue as far as I'm concerned. I hope it gets resolved. Share this post Link to post Share on other sites
Guess Who 10 Posted March 27, 2013 Seems to me that all your mods related to this bug are dependent on CBA. It's a known limitation of how these mods interact with CBA and how CBA interacts with the engine. The result is that neither FA_Stance, ST_hud nor ST_mapbrightnes and some others which bring new display/hud elements to ArmA will work with a loaded save game in single player. You may adress this issue to Sickboy and the crew behind CBA to develop a workaround though. Share this post Link to post Share on other sites
upyonder999 1 Posted March 28, 2013 Seems to me that all your mods related to this bug are dependent on CBA. It's a known limitation of how these mods interact with CBA and how CBA interacts with the engine. The result is that neither FA_Stance, ST_hud nor ST_mapbrightnes and some others which bring new display/hud elements to ArmA will work with a loaded save game in single player. You may adress this issue to Sickboy and the crew behind CBA to develop a workaround though. Thanks! As a test I installed the FA_GPS addon which doesn't require CBA. That one works, while the others dependent on CBA don't. So I guess this known limitation is the problem. I'll contact Sickboy and see what he says. Thanks again for letting me know. Share this post Link to post Share on other sites
nmdanny 22 Posted April 16, 2013 Can you move the STHud to the right or another position? Currently it blocks the grenade launcher crosshair/red dot when it's zeroed at 400m. Share this post Link to post Share on other sites
Humlan 10 Posted April 16, 2013 Thanks man! Can you move the STHud to the right or another position? Currently it blocks the grenade launcher crosshair/red dot when it's zeroed at 400m. Using a Grenade launcher at 400m out seems like guessing where the next raindrop will fall when it rains. The currently used grenade launcher in the Alpha has effective range up to 300m. Yes of course you can zero the sights to 400m but you will not get the grenade that far. in real life you can zero your standard grenade launcher to whatever you like, still you cant use it that far! Share this post Link to post Share on other sites
scrim 1 Posted April 16, 2013 Honestly, I like where it is now. And it's see through enough for you to actually be able to aim the GL as accurately as possible, which isn't much at 400m. Besides, if common sense is used, the GL sight will be altered so that it will always be centered sooner or later, so you can actually zoom in and still see it. Share this post Link to post Share on other sites
djporternz 27 Posted April 24, 2013 (edited) +1 for the ability to move STHud's placement. Currently running an 8-man squad and can't see the last two men. Just shifting it right (it would cover the A3A watermark) but that wouldn't worry me too much. Either that or is there a way to have the squad panel vertical on the far left? (But that would be a different mod!) Edited April 24, 2013 by DJPorterNZ Edited for clarity. Share this post Link to post Share on other sites
Maxzy 12 Posted April 28, 2013 (edited) Nevermind. Edited April 28, 2013 by MAXZY Share this post Link to post Share on other sites
russbo 10 Posted May 21, 2013 Seems to me that all your mods related to this bug are dependent on CBA. It's a known limitation of how these mods interact with CBA and how CBA interacts with the engine. The result is that neither FA_Stance, ST_hud nor ST_mapbrightnes and some others which bring new display/hud elements to ArmA will work with a loaded save game in single player. You may adress this issue to Sickboy and the crew behind CBA to develop a workaround though. It's been almost two months, anyone figure out a way around this issue with CBA enabled mods and their failure to work in saved games? Any workarounds? Share this post Link to post Share on other sites
dybite 10 Posted May 24, 2013 Hello Dslyecxi your mod is very useful in our clan but we have a problem with the mod, our nicks not appear in the list of square units, our nick starts with <A2>. Could you update the mod to include characters at the beginning of the nick?. Thank you very much for your work. Share this post Link to post Share on other sites
gliptal 25 Posted June 21, 2013 Just wanted you to know that with the latest development build (that has full Beta content) your Mod does not work anymore... There's so much to do in the Beta, so don't worry if you can or want not to fix this anytime soon! :D Yay! Share this post Link to post Share on other sites