hcpookie 3770 Posted June 3, 2018 1 hour ago, ASmallDinosaur said: It happens at random points on the map, one place I can always reproduce it is just east of the northern most airport on Tanoa, on the beach. Here's exactly what I did: 1. Make Independent/Blufor enemies. 2. Place a NATO squad, place a PLA squad, place yourself as a civilian on that beach I was talking about. 3. You'll see the effects/glitch as bullets fly past you Sorry I can't reproduce this. I'm literally standing in the path of the bullets and not seeing it. If you could be more specific as to what - exactly - you are placing on the map? Sample mission perhaps? Share this post Link to post Share on other sites
ASmallDinosaur 10 Posted June 3, 2018 40 minutes ago, hcpookie said: Sorry I can't reproduce this. I'm literally standing in the path of the bullets and not seeing it. If you could be more specific as to what - exactly - you are placing on the map? Sample mission perhaps? I can send you a sample mission tmrw, but it's just 1 CIV (Player), 1 NATO Squad, and 1 PLA Squad Share this post Link to post Share on other sites
corporal_lib[br] 396 Posted June 3, 2018 7 hours ago, hcpookie said: It certainly is NOT part of the VME PLA mod. First I've ever heard of or seen that effect reported by anyone. Can provide details about how to reproduce it? I know, I was just pointing out that it could have been mistankenly loaded up along VME on ASmallDinosaur.´s server.. but it seems that´s not the case... maybe something on VME configs or scripts are triggering these distortions that are part of the game hardcode (for those moments on the SP campaign when the player is knocked out or battle shacken) Share this post Link to post Share on other sites
hcpookie 3770 Posted June 5, 2018 No worries, that's why I need a repro. Can't reproduce here implies a problem on that client. But we'll see... hard to narrow it down by trial and error lol 1 Share this post Link to post Share on other sites
ASmallDinosaur 10 Posted June 5, 2018 Sample Mission: http://thespeshalplatoon.asuscomm.com/Visual_Bug.Tanoa.rar Let me know if you still can't reproduce it, I'll send a video. Share this post Link to post Share on other sites
hcpookie 3770 Posted June 5, 2018 Failing to load mission due to missing move "VME_magazine_functions". I don't recall seeing that in the newest build. Looked in the repository to see if that is nested somewhere and can't find it. From where did you d/l the VME mod? Recommend testing w/o that mod as it does not appear to be part of the latest VME build. Share this post Link to post Share on other sites
Maj Ray 9 Posted June 5, 2018 1 hour ago, hcpookie said: Failing to load mission due to missing move "VME_magazine_functions". I don't recall seeing that in the newest build. Looked in the repository to see if that is nested somewhere and can't find it. From where did you d/l the VME mod? Recommend testing w/o that mod as it does not appear to be part of the latest VME build. vme_magazine_functions.pbo is included in the Steam Workshop version of VME PLA, last updated Nov 19 2017. Share this post Link to post Share on other sites
hcpookie 3770 Posted June 5, 2018 I can repro it now. Thanks for that mission! My dev build does'nt have that PBO; neither does the repository so it may be deprecated or wrapped into another PBO now. The presense of the magazine PBO has no difference; it happens regardless. The fact you can move the soldiers 100m away and it stops happening implies this is a map location interaction issue. I can't make it happen "every time" so no idea really what is going on. It acts as if the "under water" visual effect is happening. Something we'll be on the lookout for... Share this post Link to post Share on other sites
pognivet 151 Posted June 12, 2018 On 6/2/2018 at 3:53 AM, ASmallDinosaur said: Found this graphical glitch which happens when PLA soldiers shoot in your direction, hard to explain so here's a image: Is it supposed to be a suppression affect or something or is it just a bug? I have VMEPLA and CBA_A3 Loaded I've been seeing this too, but I've also been seeing other shit that would make your head absolutely spin. I mean it looks trippier than something out of Antichamber. If I could reproduce it willingly I could make the most insane psychological survival horror mission anyone had ever seen. I had the glitches like people were talking about, but then I walked past a street light. I looked at the streetlight for some reason and it began to morph. It was as if some sort of vortex or portal opened up there. It looked similar to the vortex anomaly from STALKER Shadow Of Chernobyl. The lamp post was the type that had 4 arms with a light at the end of each arm. The different arms of the lamp post started to morph into these long tentacle-like things which came towards my face and began to touch my player. When I walked away from it or didn't look at it it stopped. It looked like something that would be in a AAA SCP or Slenderman game. That only happened once and I wasn't recording, but really wish I had been. I have no idea what caused it. The mission was just some generic PLA woodland vs Tanoan civilians that I gave guns and grenades to. I don't think anyone was even shooting at the time. I've seen some other weird stuff too like what I can only describe as graphical artifacts. Share this post Link to post Share on other sites
Greensnack 20 Posted June 12, 2018 The type 06 and type 15 vests have fairly high ballistic and explosive protection in arsenal but when moused over in inventory screen it says it has no armor, why is this? Share this post Link to post Share on other sites
hcpookie 3770 Posted June 30, 2018 Added working ERA through the tanks DLC ERA settings. Update getting closer! 6 Share this post Link to post Share on other sites
TheCr8rMaker 183 Posted July 1, 2018 naughty, I love it Share this post Link to post Share on other sites
HazardousJay 83 Posted July 1, 2018 beautiful! keep up the good work man! Share this post Link to post Share on other sites
2900376281 2 Posted July 7, 2018 cheer up!I am Chinese. I am familiar with the equipment of the Chinese army. The equipment information provided is also timely. If you need to know, you can tell me that I am also looking forward to the better PLA module in the ARMA III. Unfortunately,I can't program... Share this post Link to post Share on other sites
Greensnack 20 Posted July 8, 2018 On 7/7/2018 at 2:02 PM, 2900376281 said: cheer up!I am Chinese. I am familiar with the equipment of the Chinese army. The equipment information provided is also timely. If you need to know, you can tell me that I am also looking forward to the better PLA module in the ARMA III. Unfortunately,I can't program... Is the FHJ 84 rocket launcher widely used enough to warrant development on it, also do you have any videos of its operation? It's quite the interesting weapon. Share this post Link to post Share on other sites
lawman_actual 24 Posted July 9, 2018 Greetings gentlemen. Glad to see development is ongoing through the BI forums. I'm a big fan of the mod and would love to see continued improvement, as I'm aware would many others. Although only a fairly recent explorer of configs, I've been scripting Arma missions for quite some time and feel confident enough with the basics. I would like to offer my support in the continued development of VME PLA. I have a keen interest in military hardware, and I'm good at doing my research and collaborating with others to ensure I produce only high quality work. Of course you may prefer not to have an extra man on the team, in which case I will fully understand. Cheers Law Share this post Link to post Share on other sites
lawman_actual 24 Posted July 13, 2018 Not sure if it's been mentioned, but the config entry for sensitivity on your infantry units is too high. Sensitivity defines how well the unit can see, and is logarithmic. While NATO, AAF and CSAT riflemen have a sensitivity value of 1.75 across the board, a PLA rifleman has been given 3. Furthermore, marksmen from the vanilla factions still have only 1.75 as sensitivity, because weapon optics are able to boost their 'sight', which is not considered in the sensitivity parameter. A PLA marksman, however, has been given 3.3 sensitivity, on top of his better optics and higher powered ballistics. I believe this is the reason that when playing against PLA AI I have been met with an unexpected and unrealistic level of lethality relative to other factions. Share this post Link to post Share on other sites
Nichols 243 Posted July 18, 2018 On 7/13/2018 at 7:54 AM, lawman_actual said: Not sure if it's been mentioned, but the config entry for sensitivity on your infantry units is too high. Sensitivity defines how well the unit can see, and is logarithmic. While NATO, AAF and CSAT riflemen have a sensitivity value of 1.75 across the board, a PLA rifleman has been given 3. Furthermore, marksmen from the vanilla factions still have only 1.75 as sensitivity, because weapon optics are able to boost their 'sight', which is not considered in the sensitivity parameter. A PLA marksman, however, has been given 3.3 sensitivity, on top of his better optics and higher powered ballistics. I believe this is the reason that when playing against PLA AI I have been met with an unexpected and unrealistic level of lethality relative to other factions. @lawman_actual PM inbound to you sir. Share this post Link to post Share on other sites
hcpookie 3770 Posted July 28, 2018 To avoid any rumors, the mod is alive and well and the next update is even closer. Unauthorized "hotfixes" aren't supported and are being addressed. We apologize it has taken so long but Real Life happens... however please be patient. 3 1 Share this post Link to post Share on other sites
lawman_actual 24 Posted July 28, 2018 As requested, the hotfix has been removed. Thanks for the update hcpookie - it's good for rumors to be dispelled. I hope I have not caused offence and would like to reiterate my offer to help. The hotfix was only ever meant to be a temporary and clearly unofficial fix while we waited for the official update. I guess my aim was to help people continue to enjoy the original mod until the next release. In any case, keep up the good work. Cheers, Law 1 1 Share this post Link to post Share on other sites
Nichols 243 Posted July 29, 2018 Thanks for the update there hcpookie! Share this post Link to post Share on other sites
Greensnack 20 Posted August 3, 2018 https://imgur.com/a/OZk8x 3 Share this post Link to post Share on other sites
Nichols 243 Posted August 3, 2018 2 hours ago, Greensnack said: https://imgur.com/a/OZk8x Great find there @Greensnack 1 Share this post Link to post Share on other sites
hcpookie 3770 Posted August 4, 2018 Thanks all for your understanding. Running QA vehicles etc. this weekend and will be uploading to the main repository for team write-off. Progress so far... Quote FIX: SP AAA script lag issues FIX: missing sound issues for helicopters FIX: J-20 Phys-X landing gear issue FIX: Fixed designation of Wing Loong-2 UAV to military designation "GJ-1" FIX: Zeus compatibility settings for some units FIX: SX-2190 issues with BIS randomization function FIX: QLU-11 tripod recoil FIX: Type 85 tripod optic view FIX: New scripts for aircraft functions FIX: Aircraft pylon config issues FIX: Z-19 gunner getin/getout FIX: Damage textures for vehicles: - ADS - ZBD family APC's FIX: Broken PLA_Goggle config that prevented them from spawning FIX: sensitivity settings adjusted for soldiers FIX: Missing Chinese names IMPROVED: Enabled 2nd PLA Rocket Forces camo pattern with random spawns IMPROVED: Numerous 3D model fixes: - LD-2000, HQ-64, HQ-61 ADS - Z-18 heavy transport - WZ-10 (pilot seat placement) - Y9, KJ-200, KJ-500 - PGZ-04 ADS - PGZ-07 ADS - ZBL-09, ZTL-11 - ZBD-04, ZBD-08, AFT-11 - ZBD-03 IMPROVED: Optimization of scripts for MP; editor spawning IMPROVED: Type-22 engine sound conditions IMPROVED: ZUBR engine sound conditions IMPROVED: A-A Missile speeds all set to Real World published data NEW: Faction selections for camo-specific editor groups for PLA-Desert, PLA-Navy, PLA-AF, PLA-Rocket Forces NEW: QLU-11 Heavy Grenadier unit for all factions NEW: Desert Pilot uniform and helmet NEW: PLAN Marines SF unites in black uniforms NEW: Desert textures for all land vehicles (found under PLA-Desert Faction in editor) NEW: PLAN and PLAN-Marines textures for faction-appropriate land vehicles NEW: ERA effects (Tanks DLC) for MBT's ZTZ-99; ZTZ-96A NEW: ZTS-63 Amphibious tank (PLAN Marines) NEW: ZBD-05 Amphibious APC (PLAN) NEW: PHL-03 300mm truck-mounted MLRS NEW: PZH-81 (Type 81) 122mm truck-mounted MLRS NEW: PZH-10 122mm tracked MLRS NEW: Type 85 MG high tripod model NEW: QJY-88 MMG tripod models (high and low) NEW: Desert, Forest, and PLAN faction static units: - QJZ-89 MG - Type 85 MG - QLU-11 GL - QLZ-04 GL - HJ-8 ATGM - QJY-88 MMG NEW: WZ-551 APC Family. Select units are available for Chinese UN / Police faction (*): - WZ-551 AFV * (30mm MG) - WZ-92A patrol * (12.7mm MG) - AFT-9 ATGM carrier (HJ-9 x4 ATGM) - Ambulance * (healing and First Aid Pack inventory) - Engineer * (with functions to repair, flip disabled vehicles, clear debris \ wreckage) - HQ * (with Commander periscope) - PTL-02 105mm SP gun - PLL-05 120mm SP mortar NEW: PBX Zodiac raft w/ SF Diver units NEW: PLZ-07; PLZ-07B 152mm SP Artillery NEW: Y-20 heavy airlift transport plane NEW: UAV Soldier for different factions NEW: MEC (Multi-Environment Camo) aka "Multicam" Uniform selections NEW: Uniform randomization w/option to disable TO-DO ======= - Modify ZUBR engine sound conditions - Type 22 raft spawn script - Add Faction-specific UAV soldiers - Validate AGM and AA missile speeds - Validate vehicle spawn conditions 5 Share this post Link to post Share on other sites
Marine CookCae 15 Posted August 4, 2018 Cannot wait to see the new update :) Share this post Link to post Share on other sites