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alganthe

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Everything posted by alganthe

  1. It's a typo from me, the huntIR only have normal and NV modes.
  2. There's doc for that sanchezz http://ace3mod.com/wiki/framework/settings.html
  3. If you could provide an RPT file and a mission for reproduction that would be very helpful and would help pinpoint your issue.
  4. alganthe

    TRYK's Multi-Play Uniforms

    Just passing by to notify you that most (if not all) of your uniforms are missing blood rvmats, you can reuse vanilla ones. Also to avoid the 4 000+ lines of configs you could use includes, it's much better for organizing stuff. Example for includes here (click me) example for rvmats: class CfgVehicles { class B_Soldier_base_F; class B_OD_OD_soldier_F: B_Soldier_base_F { scope = 1; model = "\A3\Characters_F_Beta\INDEP\ia_soldier_01.p3d"; hiddenSelections[] = {"camo","insignia"}; hiddenSelectionsTextures[] = {"TRYK_Uniforms\data\customuni_FBI_OD.paa"}; class Wounds { mat[] = {"A3\Characters_F\BLUFOR\Data\clothing1.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\BLUFOR\Data\clothing1_injury.rvmat","A3\Characters_F\Common\Data\basicbody.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\Characters_F\Common\Data\basicbody_injury.rvmat","A3\characters_f\common\data\coveralls.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Common\Data\coveralls_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"}; tex[] = {}; }; }; }; class cfgWeapons { class Uniform_Base; class UniformItem; class TRYK_U_B_OD_OD_CombatUniform: Uniform_Base { scope = 2; displayName = "TRYK OD+OD Combat Uniform "; picture = "\TRYK_Uniforms\data\ui\icon_u_b_ODOD.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "B_OD_OD_soldier_F"; containerClass = "Supply40"; mass = 40; }; }; };
  5. @PhonicStudios Yes indeed the sharpnel slows down, it's mostly notable in advanced where you get only small cuts from it at a distance higher than 15-20 meters. @Thumba Umba Yes it is intended to be so. For your second question that's a technical limitation and a design decision. (GPS slot items acts as GPS only.) @Arkhir That's not an ACE3 issue, verify if it's not a mod you're using that is causing that issue, ACE3 doesn't modify the technicals geometry. @CoolSpy Check the medical documentation / the modules documentation (click them) @Opsixdelta I don't have that issue here in 3.1.1 nor 3.2.0. @Kennyleif Yes this bug impact all source of damages (bullets, sharpnel, vehicle impacts, rockets...)
  6. Currently the issue isn't with the grenade but with the basic medical system, you will only have small cuts if you use advanced. Currently i'm going to document config entries and the interaction framework and fix some typos in the medical documentation, git had a cpu fart when merging.
  7. Reminder, the information center got updated http://ace3mod.com/wiki/user/information-center.html
  8. @PhonicStudios: The issue is from RHS, even with only RHS USAF and RHS AFRF you can't cycle through types of grenades, they only appear as one type. @The M and everyone: Documentation updated every 3.2.0 feature is now documented.
  9. If you have battleye issues with arma3sync there's a very simple fix for that, untick and retick the mod collection (i'm fucking serious).
  10. alganthe

    Vehicle handling (dev branch)

    The abnormally high friction explain the tendency of vehicles with a very high mass and very low mass to flip at high speeds, that's a shame that those measures had to be taken for the AI.
  11. jaynus and commy2 are still working, if you don't see their commits that's normal. For example I work on documentation and only publish my branches once I'm doing a pull request, they might do the same.
  12. @people with issues: Post on here (click me) and don't forget to follow these guidelines (click me) @ineptaphid: No modules will be released as standalones AFAIK @B.A.Verrecus: The functions aren't public yet and may change in the future, once they are I'll update the wiki (I might do it sooner and add a warning that they aren't public yet)
  13. @wiggie this is most likely an issue with PW6, download the mod from here (click me!!!) unpack it and drag it into steam\steamApps\Arma3 @maturin: Fragmentation and spalling are disabled on stable, they will be reactivated in the next update (They are already on acemod\master)
  14. @ JCae2798 ACE3 doesn't supported saves at the moment, ACE3 is intended for a multiplayer use. @AB_Luca ace_laser is used by the yardage 450 and laser_selfdesignate missile guidance is used by the javelin if you remove laser and missile guidance don't forget to remove the pbos above to avoid errors.
  15. I have the same issue as X3KJ, sometimes I see wheels "sinked" into the ground, the only way to unstuck them is to drive on top of small walls or any geometry that allow the wheels to go above the ground.
  16. To have barrel temps you need the appropriate compat pbo, I don't know if there's one for 3CB or if it's up to date. For more information about barrel temps I'll suggest the wiki http://ace3mod.com/wiki/feature/overheating.html
  17. It is indeed converted into bloodbags and other items upon being dragged. please also note that the medical documentation has been rewrote and should be available on ACE3 wiki soon here's the PR for the interested: https://github.com/acemod/ACE3/pull/1850
  18. I'll never make a mission without X-cam, it's just incredibly useful I don't know why nobody though of doing this before. Very good work Silola, keep it up :D
  19. alganthe

    RHS Escalation (AFRF and USAF)

    GBU guidance is enabled, you need to come from the direction of the laser (laser pointing east, you come from the west) and drop the GBU at high enough altitude and distance (1k up and 1k away should be enough) . For RHS, are we going to see vests modified to include the new pistol holstering that 1.48 is bringing ? here's the doc https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Pistol_holsters I also saw that you had some woman voices and faces :o
  20. You can set all of your units to a "medic" class. On the note of medics performing actions faster I'll investigate.
  21. - I'll see what I can do - Here https://github.com/acemod/ACE3/tree/BFT - Slack is a chat apart from GitHub, you can make a request to join here https://github.com/acemod/ACE3/issues/429
  22. - I might look into it if it's that much of an issue. - It's coming back in an improved form, check the BFT device branch - This was already discussed on the #medical slack dunno of the results
  23. The optional PBOs are described well enough in the ACE3 installation Guide and sorry to not be able to create the documentation faster but, hey writing takes time.
  24. alganthe

    [WIP] Medium Utility Helicopters

    note that you are actually authorized by BI to unbinarize the following PBOs if you want to use those assets in arma 3 https://community.bistudio.com/wiki/Take_On_Helicopters_Data_Pack that pack was also released under the APL-SA license authorizing you to use it for arma. here's the sitrep saying it http://dev.arma3.com/post/sitrep-00104
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