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alganthe

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Everything posted by alganthe

  1. The issue has been narrowed down, XEH inits are not running on "B_Story_Protagonist_F" Any mission using it as the player character is broken as of CBA RC7. ViperMaul is working hard to fix it.
  2. Faks get replaced by bandages and morphine, drag them on the ground and drag them back to your inventory, they will get converted. concerning bandages they are all the same in basic, if you use advanced some are more effective than others to stop reopening or stopping the bleeding of some type of wounds.
  3. @_MaSSive the way he spoke of it I though it was new units and not reskins Vipermaul confirmed that the problem came after CBA updated to RC7 he's investigating whether it's CBA or ACE3 that's causing the issue. Oh and good news, I PR'ed most of the remaining doc this nigh.
  4. Moonchild it looks like the mod you're describing use an old skeleton model, ACE3 only support ARMA3 one, you can find a sample in arma3 tools samples. To fix this issue, the best would be for you to contact pete and nicely ask him to fix it. PS: after i'm done with the feature doc I'll start working on the feature doc.
  5. Moon child you're describing a problem that was fixed between 3.0.0.3 and 3.0.1.0 could you provide more informations about your issue ? a RPT for example.
  6. I'll try to finish the documentation in the next few days :)
  7. As stated 2-3 pages before GBU locking IS disabled as of 3.0.1
  8. Stop teasing us like that :inlove:
  9. alganthe

    RHS Escalation (AFRF and USAF)

    Could you please not hardcode your scripts into your vehicle configs then ? pretty please ? :cheesy:
  10. Note that until RC7 rolls out VhC (vehicle customization) won't work by itself, aka trying to use like describe in the wiki or sample mission. To be able to use it you need to call the function bis_fnc_initVehicle outside of an init field.
  11. alganthe

    RHS Escalation (AFRF and USAF)

    Sorry fennek but hardcoding features because of "standalone" reasons is simply stupid. Problems are bound to arise if they keep the mentality they have right now.
  12. @vezer0 tell your clanmate to delete @ACE3 and redownload it, his .dll are probably not up to date. @Pulstar it's possible, but it would look silly because BI handles animation in a... weird way the fall over feature is pretty much (you took enough damage while running ? GO PRONE BITCH) it works well because they are BIs animations and there's a prone animation for each weapon type and position. For the feature you described to work you would need to have an animation for each position and each weapontype which makes it a pain in the ass to make
  13. Does VhC support hiddenSelections for textures ?
  14. @belbo the settings are to be placed in arma3\userconfig\ace3\serverconfig.hpp you also need the server pbo moved from ace\optionals to ace\addons simply place the export config module press escape and export. the way you did it "can" work but a human error can happen.
  15. That issue was fixed 5 days ago on master, here's the commit (click me)
  16. Flummi is working on fastroping, for the GBU locking it's being worked on atm by jayjay but in 3.0.1 (current release) it's disabled.
  17. alganthe

    RHS Escalation (AFRF and USAF)

    The documentation is as clear as it can be, the classname is "RHS_MK19" and the displayname is "Mk19"
  18. alganthe

    Audio Tweaking (dev branch)

    Weapons are loud, yes but vehicles are even worse in the "I CAN'T HEAR SHIT" field. Megagoth input is very valuable on this part and I hope the audio team will listen to him.
  19. I was doing the documentation but that was before I took a witcher in the knee.
  20. alganthe

    RHS Escalation (AFRF and USAF)

    Nice website for the doc it's much clearer than before. Do you plan on fixing some of the fucked up memory points on your uniforms or vehicles ? (UH1z got it's main one 2m in front of the nose, uniforms got memory points for legs below the ground)
  21. If by any chance you noticed that the ace3 development slowed down, you're not wrong. WITCHER 3 mwhahahahahah.
  22. If this is attempted, "again" the backlash would be horrible. Note that the skyrim modding scene took quite the hit after what happened, I wouldn't want the arma modding community to suffer the same fate.
  23. That would work, but the offsets would be wrong. To add them properly you'll have to create either a new entry for each truck (FMTV and FMTV_light) for example and properly set them up since they are way shorter than a HEMTT.
  24. In our community we do use DAC to create zones mid missions without issues, might be on your end. I'm impatient to see how you'll integrate it into X-cam. Oh and silola I LOVE YA, DAC is incredible and very well documented on top of that :bounce3:
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