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32 ExcellentAbout regiregi22
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Sign another addon in Workshop not made by me, by making another addon just with the signatures
regiregi22 replied to regiregi22's topic in ARMA 3 - QUESTIONS & ANSWERS
I have posted the original unsigned addon, and the addon I made with my signatures, but I am not able to troubleshoot what am I doing wrong. I will keep trying, but If you could check my modset it will help me a lot in going in the right direction. If I achieve success I will write an Steam guide with the steps performed, as using unsigned addons from the workshop on signed servers is a pretty common issue that leads to people breaking the TOS and reuploading them using shady names. Tha could be avoided by uploading an addon with signatures that just verify that "something" is just "something", even if I am "nobody" regarding signing authority 🙂 -
Is it actually possible to make an addon to provide signatures to a different addon? I mean, there is an addon that is not signed on the Workshop. I have actually signed it locally and it works if I place the .bisign files are on the same folder as the original addon (I copy the key to the "keys" folder on the signed server) , but I have made another addon and uploaded it to workshop with just the signatures and the key, and with the same format of the naming of the original PBOs, but it doesn't work. What I suspect is that it is not possible to verify signatures of a pbo if they are placed in a different folder, even if the name in the .bisign file contains the pbo name and the public key to be used. Is there any way to upload an addon with just the signatures for another addon and upload it to workshop? I can actually download the original addon, sign it, and upload it again, but it could breach the license agreement of some addons that don't allow to re-upload them without permission (and sometimes the owner is MIA for so long). For a real example, this is the original unsigned addon: https://steamcommunity.com/sharedfiles/filedetails/?id=2684335735 And this is the addon I have made with the signatures for it: https://steamcommunity.com/sharedfiles/filedetails/?id=3346738114 Please ask me if I am not explaining well myself, english is not my native language. Thank you very much
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Hello, I hope you are having a great day! 😀
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Hello! Please tell me about the mortars. I understood how corrections for air temperature and winds are calculated in your table. But how the correction for air density is calculated, I cannot understand. Could you write a principle formula, like in a math lesson?!)
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ACE3 - A collaborative merger between AGM, CSE, and ACE
regiregi22 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
After some more testing, I've discovered it's because a Cookoff setting. When set as "Disabled" or as "Player only" the vehicle explodes on one hit. When set as "Players and AI", it doesn't explode even after a dozen of hits: Explodes: ace_cookoff_enable = 0 ace_cookoff_enable = 1 Don't explode: ace_cookoff_enable = 2 Don't know if it's a bug or it's intended behaviour... which should be quite strange. Best regards -
ACE3 - A collaborative merger between AGM, CSE, and ACE
regiregi22 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello guys, I have a question. When I shoot an Strider (Fennek) with an RPG-7 in vanilla, it just take one shot to go "boom". When I use ACE (plus CBA), it take quite some shots of it to mildly damage it. Do you know which module has to be removed from ACE in order to keep the same vehicle armor resistance as in vanilla? Edit: I just recorded a couple of videos with and without ACE: Without ACE: With ACE (same effect disregarding side of impact): Thank you, Best regards -
Now that with the new Vietnam creator DLC, Liberation is going to be integrated in Arma's included missions, I would like to complete the Spanish language translation of it. Is is still the (quite a bit old) Github site the best place to do it? Is there any new updated site due to the new mission made for the new DLC? https://github.com/KillahPotatoes/KP-Liberation Best regards
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Sorry for the delay. The standard Mk6 mortar is still compatible, as always has been. The issue here is related to RHS mortar compatibility. This was brought by this addon, which is not under development anymore. http://www.armaholic.com/page.php?id=30042
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ACE3 - A collaborative merger between AGM, CSE, and ACE
regiregi22 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a question regarding the AtragMX and the bore-to-scope height. Let's say I am using the M200 Intervention and the LRPS optic: LPRS: ACE_ScopeHeightAboveRail = 4.0; M200: This has not defined the " ACE_RailHeightAboveBore", so I assume it is used the default defined as: case 0: { _railHeightAboveBore = 2.0; }; // Rifle On the AtragMX gunlist Bore height value (default value 3.81), do I have to put in 6cm (4+2)? Thank you, best regards -
Recently, I have noticed that the only compatible artillery piece with the ACE advanced mortar system is the vanilla MK6. I don't know is ruPal compatibility patch is still supported, but the last tested I have done show that they are not working with the advanced system.
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Keep the development going, you are doing a great job rehauling the (IMHO) best dynamic mission ever made for Arma 3. Thank you
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I made this RHS version for Altis. Give it a try. https://drive.google.com/open?id=0BwbgX3YQhkNyeGdlQXVzU1BZQ00
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Hi guys, This is the last updated Iron Front modification for Liberation. I hope you enjoy it. https://drive.google.com/open?id=0BwbgX3YQhkNyelZ3Sk1MLXhOSWs
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I just edited the missions.sqm file. I just replaced all the soldier's classnames with the desired ones. I got a very nice working RHS mission where the russians are the friendly side, USA are the enemies. I may upload it if you are interested.
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I don't know, its the Altis estandard version.
- 2432 replies