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Everything posted by pognivet
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theres a lot of problems with cup. problems that seem like they could be fixed in 15 minutes but are never fixed no matter how many people complain. its been a long time and the uaz with the spg still behaves like a damned tank. the gun inherits the t-72's properties. the rocket bounces off the ground and ricochets. when fired it kills anyone standing within 20 feet of the car because of overpressure. it used to behave like a TOW. https://dev.withsix.com/issues/76087 that is almost TWO YEARS AGO. it is listed as "resolved". is "resolved" code-word for "we broke it in a different way so make a new bug report on the bug tracker"? when you lay prone and fire with many of the small arms you get the vanilla suppression effect that messes up your vision as if YOU are the one being shot at. i like the additions such as the hook helicopter and how someone went out of their way to add in mastiffs and other weird things, but its impossible to use this mod in its current state. it cant even hold a candle to RHS because of these extremely basic glitches and bugs that take years to be fixed, if they are fixed at all. even the maps in the map pack are still messed up after over a year. i know that in arma 1 roads were only one lane and if two cars were going down the same road towards each other they would hit head on. only in arma 2 was the ai/maps modified to have two lanes, one for each travel direction. for sahrani to be ported into arma 3 someone would have to manually add two lanes for every road. well on sahrani all the ai drive 10 or 15 feet offroad, simply driving next to the road until they hit a building and get stuck and never move again. the guy who made SMD sahrani was somehow able to figure this out on the first try and the ai use the roads on that map perfectly. i feel like i put shit on the bug tracker and talk on the forums and do all this and nobody listens or gives a shit. i dont expect any miracles but its been so damn long that at this rate the mod wont be finished and usable until the year 2021. id like to use it as a base for adding more countries and factions to the game, but i cant do that when nothing works right and you cant even fire a gun without going blind or killing yourself.
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The Unsung Vietnam War and ALiVE Compatability Mod
pognivet replied to opendome's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this is very cool man. i followed your instructions and made an alive mission on khe sanh. a bunch of seahorses would fly in and drop fresh troops off at the airbase. -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you the man eggbeast. that works perfect for folding them wings down. still cant get an airplane to do CAS with alive but thats not your problem anyway. if anyone does know anything about alive and this mod and can help me out that would be great. to get f-4 phantoms to take off from khe sanh to do bombing runs and what not. til then im using USAF m200 helis (thats historical, aint it). btw good luck on your life and this mod man i really hope things come together smoothly for the unsung team. -
How to stop FIA soldiers headgear randomized cycle
pognivet replied to oldbear's topic in ARMA 3 - MISSION EDITING & SCRIPTING
sorry man i dont mean to offend anyone i just come from a ghetto area so i try to express my emotions like in a certain way so that people can understand the direness of my needs or wants and i just really think the vanilla arma 3 stuff is so dumb even someone playing airsoft would laugh when seeing it -
How to stop FIA soldiers headgear randomized cycle
pognivet replied to oldbear's topic in ARMA 3 - MISSION EDITING & SCRIPTING
well i noticed in config.hpp files for factions it lists headgear/glasses in there somewhere sorta near the identity zone like where faces and voices are defined. i also noticed that some factions such as CUP's taliban never have randomized face gear, yet their americans do. maybe it is defined in the config.cpp whether or not that faction is randomized. i do not know. for me i am an idiot. i know about alive orbat and i try very hard to use it. the only problem is that even with creating a new army by taking and editing something like vanilla NATO i still get Dolce Gabbana sunglasses on their faces sometimes. i have to start editing a faction like taliban to avoid randomization. what is this CBA init module you speak of? can it help me in my mission to remove glasses from the soldiers? thanks bud. -
Keep pistol in holster when unit does not have a primary weapon
pognivet replied to johnnyboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this has helped me so much you have no idea man. greenfist is a hero. this is what i use on ai units. i put it here so it can be copy+pasted easier into missions. this action ["SwitchWeapon", this, this, -1]; -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thats how i finally convinced myself to pay for a 35 dollar "dlc" that adds one map. i gotta say though the delta release is pretty great. the khe sahn map will be very cool once it is finished. the maps have a lot of detail and a good feeling of realism that you won't get from many other maps. once again i stake the claim that this is the best mod for any arma or ofp game. some 2.5 ton trucks for the united states would be nice though :P my question is that i want to use some of the A-4'S,A-6's,F-4's etc as CAS with alive. the only problem is they spawn with their wings folded and refuse to move because of it. the ai pilot is too dumb to fold them down. is there a script that i can put in the init line of the plane to get the wings to fold down? maybe the runways at khe sanh are "fake" runways that the AI can't follow i.e. taxi, take off and land? thanks. -
How to stop FIA soldiers headgear randomized cycle
pognivet replied to oldbear's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So how would you get this to work with dynamically spawned units such as in ALIVE? You can't enter shit into their init line as they spawn or whatever. It looks fucking retarded to have an Afghan National Police officer wearing RayBan Wayfarers. I'll crack open the config.cpp if I have to, but I was wondering if there's another way of avoiding this totally stupid and worthless and pointless piece of the game (A Bohemia Interactive classic move), where tank commanders are wearing Dolce Gabbana sunglasses made for women. Can a script be run from the beginning of the mission to just STOP all stupid randomization. I'm fine with randomization if it adds cool little things like a scarf around someones neck or a bandage on their arm, but I mean this is just totally stupid. You have machinegunners wearing sunglasses they look like they bought at Urban Outfitters or PacSun. Even for CIVILIANS this is crossing the line into total retardation and autism letalone a "Mil-Sim" (Can we really call it that anymore). I have never seen anyone in real life wear the "facial" clothings in this game except for complete fat losers sitting at the DMV or the bus station playing some anime dating game on their android phone. So is there ANYWAY ON GODS GREEN EARTH to stop randomization for units without REMAKING THE ENTIRE FACTION FROM SCRATCH? -
SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
pognivet replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
did u ever fix the skybox/apex lighting -
i get this problem where when i try to reload a gun while prone i can never move again. the only way to become unstuck is to do "check weapon temperature" using ace. if you dont do that then you can never move ever again and cant even hit the escape button. you have to like alt-f4 out of the game. this only happens with cup. ive tried RHS, the niarms packs and the NATO SF RUSSIAN whatever weapon pack by massi. is there any way to fix this? i thought that maybe a mod i'm using causes that problem, but it seems to happen all the time no matter what i do.
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A super easy way to do "undercover" or "insurgency" missions
pognivet replied to rxnxr23's topic in ARMA 3 - MISSION EDITING & SCRIPTING
wow thanks what a great thing. you have to change "player" to something else. example for two players, at least the way i do it: name first player "guy1" or whatever you want. name second playable unit "guy2" or whatever you want. two triggers set identical with the stuff above in the first post. currentWeapon player == "" player setcaptive true player setcaptive false change that so for the first guy it would be like currentWeapon guy1 == "" guy1 setcaptive true guy1 setcaptive false do it again for the other guy. if you do it this way it will work in multiplayer for multiple people. if one person goes aggro it wont make every player in the server a hostile enemy only the person who went aggro. you probably already know this since you asked about global/local stuff but i thought it would post it anyway just in case. -
Activate trigger only if another trigger hasn't been activated
pognivet posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
this is probably pretty simple for someone more experienced but for someone like me it makes my head hurt. im looking for something that is essentially "!triggeractivated". i have a mission where players have to destroy a nuclear launchpad before it launches the nuke. the nuke has full effects and actually explodes some time after it launches. i have the nuke launchpad named "nuke1" and a win-the-game trigger where the activation is "!alive nuke1". therefore when players destroy the nuke they win. the only problem is if the nuclear missile has already launched and players destroy the now-empty launchpad they still win, even though their base just got nuked and totally annihilated and everyone killed. i have another trigger on a timer for the firing of the nuke called "launchtrig2". i want the win-the-game trigger to take this into account and be like "!alive nuke1 && !triggeractivated launchtrig2" so that if the nuke fires and is destroyed afterwards it awards nothing. any help would be appreciated. -
Activate trigger only if another trigger hasn't been activated
pognivet replied to pognivet's topic in ARMA 3 - MISSION EDITING & SCRIPTING
lol thanks. i didn't know that !triggeractivated existed. -
Foxhound Siberian Guard - RHS Retextured Snow Units
pognivet replied to Azza FHI's topic in ARMA 3 - ADDONS & MODS: COMPLETE
you're killing me my man. those gorkas look like some north face brand snowboarding clothes you would buy from a sports store. where's my klyaksa at? -
Same problems. The only two AI mods I use are Grouplink 5 and ASR. If there's an enemy on the other side of a hill the AI will stand there and shoot the hill instead of going over it to shoot or waiting until the enemy comes over it. I always get the AI dismounting at really stupid times. I mean like the worst possible times. If there's troops riding inside of BMPs in the ocean going to shore they'll dismount as soon as they see an enemy or take a single bullet and swim around in the ocean for a while before getting back in. A lot of the other stuff in the mod is interesting though. Could you make it so you can turn off dismounting in the userconfig? I thought that feature was in ASR for Arma 2 but maybe I'm wrong.
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if any of you are wondering its not a hardware issue or anything wrong with your computer. unless tens of thousands of computers across the planet are having the same horrible hardware problem at the same exact time. this bug really makes me regret my purchase of arma 3 and i want to stress that in the harshest possible terms. its been years now and its still in the game. every time i ask for help even if i post a full log with every detail imaginable i get ignored along with pretty much everyone else who posts about it. it makes the game totally unplayable and beyond that it can cause your video driver to crash and never recover. then you have to restart your computer by holding the power button down. hope you werent working on anything important. this doesnt happen in any other game ive ever played in literally my entire life on the planet earth. so its safe to say that arma 3 is the cause of it and not some dust mite sitting on circuitboard. like someone else in this topic said: they have the time to cook up DLC that people dont even want to buy, but they dont have the time to fix the incredible number of game-breaking bugs already in the game. at this point i've completely given up all hope that they will ever fix it or even acknowledge that it exists. might as well go back to playing operation arrowhead. maybe in arma 4 they will fix it?
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The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
try checking the alive garbage collector. this happened to me as well when using rhs or other things. it will delete stuff you put down because it counts it as trash. in one of the main alive modules it will have garbage collector parameters. you must place the howitzers and equipment crate in quotes in the exclusion field. like "howitzer155mm","ammoboxunsungUS" etc. then it shouldnt delete those specific objects. you could also try setting the garbage collector to never clean up trash by setting the amount of trash needed to activate garbage collector to 0. something like that. hope it helps. -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
well good luck guys. its hard to nail down weird problems like this. i have spent thousands of hours trying to fix similar weird problems that there seems to be no answer to. the unsung mod is one of the best mods in the history of arma and in my opinion it is the best mod for arma 3, even better than rhs. i remember back when i played arma 2 when i switched from using VTE to unsung and i was blown away. i can tell that you put in an incredible amount of work for the arma 3 version as well. the little things like the voiceovers and the non-combat items (playboy mags, cigarettes) really round out the experience and give it a lived-in feel. im not very happy about the apex dependency but one day i might buy it just to play the updated versions of this mod. i only wish BI would do like in arma 2 and give "lite" versions of DLCs for free. anyways i wish the unsung mod team the best. -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i'm not even talking about any support module or alive stuff, although it happens with that too depending on where you send it. on da krong put a helicopter on the ground/helipad/runway whatever at the main airbase place that has the runway (i forget what its called) then add a bunch of move waypoints to make it intricately follow the river first east and then south to the "sarge" outpost. by the time it hits the large sandbank area it should climb the stairway to heaven. -
The Unsung Vietnam War Mod 3.0C - CHARLIE Released !!!
pognivet replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
did you fix the problem with the huey helicopter in this release? the problem where sometimes it will just keep climbing in height for eternity? i dont have apex and cant afford it so i cant check myself. -
i used to play cwr2 all the time and it worked fine. i reinstalled arma 2 and redownloaded it recently to play again, but after some recent update nothing works anymore. for every addon pack i download such as west german army, netherlands etc. none of the units show up in the editor in-game. in the base mod all of the us soldiers m16s are invisible. the only thing im running is cwr2 and combined operations. is there some super special secret fix for this or is it just broken forever now
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3d editor crashing entire computer and in-game UNABLE_TO_INIT_DXGI crash
pognivet replied to pognivet's topic in ARMA 3 - TROUBLESHOOTING
Please help me. -
3d editor crashing entire computer and in-game UNABLE_TO_INIT_DXGI crash
pognivet posted a topic in ARMA 3 - TROUBLESHOOTING
Whenever I used the 3D editor it works fine for a few minutes but then my screen goes black. My monitor says its disconnected and my keyboard won't work at all. If I hit capslock or numlock the light won't turn on. Totally locked up. Makes it so I can't use the editor at all. Whenever I manage to get in the game and play it works fine for about 30 minutes to an hour and then it crashes with "0x00000001 UNABLE_TO_INIT_DXGI". Here's the log thing it spat out: ---------------------- Process exit ---------------------- Exit code: 0x00000001 - UNABLE_TO_INIT_DXGI Running time: 00:38:05.4547205 ---------------------- System information ---------------------- Date: 2016-07-25 07:47:47 / 2016-07-25 00:47:47 -07 Current dir: C:\Program Files (x86)\Steam\steamapps\common\Arma 3 Command line: "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3launcher.exe" CLR version: 4.0.30319.42000 OS Version: 6.1.7601.65536 (Microsoft Windows NT 6.1.7601 Service Pack 1) OS 64 bit: True Process 64 bit: False Culture: en-US UI Culture: en-US 0:43:18 DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED 0:43:18 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 0:43:18 DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED 0:43:18 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 0:43:18 Virtual memory total 4095 MB (4294836224 B) 0:43:18 Virtual memory free 1550 MB (1625542656 B) 0:43:18 Physical memory free 9047 MB (9486639104 B) 0:43:18 Page file free 21742 MB (22798237696 B) 0:43:18 Process working set 1932 MB (2025893888 B) 0:43:18 Process page file used 2269 MB (2380206080 B) 0:43:18 Longest free VM region: 1414201344 B 0:43:18 VM busy 2686701568 B (reserved 156721152 B, committed 2529980416 B, mapped 65540096 B), free 1608134656 B 0:43:18 Small mapped regions: 24, size 106496 B 0:43:18 VID: dedicated: 2086338560, shared 2147807232, system: 0, max: 1771765760, used: 1640243200 ErrorMessage: DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED Anyone know what might be causing this and how to fix it? -
3d editor crashing entire computer and in-game UNABLE_TO_INIT_DXGI crash
pognivet replied to pognivet's topic in ARMA 3 - TROUBLESHOOTING
Summary Operating System Microsoft Windows 7 Ultimate 64-bit SP1 CPU Intel Core i7 3820 @ 3.60GHz 47 °C Sandy Bridge-E 32nm Technology RAM 16.0 GB DDR3 @ 800MHz (11-11-11-28) Motherboard ASUSTeK COMPUTER INC. SABERTOOTH X79 (LGA2011) 39 °C Graphics ASUS VW266H (1920x1200@60Hz) NVIDIA GeForce GTX 670 Hard Drives 932GB ATA WDC WD1000DHTZ-0 SCSI Disk Device (SATA) 35 °C 932GB ATA WDC WD1000DHTZ-0 SCSI Disk Device (SATA) 35 °C Optical Drives HL-DT-ST BDDVDRW CH08LS10 SCSI CdRom Device Audio NVIDIA High Definition Audio Operating System Microsoft Windows 7 Ultimate 64-bit SP1 Computer type: Desktop Installation Date: 20 June 2012, 15:59 I did that recently. I did a total clean install of every graphics and related driver on my system. Doesn't seem to make a difference. Also my graphics card is not dying or broken or malfunctioning. It is perfectly fine. It works without any problems in every game that I play except Arma 3. -
need group id for paradrop script cant find it tried setting it with "this setGroupId ["Delta","GroupColor1"]" in squad leaders init tried "Delta" tried "Delta Black" tried "West Delta Black" tried every f'in combination i could think of and it still wont work