BvB1
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Everything posted by BvB1
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RHS Escalation (AFRF and USAF)
BvB1 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If reading that literally, I think he means for scripting command etc, like xxx moveingunner yyy, xxx assignasgunner yyy- 16577 replies
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- Weapons
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Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Those were just poles placed in likely landing zones to impede airborne operations. The ones with mines were placed in the water such that incoming landing craft would hit the mine and/or capsizevif they tried to pass them. The gates (element c/Belgian gates) were originally moveable anti-tank obstacles that the Germans recycled from existing French & Belgian defensive works. On the beach they could block landing craft or landed vehicles, channeling their approach into mines, preregisrered artillery, pillbox fields of fire, etc. -
I love this map. Not being breadboard flat makes a massive difference for infantry combat, particularly love combat in the built up/green zone.
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Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
IIRC they simply have too high a rate of descent. Assume it's config related, little you can do. Someone got the "Rupert" chutes mixed up with the real ones. 🙂 -
Is the server using a "normal" steam install? In that case it would be -mod=!Workshop\*name of mod*
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Question for the makers, is there any way I might have access to an un-obfuscated version of the maps, or at least the Henderson map, to make a map index for the ALIVE mod? It seems someone did this about a year ago but it wasn't handed off to the devs for inclusion so there's none now. Since ALIVE's index creator reads building locations etc to create it's spawn/objective zones it won't work on the obfuscated ones. Thanks if so, and thanks for the continued work even if not. 🙂
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Secret Weapons (old version - discontinued)
BvB1 replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did a quick test with an Alive mission and USN/IJN are definitely working 🙂 -
Secret Weapons (old version - discontinued)
BvB1 replied to DSabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
First, thanks for more toys. 🙂 One thing I noticed, while the units have the "correct" side=x set (correct in so far as matching with Iron Front, Faces of War etc, Soviets/Red = 0, Axis/Blue = 1, Western Allies/Green = 2), the factions in the config are still using the old side arrangement so they mismatch. This only becomes apparent in specific situations, for example using ALIVE mod with your aircraft, it will fail to initialize the air component as it thinks it's an enemy faction. -
ai mod [Release] Vcom AI 3 - Dangerous AI
BvB1 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Yes please if possible get it squared away with HC. Been using them together for a long time and without VCOM just isn't the same. -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Poor bastard, if only he knew it was full of hats. -
troubleshoot Unknow problem with my server
BvB1 replied to Boleqs's topic in ARMA 3 - SERVERS & ADMINISTRATION
Have you logged in as admin, and tried #missions, or else set the vote threshold to 1? I remember my server (though win 7, later 10) did this if I did not do one of those. Think it wanted 2 or 3 players minimum by default to activate the vote screen, so unless using the admin command to select a mission it would sit idle. -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hopelly we'll be able to get the full res versions someday. Shame we can't see all the great assets/work you guys do as they are meant to be on our end. -
ai mod [Release] Vcom AI 3 - Dangerous AI
BvB1 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I haven't done a test of non VCOM "danger" behavior since many alive versions ago (well over a year) as I tend to place off map, remove fuel etc. , but back then they could still move if enemies were nearby/fired upon them. When I left VCOM active, if it took over they'd act much more aggressively, 2S3s hunting down infantry etc. -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looking forward to the release. That guy in the chair learned when the feldwebel said forced hydration, he meant forced hydration. 😁 -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You want to get the part name etc from the config viewer, then use that in the unit's init in editor, script etc to animate the objects to appear as you want. Eg for the Horsa, in it's init put this animate ["cargoBay",1] swap cargobay for canopy or doorL and the respective part will open at the start of the mission. Use script etc. to set back to 0 to close it again. -
I'm not sure if the option in the arma launcher will work for listen/client server, but under parameters, all parameters, host, there is a server port option, which is the -port command run via the launcher. Additionally, in game if you do the multiplayer, server browser, host route, you can specify a port there as well. I've never tried doing that with a client/server, but so far as I know one/both of those routes should work. :)
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You can specify a different port, in the server launch/command line you would use -port= xxxx . BIS wiki on servers Or if for whatever reason you want default ports can try disconnecting any other devices to see if one of them are using the port (smart TV, wireless printer, phone, tablet etc). 🙂
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No expert but have you tried connecting via internet? Either direct w/ WAN IP or via internet server browser? May at least rule out that (LAN specific issue) variable since the two others connecting that way had no issue.
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ai mod [Release] Vcom AI 3 - Dangerous AI
BvB1 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In my previous post I'd mentioned hierarchy of AI skill settings, and it's not as hoped. In the userconfig it states that using side specific skills overwrites classname specific, which it does. If this were reversed, it would give the mission maker a lot more flexibility. Currently you can set unit skills to one size fits all/universal, everyon's skills = X, OR you can define classnames, and all undefined will be the universal value, OR with side specific you can give all on each side the same skill (All BLUFOR = X, all OPFOR = Y) . If classname specific skill was applied last, then we can still have the "everyone else" be different per side. To do that now, you have to define every single class, as all undefined classes will revert to the same single/universal setting. Example, with side specific you can set all BLUFOR to 0.6, all OPFOR to 0.4. But if you want to do that except to have snipers and machinegunners be 0.8, you have to define every single classes on both sides, as undefined classes regardless of which side will revert to the same universal skill. Skill settings currently go (Side > Classname > universal), so side is only value used. ideally it would go (Classname > Side > Universal) , so it will be side unless a specified classname. *edit* fiddled with it and this can be accomplished easily enough, swapping the order in the VCM_AIDIFSET portion of the user config, so the side entry is before the classname entry. Imagine having that as default behavior would be desirable, as the only change to behavior is added flexibility when using classnames, but remaining the same if not using them. Default Changed to this -
ai mod [Release] Vcom AI 3 - Dangerous AI
BvB1 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Stupid(?) questions... :) If running the script version, will it still use the userconfig file? Either way, can I do the settings via the VcomAI_DefaultSettings.sqf within the mission? Trying to find the "best" way to use this when changing mod sets etc, having all the settings in the mission vs swapping userconfigs. Next, when using classname specific AI skills, It says it overrides. This is hierarchical, so skill will be what is set for the side, except for units of a classname that is set, correct? Always meant to try this out but stuck with side specific for simplicity up to now. Thanks! -
US General Equipment and Accessories (WW2)
BvB1 replied to simcardo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just downloaded to finally take a peak, uniforms look great! The greatcoats really fill in a gap among the current ww2 stuff available. :) One thing I did notice, the airborne m42/m43 didn't seem to have any carrying capacity/load. -
You say in ORBAT, are you talking about the ALIVE mod orbat module? May have more luck in the mod's thread on these forums or most likely the ALIVE mod forums. ;) With turrets, the turret needs to be referenced in the replacement config, this may or may not be automatically done with orbat. Typically it is but I remember reading some mods had to be done manually. Not at PC so can't give an example at the moment but you can look in the config and at leadt see if the turret entry is present within the vehicle(s) config entries.
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Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any trick to get more lethality out of AI (lmg/non-static) machinegunners?. I know BIS has changed things around AI skill wise quite a bit, but trying to improve upon the abysmal LMG performances I'm seeing. I just did a test to see if any skill settings etc would improve but wasn't having much luck. Even with all skills maxed (difficulty options AI settings/precision 100%, editor AI skill/accuracay/aimshake etc all 100%) firing at a tight line of 12 careless/standing/idle, 1,000 rounds was only yielding 2-3 kills. At normal difficulty/default editor skill he was doing 0-2 kills. Swapping him to a mauser at max skill he was dropping half or more of the targets in 40-50 rounds. Any tips to nudge the MGs closer to the mauser results greatly appreciated! -
Iron Front in Arm3 LITE - preview versions
BvB1 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Another version of the Sherman with an MG up top could be nice, to cover some of the variations of factory and crew made mounts. 50s that could only be fired rearward from the hatch or on the rear deck to fire forward. 50s on the loader hatch, m1919s on front of commander hatch etc. Also a tripod for the m2 and/or coax m1919 were "officially" part of the tanks equipment. Have seen a couple photos of tank/TDs with the tripod slung on or even the MG deployed when the unit was idle. That'd probably be more problematic, having to disable the weapons in the tank if removed. -
GEISTA3L - A pack of uniforms and vehicles textures for IFA3 Lite
BvB1 replied to Catsy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
FYI, a fix for an issue with the PAK-40. As is, it seems it is overriding the default IFA PAK-40 weapon settings so it is working as a cannoncore copy. Fires with no effects or sound, and a near instant reload. In the file "geistl_assets_c_gun_pak40.pbo", Config.cpp, the first bit of cfgweapons is the culprit. as is: Fixed simply by changing the first bit to