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vafana

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Everything posted by vafana

  1. vafana

    Pooter's enhanced ASR AI

    @raptoer I'm getting this error: "...his,_dangerCausedBy, _dangerCause] call asr_ai3_main_fnc_pt_reactDanger; Error Undefined variable in expression: asr_ai3_main_fnc_pt_reactdanger
  2. This is an old problem, I managed to get rid of it changing the number of audio channels from audio card or headphone settings, from 8 channels to 6 or 4.
  3. vafana

    Pilgrimage Ported Variations

    @rsoftokz I played for a while Taunus version, I've had no crash just some freezes. It's a huge map and this is why the enemies are rare, but I think this is not a problem considering that the map itself is already very performance demanding. Regarding the issue mentioned by @alky_lee, it is possible that somewhere to be forgotten changing the name RYD_JR_boat with RYD_JR_car, perhaps the vehicle itself in the editor (is just an opinion, maybe it's something else). I really like Taunus map, but poor performance it spoil for me the joy of playing... Anyway, today I had some free time, and I managed to port Pilgrimage on the United Sahrani map, and discovered that it is quite suitable, I like it. If you want to try, I will put a link in my signature, you can modify it as you wish or release it, I ported with great pleasure, because I like @Rydygier's work.
  4. vafana

    Pilgrimage Ported Variations

    Great job @rsoftokz! It is only a test version, I think some things need to be adjusted, such as "Strongholds" positions even "checkpoints" and other things that will occur on the way; I'm glad that you released for testing. I tested it briefly two months ago, I will try it again today. I like this idea, in my opinion would not alter the original story: but several new additions to the story is a refresh and increase the "replayability".
  5. vafana

    [SP] Pilgrimage

    I ported on Taunus a test version with the help of @rsoftokz, Taunus map is very "performance hungry", but in principle it works. I replaced the boat with a quadbike and start positions are in some roads ends on the map edge, I think there should be some adjustments and updated to version 1.95, but for now .... I have no time ... and I would be very happy to see a Pilgrimage Taunus version by Rydygier, would have that "original touch".
  6. vafana

    64-bit Executables Feedback

    Same problem for me, I managed to "fix" this by changing the number of audio channels, from 8 channels into 4 or 2. (if you have a sound card or such settings for headphones)
  7. vafana

    R3F French Weapons Pack

    Thanks @nanucq, congratulations!
  8. vafana

    RPA: MX Burst Mode

    Thank @Redphoenix, this is a great addition
  9. I spent about two hours to watch the entries, I chose to start with those that have more "artistic" titles and it seems that was not a bad idea, because it turned out to have a more quality content, in my opinion of course.
  10. Congratulations on the release, I appreciate your hard work into this Weapons with supressors they have sound echo, it is intentionally?
  11. vafana

    R3F_AiComTarget

    Thanks, this is great news, I use this mod from the beginning without problems
  12. vafana

    R3F French Weapons Pack

    Looking forward to the new update, it's my favorite weapons mod . Thanks. How about the "R3F AiComTarget"? any improvements?
  13. With a simple script, packed in pbo. format; and the problem disappears.
  14. Tweaked: The enableEnvironment script command was extended to allow separate control over ambient life and ambient sound (https://feedback.bistudio.com/T117789) This is awesome BI, thanks Goodbye bunnies ...
  15. vafana

    [SP] ROADS for RAVAGE

    Sorry @pvt. partz It is not my topic. Just change this part from quotation with @rsoftokz It is his work. In the post above, I was talking about "NoFatigue", It is a script that I packed in pbo. format for disabling fatique effect.
  16. vafana

    [SP] ROADS for RAVAGE

    No, it does not cause any conflict with the system of survival; I've used in all missions based on "Ravage" mod
  17. vafana

    [SP] Pilgrimage

    A few days ago was an update for Taunus (version 1.1). I tried a mission with @Von Quest's S.C.A.R.and it worked. Thanks for the tips, @rsoftokz I replaced everywhere boat with the car, I also took care of "water" stuff. Thanks again for sharing, I really appreciate. I'll try that.
  18. vafana

    [SP] Pilgrimage

    I do not think it's a memory issue, I think I'm doing something wrong with the vehicle (script) from starting position... Of course, @rsoftokz
  19. vafana

    [SP] Pilgrimage

    The same thing happened to me with "Taunus" port. I tried to replace the boat with a quad bike. After "begin your Pilgimage", loading screen for about 75% and then it crashes or freezing....
  20. vafana

    Audio and stuttering problem on Dev Branch

    Exactly the same problem for me, I reported this in 64-bit Feedback topic, nobody answered ...Well, now are holidays probably BI will pay more attention after January 2. Edit: If you have an audio card, you try to set the number of channels on 2, from the audio card settings. I had them on 8 channels, I changed on 2, and for now I notice that the error has disappeared; I will test this further.
  21. vafana

    64-bit Executables Feedback

    With 64-bit exe, I have strong stuttering in Qilin and Strider in first person view, and in some buildings, sound stuttering (vanilla sound).
  22. DESCRIPTION: Pilgrimage, a great scenario created by Rydygier, winner of the "Make Arma Not War" contest, whose description and mission can be found in the original tread, was initially created for Altis and with Rydygier permission: I ported Pilgrimage on the island of Tanoa, adapting this mission to the Apex, using specific units, vehicles and weapons from this DLC. I also modified the original versions of Pilgrimage Altis and Pilgrimage Chernarus, changing the vanilla Arma 3 units with those from RHS Escalation mod. I did not change anything in the scenario or the specific functions of the original mission, only the location and class names. All credit and gratitude goes to Rydygier. PILGRIMAGE TANOA PILGRIMAGE RHS CHERNARUS (require RHS Escalation) PILGRIMAGE RHS ALTIS (require RHS Escalation) Changelogs: Any comments or feedback about these versions, please express them in this thread.
  23. vafana

    ASR AI 3

    Nice addition, looking forward to the next update. I get this error when I shoot enemies with static weapons: `...le ["asr_nolegs", time]; _unit spawn[ |#|while (!isNil {_this getvariable "asr_no...` Error while: Type Bool, expected code File x\asr_ai3\addons\main\fnc_handlehit.sqf, line 28
  24. vafana

    [SP] DayZero [SURVIVAL]

    @Mercenary11 I guess I was not clear enough, I don't have between 10 - 15 fps, I wanted to say that in this scenario I have with 10-15 fps less than in other similar scenarios (usually 45-30, but in your scenario I have around 20 -25) and I can't change the view distance, is blocked in some script? I can not use the flashlight: "Undefined item Her_Flashlight_01_F" this is the error from the beginning of the mision '..tch command do { case "hell": File missions\...cur_sp.chernarus\JBOY_DOG\JBOY_handlerspeak. line 73 { if (#) (language =="boomer") then {dummy = Error:undefined variable in expresion: _language
  25. vafana

    [SP] DayZero [SURVIVAL]

    OK, I gave it a try, nice scenario, similar to Dayz First of all performance is very affected (compared to other similar scenarios, around 10-15 fps minus), I think because it's heavy scripted. And I can't change the view distance from the game menu; I get an error at the beginning of the script, and another one when I give to the dog the order to attack (I will post later these errors).
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