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vafana

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Everything posted by vafana

  1. vafana

    RPA: MX Burst Mode

    Thank @Redphoenix, this is a great addition
  2. 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.
  3. Congratulations on the release, I appreciate your hard work into this Weapons with supressors they have sound echo, it is intentionally?
  4. vafana

    R3F_AiComTarget

    Thanks, this is great news, I use this mod from the beginning without problems
  5. 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?
  6. With a simple script, packed in pbo. format; and the problem disappears.
  7. 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 ...
  8. 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.
  9. 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
  10. 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.
  11. 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
  12. 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....
  13. 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.
  14. 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).
  15. 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.
  16. 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
  17. 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
  18. 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).
  19. vafana

    ASR AI 3

    Thanks for the reply, I solved; problem was that I was using an old version of CBA. :huh:
  20. vafana

    ASR AI 3

    Hi, @Robalo. Great job you did with AI, thanks. I get an error when the enemy gets in the danger mod: (this, _dangercausedby] call Error undefined variable in expresion: _asr_ai_main_stoptoshot I'm in dev-branch, It appears every time you shoot toward AI.
  21. vafana

    [SP] Pilgrimage

    Yes exactly
  22. vafana

    [SP] Pilgrimage

    There is also this mod https://forums.bistudio.com/topic/186503-ultimate-soldier-2/?hl=stamina#entry2951630 @rsoftokz I think is in "JRInit" around 281 line, defines buildings that will be with better loot, usually military buildings: RYD_JR_BetterLootBuildings = and in "MainLoop.sqf" 153 line, _blds = _pos nearObjects ["House",_radius]; if you have customized buildings, I think it's good that the code It should look like this so that the new buildings to be recognized by the script, (thanks to @Rydygier): _blds = (_pos nearObjects ["House",_radius]) + (_pos nearObjects ["BagBunker_base_F",_radius]);
  23. vafana

    [SP] Pilgrimage

    I also don't like the "stamina" thing, and to avoid having to write each time in the init line, I packed a script in PBO file and use it in singleplayer (for a long time so far). Since the new respawn system (I do not like at all), I did not have used it into coop, but I want to know if it works. nofatique
  24. I noticed that the voice of the enemy, located nearby, is heard with a very low volume level and as if would sound via radio. Is this intentional, a new feature or something?
  25. vafana

    Splendid Smoke

    About this, more information here https://forums.bistudio.com/topic/163742-asr-ai-3/#entry2562365 and here https://forums.bistudio.com/topic/185936-pooters-enhanced-asr-ai/#entry2936511 Above, I posted about AI`s way of acting when smoke grenade is being used with these mods activated.
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