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Posts posted by vafana
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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.
SpoilerWhen Will It End -- concept
Heart of Steel -- visual, camera, concept
The Choise -- concept
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Congratulations on the release, I appreciate your hard work into this
Weapons with supressors they have sound echo, it is intentionally?
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1 hour ago, killjoe_R3F said:We still using Mapoule's script all the time with full satisfaction; I t is why no news came for a long time.
But improvement is on the way...
Thanks, this is great news, I use this mod from the beginning without problems
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Looking forward to the new update, it's my favorite weapons mod . Thanks.
How about the "R3F AiComTarget"? any improvements?
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On 28.01.2017 at 2:44 PM, Vasily.B said:I would love to see this in game options. Not evry missions can be edited on the fly (workshop, campaigns).
With a simple script, packed in pbo. format; and the problem disappears.
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- 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 ...
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5 hours ago, pvt. partz said:Hello vafana
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.
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1 hour ago, haleks said:Watch out for that NoFatigue mod though : it could conflict with the survival system. ;)
No, it does not cause any conflict with the system of survival; I've used in all missions based on "Ravage" mod
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21 minutes ago, rsoftokz said:I tried a simple mission with Ravage Mod and I had a lot of lags when some stuffs are spawning.....
I will wait for a further update of this map to try again a port.
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.
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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
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1 hour ago, rsoftokz said:I tried to make a port on TAUNUS (Xcam map ) , changing the boat to a car, with all the files from the hotfix....
games crashes to death once I hit "begin your pilgrimage".
I rewrited the JRInit twice (one from the Altis 1.94 Hotfix, one from my Tanoa Edition 1.22H).......
same result.....
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....
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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.
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With 64-bit exe, I have strong stuttering in Qilin and Strider in first person view, and in some buildings, sound stuttering (vanilla sound).
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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:
@Rydygier
I'm always open to good ideas, feedback is appreciated and mission is easy to enhance with new features. Anybody can depack this mission and change it for own needs, even release such changed version, as long proper credits are given: it is released under APL-SA license. Enjoy :)
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:
Fixed: crash at the start of mission thanks to Robalo (in all 3 versions)
Added: ww2 japanese bunkers as military buildings and some fixes for Tanoa versionAny comments or feedback about these versions, please express them in this thread.
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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
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@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
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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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Thanks for the reply, I solved; problem was that I was using an old version of CBA. :huh:
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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.
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All right, what do I do with this pbo?
Assume create a folder in arma root called @nofaitgue > create folder addons > put pbo inside that folder. Add @nofaitgue in launcher.
Yes exactly
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Yup, I use it all the time and with stamina OFF, but it doesn't always work in COOP.
There is also this mod https://forums.bistudio.com/topic/186503-ultimate-soldier-2/?hl=stamina#entry2951630
@rsoftokz
I'm trying a specific map with specific buildings not from arma 3 (customized once)
is there a way to make then lootable ???
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]);
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can you tell me how I can disable fatigue then? Can I open up your MP mission and add lines in each players init to disable? If so, what is the script? Or Is there an easier way?
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.
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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?
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Will Pooters ASRI work for my team ? And the enemy? at the same time ? Or just for enemy AI?
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.
RPA: MX Burst Mode
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Thank @Redphoenix, this is a great addition