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Masnooper

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Posts posted by Masnooper


  1. Please make an "Add mods folder" to the mods section or enable select multiple/all when select mod window opens.

     

    Also, when I press launch, it says: Error - Configuration file does not found.

    Where does it look for what configuration file?!

     

    "-config=C:\ServerifyA31501\Profiles\537c5efc-fc58-4bb4-8cbd-349f9db83520\server.cfg"

    "-cfg=C:\ServerifyA31501\Profiles\537c5efc-fc58-4bb4-8cbd-349f9db83520\basic.cfg"

    "-profiles=C:\ServerifyA31501\Profiles\537c5efc-fc58-4bb4-8cbd-349f9db83520" 

     

    They are all there. According to to the Task Manager, the pop-up error message comes from Arma3.exe, not even arma3serverx64.exe

     

    With the same settings TADST works fine. I wonder why 😐


  2. On 3/12/2019 at 8:57 AM, beno_83au said:

    Are you running any mods? Or maybe a script that is handling dropped items? I didn't see this over the weekend when I was playing.

    The thing is, these items were not supposed to be pick-able and I made a mod to change them to inventory items. 

    I'm looking for possible "script that can handle dropped items".

    On 3/12/2019 at 12:16 PM, reyhard said:

    There is no way to fix that beside making adjustments to models themselves. I had that issue with GPS, Watch & Map items and had to do adjust p3d rotation for them

    But when you change rotation, does it change the angle of a placed item too? Because they are place-able items that I turned them to inventory items.


  3. 9 hours ago, wynarator said:

    Hey guys, quick question here: is this only me, or there is no actual impact/explosion sounds in multiplayer for AC130 weapons? I was testing it with my buddy and he was infantry while I was flying AC130 (using autopilot) and firing around him - he saw all the explosions, but he had absolutely zero sound.

     

    Also let me express, that how AC130 was executed along with the autopilot feature is a pure masterpiece.

    This bug is going to be fixed on next update.


  4. On 4/26/2017 at 3:03 AM, czechu777 said:

    Besides, maybe you could see the integrated TGP and get some code from there to make locked state better. Becouse now when you lock , you cant move, in vanilla one, you can move in relative to place where you locked, so the movement is easier.

    Well, this TGP and vanilla thing are totally two different things. That's an extra pilot camera and it's basically a UAV attached to the platform. So no codes can be used in this case.

    But in the other hand, the function (Lock UAV Turret) is same for both so it's not possible to lock with one of them and break the toggle lock with the other one and expect to have two different target locked. It's better to act like you have only one TGP on your aircraft just with extended options.


  5. On 2/7/2017 at 4:33 AM, ss9 said:

    Should it be taken off of the F-14a/b and the a-10a?  Is there a way to maybe detect whether or not the plane is equipped with the pod, and possibly where?  CUP Harriers would be another one that might need a little refining for different loadouts.  If possible.

    It's available for them as an option and you may just ignore and don't use it. Only way to detect it's presence is to get in the plane and check mouse scroll menu if you can't see the 3D model attached already.

    What's wrong about CUP Harriers?


  6. Well, it's not possible to add a laser to that new camera because it's simply is using the plane weapons rotation and is not independent. So the laser should be added to aircraft itself instead of that camera which is not something pleasant.

     

    A-10C? Yes of course. I'll add this to every air asset that is well crafted and capable of carrying it which includes Firewill A-10C and even A series. But it needs to be more that just one aircraft to release another update so I'm patiently waiting to see what happens in this community that worth adding to this mod.

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