maccrawinthejaw
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[Release] Liberation RX
maccrawinthejaw replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Also, I might be missing something - is there an option to disable the initial limited amount (as in variety, not quantity) of troops one is able to enlist at the start of the game? Vanilla Liberation has all infantry units and most vehicles unlocked from the get-go and I'm quite fond of that system rather than having to unlock automatic rifleman, marksmen, etc. Another question too - can the commander enter High Command to give orders to squads? How does that work?- 882 replies
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[Release] Liberation RX
maccrawinthejaw replied to pSiKO's topic in ARMA 3 - MISSION EDITING & SCRIPTING
First glance, this mission seems pretty cool, but I have a small complaint: I'm trying out the Tanoa version (can't comment on other maps), and every single time I spawned on the FOB (brand new save), it spawned me up about 50 feet in the air and I would fall to my death. It took quickly entering Zeus mode and teleporting to the ground before I had a fatal encounter with gravity to save me from a fourth consecutive death. Is there anything that can be done to fix that or is that a problem on my end (and if so, what's the trick to fixing it)?- 882 replies
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Can't see or direct connect to server after recent update
maccrawinthejaw replied to maccrawinthejaw's topic in ARMA 3 - SERVERS & ADMINISTRATION
A GUI program? -
Can't see or direct connect to server after recent update
maccrawinthejaw replied to maccrawinthejaw's topic in ARMA 3 - SERVERS & ADMINISTRATION
Where do I do that? The batch file or in the .cfg, or something else? -
maccrawinthejaw started following Can't see or direct connect to server after recent update
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Can't see or direct connect to server after recent update
maccrawinthejaw posted a topic in ARMA 3 - SERVERS & ADMINISTRATION
Earlier this month I set up a dedicated modded server using the wiki and a certain video tutorial (which I can link if that's a necessary puzzle piece) to help guide me through it. It worked and ran like a dream in the weeks leading up to the most recent update to the server files (or whatever it was - I still have no idea). Running it on my client, I wasn't able to see it in the launcher or game-side server browsers, but I could direct connect to it and my friends could either join it through the in-game server browser or join me through Steam. Happy times. Now, however, when I run the batch file to launch the server, it initially loads up and displays the same information it always did, but after loading up, neither myself nor my friends can see the server or direct connect to it from either the launcher or the server browser. I have no idea what's going on and why we can't connect to it, or how to fix it. The port rules I made on both my firewall and router are still there and I got them right on the first go (because we were able to connect and play together multiple times over the course of the month). The server has mods, but I'm not sure if those all need to be manually updated or if there's a way to just update them all at once (getting them in was a pain in the ass so I hope it isn't this). I'm of the belief that something needs to be updated to the current build version, but I'm not sure what and how if that's even the case. Alternatively, I don't know if it's possible for a port to be shut, but if it is, I don't know how to tell and how to open it up again. I don't know if anybody else is having this problem, but if so, please don't comment with "I want to know too" or "same" unless you have an answer as to how to solve it; I want to know if there's a fix to this. Here's a Pastebin log from one of my server launches post-update if that helps: https://pastebin.com/89cDxpnn -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Uh, yes they can. Not only was it explained in a fair amount of depth in an update's log posted publicly by a developer/community manager, but the Arma fandom wiki (won't post the link) outright says, and I quote: Meaning that (and I have tested this personally) MX rifles and their magazines can be mixed and matched. You could have a khaki-colored MX SW magazine loaded in a black MXC if you wanted (for whatever reason) or needed to. They also increased the MX SW's firing rate to give it an advantage over the other MX variants (for example, you could have an LMG-grenade launcher combo if you threw a 100-round magazine on the MX 3GL) since it used to be the only version capable of loading the 100-rounders. And my point with FRAG-12 is entirely relevant, because in the case of Contact, it isn't a full-length shotgun; it's an underbarrel breaching shotgun, and only a complete idiot would load high explosive shells into a weapon designed to blow the locks off of doors and to breach into a room and blast guys in close quarters. I'm pretty sure it'd be a war crime or something to shoot a guy with an explosive shell point blank, too. -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
The MX SW magazines are dimensionally different than the Promet's magazine well (from what I can tell), but considering that apparently it was CBA that made it to where you can load Katiba magazines into the MX rifles, perhaps they'll have it where MX mags can load into the Promet and vice-versa. FRAG-12 is needless overkill on anything shy of an AA-12 or any automatic shotgun in a rifle configuration (the Saiga 12/20 and USAS-12 being two other examples). When you look at how short the Six12 is and consider that it's meant for door breaching and room clearing in close quarters, you're just as likely to kill yourself as you are the enemy. It's totally pointless. -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
PSZ team? Is that on Steam? And how good are we talking quality-wise (screenshots?)? -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Which is exactly what people are doing right now, complaining that the K is missing. I'm okay with the B but the K has more modularity. I agree though, NATO lacks bullpup weapons while all branches of CSAT and (to a lesser extent) the AAF and the FIA make liberal use of them. I just wish there were more modders making new weapons on a regular basis, the MSBS-K being one of them. -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
You're absolutely right about this. The LDF is quite possibly the weakest faction that isn't a guerrilla force like the Syndikat, FIA or looters. They lack tanks (and when your most heavily armored vehicle is a freakin' MORA, you have problems), vehicles with ATGMs (if their Moras had ATGMs, that might help them out and give them a bit more of a chance against hostile forces), and heavy air support (CAS jets or dedicated gunships a la the Blackfoot and Kajman). The LDF, while cool in concept and appearance, is hardly a force to be reckoned with, and they need some serious firepower. When the AAF, a faction hated both in the Armaverse and by a lot of players, is overall better equipped than a NATO country, something's gone terribly wrong. -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
"Added: Contact to the DLC section Added: PLAY CONTACT button in case it is owned and installed" That's what DnA wrote in the change log, so you can install it. I'm just curious what the function of it is. -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
How do you install Contact? Each time I open the launcher and click Install, it just has 0% - 0.0/0.0 MB for a few seconds at the bottom of the launcher and then it just stops completely. Do you have to be on Dev Branch still, or do you need to opt out of Dev Branch to do it? -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
I mean, if they had both, that'd be pretty slick, where the MSBS-B could've been the compact version for vehicle crews and officers and stuff, and the MSBS-K would be your standard-issue rifle (and if I'm not mistaken, it comes in different configurations akin to the MX). At any rate, I'm glad we have a new NATO rifle that isn't an MX (though I do love the MX, I like new weapons even more). -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Evidently you haven't seen the Croatian VHS-2. Whether or not it's been stated, it's very obvious that while the Promet is based on the MSBS-B, the carry handle scope is based on the VHS-2's carry handle scope and they just combined the two. The VHS-2's scope is built in on some variants but it does exist and the Croatian Army makes full use of it, so yeah, it and the Promet aren't out of place at all. -
Contact Expansion Asset Feedback
maccrawinthejaw replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Well said and well organized. Whether this belongs in this thread or not, I don't know, but these improvements would be more than welcome.