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Posts posted by Yoyodef
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Thanks a lot!
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Really nice map, i like the rough terrain and the overall quality.
Just a few things that maybe you didn't consider. My team and I are using this map for milsim and the main base is at the airport. So we deploy all our equipment at the airbase and now with the update we cannot get out of the big hangar without hitting the trees. We cannot get out easily from the airport (hangar or runway) with ground vehicle.
So can you make the airport more accessible from the roadways and get rid of some trees near the hangar please?
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On 02/05/2018 at 1:20 PM, ravenholme said:I actually have a request for potentially the first time ever.
Would anyone be willing to make a variant of the AH99 Blackfoot with the EFAMS the original RAH66 was going to have to extend its ability to carry ordnance/fuel? They were just little stub wings that would have been mounted above the existing weapon bays. Managed to find an old, archived mock-up of them from Boeing that should give an idea
Would basically allow the AH99 to go into full attack helicopter mode.
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Somebody got the Tanks DLC config ?
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nevermind
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Hi,
Same problem here.
I'm playing on Linux server, the mission is a sector control with BIS module on map sector, side and ticket module.
When one team goes out of ticket the mission end, everybody got a correct message of ending (winning or loosing depending on which team you're), then everybody is sent out to the lobby but the mission don't restart and if you click on OK you get back on the map as it is.
Server side I launch it with -autoinit parameter, with persistent =1; in config.cfg and my mission rotation is setup like this :
class Missions { class Mission_1 { template = "tdm_tactical_fun_kavala_hopital.altis"; // omit the .pbo suffix difficulty = "custom"; // difficulty: recruit, regular, veteran or custom (see CfgDifficulties in the main game config) }; };
I follow the method above except for the debriefing because I use SideScore rather than end1 or loser
In my init.sqf I got this :
0 = [] spawn {private ["_eastTickets", "_westTickets"]; while {true} do { sleep 7; _eastTickets = [east] call BIS_fnc_respawnTickets; _westTickets = [west] call BIS_fnc_respawnTickets; if (_eastTickets == 0) exitWith { "SideScore" call BIS_fnc_endMissionServer; }; if (_westTickets == 0) exitWith { "SideScore" call BIS_fnc_endMissionServer; }; };
What am I doing wrong ?
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On 25/11/2016 at 5:43 PM, Larrow said:Just in the initPlayerLocal.sqf. It does not need to have any reference to your VA or anything to do with when you assign items to the VA.
The VA will automatically call the script when the VA is opened as long as it has been defined some where on the client.
So you want only VA white listed items to be loaded when a player loads an existing loadout?
Link is not working anymore, can it be reupload, please?
Edit : Nevermind I found it on Larrow dropbox -> " override_VA_templates"
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2 hours ago, jonpas said:Setting this setting to 0 should do that (without the macro that is "ace_overheating_enabled").
I'm not sure if I understand well.
I can put
class ace_overheating_enabled { typeName = "BOOL"; value = 0; };
in the ace_settings.hpp that is in the mission folder and it will deactivate the overheating and jamming effect, is that correct?
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Is there an option to deactivate the overheating and the jamming of weapon via the ace.hpp that I missed ?
I'm looking for a better solution than to remove the pbo. -
1 hour ago, commy2 said:- We made the scopes module great again. It doesn't need a compatibility patch as well and it's even more accurate than Arma 3's vanilla zeroing, it's true (#4642)
Omg, Baer, this is not funny.
I laugh through reading the entire changelog! Should be added as a feature "Most entertaining changelog of them all!"
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23 hours ago, Royal Eagles said:How to slove this problem ? please?
On 25/01/2017 at 10:02 PM, dedmen said:The Bug with Zeus remote Control only happens if you have the Game Master Module attached to a Unit. If you use a Zeus Logic it works fine.
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On 25/01/2017 at 5:52 PM, Royal Eagles said:Thx for update, please how to disable lights on the B.A.M ?
On 22/01/2017 at 6:37 PM, Mickyleitor said:You can't.
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On 23/12/2016 at 7:02 PM, Yoyodef said:Thanks for the great works!
Do we still need to run the ace compat addon?
So, do we still need the ffaa ace compat ?
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Hello,
I don't know if this question as been answered yet, I did a research but nothing came up : why did u modified some of the vanilla objects? I got them listed as being part of your mod!
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On 23/12/2016 at 6:37 PM, Redphoenix said:This is not 2nd gear, it's shifting into the last gear.
But okay, when I'm back from vacation I take a look at it and improve it.
Thanks for the report.
CheersOkay, thanks for looking at it!
Have a good vacation!
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I got the message "LOOKS LIKE TASK FORCE RADIO ADDON NOT ENABLED OR VERSION LESS THAN 0.8.1.1" and I got it before the briefing screen when I got the loading mission screen. So problem is I can't click on it to close it because I can't see it it's actually hidden by the loading screen.
If i shut down my server A3 detect that the server is not responding and I got the message "Server not responding" (or something) and I can see the message of TFAR.
I think I look everywhere, check everything but this message always come back, like it's random
Is there a way to deactivate it ?
For info :
I run stable branch, latest CBA, latest TFAR (0.9.12) plugin is up-to-date.
When i use my pc as server i don't have this problem only on my dedicated server.
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Thanks for the great works!
Do we still need to run the ace compat addon?
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22 hours ago, Redphoenix said:Mh, no, it shouldnt be the case. Do you have dev branch installed? If yes, typ diag_toggle "epevehicle" in the console and check what it says.
I'm not using the devbranch
I redownload the latest version of your mod to be sure, i launch A3 with refined vehicles vanilla and test the offroad again, I got the same issue. 2nd gear from 50km/h to 180km/h :/
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Hi,
Great works Redphoenix, thanks for your time!
I run your mod on vanilla arma 1.66 and your mod only.
Is it normal that the rally D-MAX offroad only goes in first and second gear, and never goes in third?
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On 15/06/2016 at 0:17 PM, aluc4rd said:(in future some existing official vehicles could be tweaked for this functionality, but probably after APEX)
So are others vehicle getting some love soon?
It would be great to be able to load some ammobox and stuff using this feature on the offroad, transport truck, transport helicopter and so on.
People could make the config for the object they want to load but we need the vehicle to get some model tweak first !
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Wow this looks great ! You should put your screenshots on IMGUR !
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Yup, I got the same problem since Apex, it's like everything is put in low texture unless you got close enough (too close) and then the texture are fully loaded.
On some modded map buildings are disapearing if u fly at 300m over them. That's the worst case scenario I got, but I got this thing in every map I play, Vanilla or not.
I try changing my video settings but nothing would work.
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Best news I have had all year...well since the last RHS update anyway :D
Christmas come early this year! (maybe ^_^ )
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Thanks for the bug report...
I have found this : https://forums.bistudio.com/topic/181795-vehicle-waterresistance/
It might help you fixing the water killing engine problem
Vanilla Faction Overhaul
in ARMA 3 - ADDONS & MODS: DISCUSSION
Posted
This looks effin good ! Great works !