Jump to content

The Spirit of Morpheus

Member
  • Content Count

    36
  • Joined

  • Last visited

  • Medals

Posts posted by The Spirit of Morpheus


  1. Hello,

     

    Since I've purchased the "Global Mobilization" Creator DLC months ago and the "S.O.G. Praerie Fire" Creator DLC just a while ago, I am being plagued by various issues:

     

    First off, I always get this error, whenever I start a scenario and the "Global Mobilization" DLC is not loaded (it's installed, but it's not loaded/selected in the "Optional DLC" menu of A3 launcher!):

     

    IfQv9M.jpg

     

    And now comes the real headache, whenever I make a savegame of a scenario and then try to load that savegame:

     

    x5U01o.jpg

     

    In every case, it's complaining about "gm_plants" and "gm_structures_euro_80" !

     

    Here's a screenshot of another error message, that immediately shows up once A3 has fully launched: (it might (or might not) be associated with the above issue)

     

    Xbx2la.jpg

     

    The second bug is this:

     

    IpQjbq.jpg

     

    As highlighted in the red brackets, the In-Game HUD and a Character/NPC is displayed in the A3 main menu, whenever Arma 3 loads up wih the GM Optional DLC selected!

     

    The third one is not a "bug", but more a matter of personal preference: I do not want the A3 GM or A3 S.O.G. PF menu style but *I do want* to load/preserve the assets (terrains, weapons, equipment, etc.) of these DLCs without changing the default A3 menu style. For the "Contact" DLC this is possible without having to enable the Optional "Contact" DLC (just the "Platform" version of it is loaded) in A3 Launcher, but for the 2 Creator DLCs, there does not such an option ("Platform only") exist - either they're fully enabled and the assets will be loaded or they're not enabled and the assets will NOT be loaded...

     

    Here is the screenshot of the altered menu style: (as can be seen, the GM in-game HUD bug is also present...)

     

    so3tDB.jpg

     

     

    At least for the first bug (Savegames; "gm_plant" and "gm_structures_euro_80") I need an immediate fix/solution ASAP, but the second bug (GM in-game HUD) is also very annoying. The third issue (menu style) might be intentional?

     

    Thx 4 support,

     

    T.S.O.M.


  2. On 3/11/2021 at 7:01 PM, stanhope said:

    Make a symlink to the place you want it to be at?  (I use directory junctions for stuff like that, so /J)

     

    Hey, Thanks! That did the trick!

     

    But still, I would like to know if (and how) it is possible to directly define within Arma 3 (Launcher, Startup Parameters, Configs, etc.) the desired path for the main profile without having to use such workarounds...

     

    On 3/11/2021 at 8:10 PM, Janez said:

    Startup Parameters & Profiles, can be configured in Arma 3 Launcher as well.

     

    I already used the "-profiles" parameter, but that is not applicable for the *main* profile (where the folder with the Arma3.cfg file is created) or is it? IIRC I used that parameter only for the secondary profiles...

     

    T.S.O.M.


  3. Hello,

     

    I just installed Arma 3 on my reinstalled System. It consists of a SSD drive (Main Drive C:\, where Windows is installed on) and a HDD drive (D:\, where all user files and most games are installed). However, I changed default user folders ("Downloads", "Documents", "Pictures", "Videos" and so on...) from the Main Drive to the HDD drive, so their new/actual path is now D:\Users\[Username]\(Downloads), (Documents), (...), ] ). The original C:\Users\[Username]\Documents folder on the SSD drive still exists, but it's almost completely empty since everything gets saved in the new location. Since Arma 3 looks at the default "My Documents" folder, it selected "D:\Users\[Username]\Documents" as the folder for the main Arma 3 profile (folder designated "Arma 3"). But I want ALL Arma 3 files (including main profile, other profiles, configs, custom downloads/contents, savegames) to be on the SSD drive, so I need to shift the main profile back to the original C:\Users\[Username]\Documents\ directory that existed prior to the new path.

     

    How can I instruct Arma 3 to move the main profile ("Arma 3" folder, *not* other/secondary profiles!) to a new location?

     

    Thanks for help,

     

    T.S.O.M.


  4. Request for the Creators of RKSL Attachments and Scope Mod A3 and anyone else who's interrested in creating high quality scopes and/or optics: Please create the following state-of-the-art scopes for Arma 3:

     

     

    1st Tier: (Priority)

     

    1.) Schmidt & Bender PM II/P 12-50x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    1a.) Schmidt & Bender PM II/P 12-50x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): "Police", "P4L fein", "MSR"

     

    2.) Schmidt & Bender PM II/LP/MTC/LT 3-20x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    2a.) Schmidt & Bender PM II Ultra Short 3-20x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): "Police", "P4L fein", "MSR"

     

    3.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight

    3a.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (10 Mils), MIL-R (5 Mils), MOAR (30 MOA)

     

    4.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    4a.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): MIL-R F1, MIL-R (5 Mils), MIL-C F1, MOAR F1 (20 MOA)

     

    5.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    5a.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): MIL-C F1, MIL-R F1, MOAR F1 (80 MOA)

     

    6.) Hensoldt 3-12x56mm SSG-P (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    6a.) Hensoldt 3-12x56mm SSG-P (FFP) + C-More RTS2R (3 MOA) + Hensoldt NSV80 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Custom Hensoldt Mil-Dot reticle

     

    7.) Trijicon AccuPoint 2.5-12.5x42mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight

    7a.) Trijicon AccuPoint 2.5-12.5x42mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles: Mil-Dot with green illuminated dot, Duplex Crosshair with green illuminated dot

     

    8.) Trijicon TARS 3-15x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    8a.) Trijicon TARS 3-15x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles: Trijicon Illuminated Red TARS101 MOA Reticle, Trijicon Illuminated Red TARS104 Duplex MIL Reticle

     

    9.) Vortex Razor HD Gen II 3-18x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    9a.) Vortex Razor HD Gen II 3-18x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): EBR-1C (MRAD), EBR-2C (MRAD)

     

    10.) Vortex Razor HD Gen II 4.5-27x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    10a.) Vortex Razor HD Gen II 4.5-27x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): EBR-1C (MRAD), EBR-2C (MRAD)

     

    11.) Steiner T5Xi 3-15x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    11a.) Steiner T5Xi 3-15x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): SCR-Mil

     

    12.) Steiner T5Xi 5-25X56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    12a.) Steiner T5Xi 5-25X56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): SCR-Mil

     

    13.) Steiner M7Xi 4-28x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    13a.) Steiner M7Xi 4-28x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): MSR II

     

    14.) Leupold Mark 8 M5B2 3.5-25x56mm (FFP) + Leupold DeltaPoint Pro (2.5 MOA) on-scope reflex sight

    14a.) Leupold Mark 8 M5B2 3.5-25x56mm (FFP) + Leupold DeltaPoint Pro (2.5 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Mil-Dot, TMR

     

    15.) Athlon Optics ARES BTR 2.5-15×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    15a.) Athlon Optics ARES BTR 2.5-15×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): IR MIL Reticle

     

    16.) Athlon Optics ARES BTR 4.5-27×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    16a.) Athlon Optics ARES BTR 4.5-27×50mm APLR3 FFP (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): IR MIL Reticle

     

     

    2nd Tier: (Secondary/not so important)

     

    1.) Schmidt & Bender PM II High Power 3-27x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    1a.) Schmidt & Bender PM II High Power 3-27x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): "Police", "P4L fein", "MSR"

     

    2.) Leupold VX-6HD 2-12x42mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) on-scope reflex sight

    2a.) Leupold VX-6HD 2-12x42mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): T-MOA, Custom Mil-Dot Reticle

     

    3.) Leupold VX-6HD 3-18x44mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) on-scope reflex sight

    3a.) Leupold VX-6HD 3-18x44mm (not FFP!) + Leupold DeltaPoint Pro (2.5 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): T-MOA, Custom Mil-Dot Reticle

     

    4.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight

    4a.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils), MOAR-T, MOAR (20 MOA)

     

    5.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight

    5a.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils), MOAR-T, MOAR (20 MOA)

     

    6.) Vortex Razor HD AMG 6-24x50mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    6a.) Vortex Razor HD AMG 6-24x50mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): EBR-7B (MRAD)

     

    7.) Vortex Viper PST Gen II FFP 3-15x44mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    7a.) Vortex Viper PST Gen II FFP 3-15x44mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): EBR-2C Tactical (MRAD)

     

     

    Thanks and much appreciated:icon_biggrin:

     

    TSOM


  5. Hey IanSky,

     

    First off, excellent work on your mod - it's one of the best attachment addons existing for A3.

     

    Could you also create the following NightForce scopes?

     

    1st Tier: (Priority)

     

    1.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight

    1a.) NightForce NXS 3.5-15x50mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (10 Mils), MIL-R (5 Mils), MOAR (30 MOA)

     

    2.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    2a.) NightForce B.E.A.S.T. F1 5-25x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): MIL-R F1, MIL-R (5 Mils), MIL-C F1, MOAR F1 (20 MOA)

     

    Note: (The original B.E.A.S.T. in your addon has no on-scope reflex sight and none of the original reticles :f: )

     

    3.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) on-scope reflex sight

    3a.) NightForce ATACR F1 7-35x56mm (FFP) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): MIL-C F1, MIL-R F1, MOAR F1 (80 MOA)

     

     

    2nd Tier: (Secondary/less important)

     

    1.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight

    1a.) NightForce NXS 5.5-22x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils) 

     

    2.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) on-scope reflex sight

    2a.) NightForce NXS 8-32x56mm (not FFP!) + C-More RTS2R (3 MOA) + KAC AN/PVS-30 Clip-On NV sight

     

    Reticles (both illuminated and non-illuminated): Mil-Dot, MIL-R (5 Mils)

     

     

    Camo/Finishes for all above scopes: Black, Desert/Tan/FDE, Winter/Snow/White, Olive, Digital, Urban Digital, Woodland/Jungle

     

    TSOM

    • Confused 1

  6. Hey RH,

     

    I've come across this mod while chasing an Mk12 SPR rifle depiction for Arma 3 - apparently, this mod is the only mod for A3 which offers this unique rifle... so, Thanks for making it! The visuals and design of the SPR rifle (as well as the other AR15 rifle types in this mod) are very authentic and very high quality - outstanding work! However, I can't really say the same about the rifle sounds (which doesn't mean they're consistently bad). But first things first:

     

    The suppressed shot sounds of the longer AR15 models (M16, SAM-R and also Mk12 SPR) in your mod sound very, err... hollow and unspectacular (and perhaps also unrealistic) to say the least. They really damper the fun of playing with these rifles. When using a suppressed SPR, I would expect something more like this:

     

    (from 2:00 till 2:11 - with a very realistic sonic bass accompanying and following the suppressed shot... it sounds very cool :) )

     

     

     

    (from 1:00 till 1:11 - this time the "itching"/"peewing" noise is more pronounced, which also sounds very cool, and the sonic bass is less pronounced)

     

     

    (Real Life demonstration; from 3:13 till 3:19 - especially the second shot at 3:17)

     

     

    (Real Life demonstration; from 0:56 onwards)

     

     

     

    I don't know if it's a design decision, but the suppressed shots of the shorter-barreled/M4-Style rifles in your mod *do* sound fairly spectacular and they *do* sound more closely to what I would expect (but not exactly like I expect - see the videos for reference...) from an suppressed SPR rifle.

     

    As for the unsuppressed rifle sounds (and this accounts for BOTH the longer-barrelled and short-barrelled AR15 rifles), they indeed sound VERY spectacular and powerful - but that is also the tradeoff, because they sound TOO spectacular and overpowered, which feels a bit silly. Of course I like it when they sound powerful - but these sounds are on the same level from what I would expect from sniper rifles, HMGs and other high-powered rifles ;)

     

    The 2nd main flaw I noticed about the unsuppressed rifle sounds, is, they sound very hollow - that would definitely be another point for improvement.

     

    Long story short: Could you modify at least the sounds (both suppressed and unsuppressed) for the Mk12 SPR ? Because I really struggle to have fun using it with the hollow and unspectacular suppressed sound...

     

    Oh, and can you offer a version of the SPR with the "fiberlite" collapsible stock? (and possibly for the M4-Style rifles, too?)

     

    Stock_collapsible_3.jpg

     

    226-1.jpg

     

    Thx,

     

    TSOM

    • Haha 1

  7. Since PU 1.82, the vehicle cargo capacity is UNBEARABLY low - that's for sure! The new cargo capacity system might be realistic now, but it also f***s up existing play styles!

     

    I can barely place 3 weapons (an assault rifle, a sniper rifle and an AT-Weapon) and just a few explosives + a UAV bag into a Qilin or Prowler - is this a joke? (Before PU 1.82, I could place 7 or more weapons, 4 ExC and 2 ExS, dozens of grenades and many other stuff into the same vehicles :/ )

     

    The Request: (honestly, it's more a desparate plead...)

     

    PLEASE (I'm pleading you BIS!), in the next PU at least add an option to use the old vehicle capacity system, if the user (or server admin) desires it - by this way, the new system and the old system can coexist together!

     

    T.S.O.M.


  8. On 16.4.2018 at 1:47 AM, The Spirit of Morpheus said:

    It may be more realistic now, but the cargo capacity is UNBEARABLY low... BI, please do something! :down:

     

    At least, add an option (for the next game/platform update) to use the old storage system, if needed... 

     

    T.S.O.M. 

     

    If this is the wrong thread, then in which thread/which forum section I should request this?

     

    Thanks for Enlightment,

     

    T.S.O.M.


  9. On 5.4.2018 at 9:47 PM, oOKexOo said:

    @The Spirit of Morpheus

    You are correct, the compositions created in Eden cannot be used outside. Achilles won't change that fact.

    Someone would have to write an extension that allows importing them as Bohemia didn't provide that feature. I doubt this will ever gonna happen.

    However, Achilles allows you to edit the loadout when you are in Zeus.

     

    Yes, that's because Eden is not a real-time editor in contrast to Zeus. Again ... just forget about saving pre-assebled weapons. They won't be saved, even when you use Achilles and that fact won't change. Period.

     

    As mentioned before you should forget about an exporting custom compositions from Eden. Just edit the loadout in Eden or in Zeus and save/load them in Zeus with the copy/paste Arsenal modules provided by Achilles (v1.0.2).

    Thanks for answering.

     

    If neither Eden nor Zeus nor Achilles is able to do it, is it at least possible to achieve that via Script?

     

    T.S.O.M.


  10. 5 hours ago, scavenjer said:

    It's sunday, I think tomorrow you might get an answer, did you see wether it was the armed or unarmed version?

     

    Because they changed the total ammo capacity on the Gorgon and other APCs, so it wouldn't surprise me if they reduced the carrying capacity for other items.

    I think that doesn't matter, because apparently they reduced the storage capacity for all (or almost all) vehicle types - I tested that with various other vehicles (MRAP, various Truck types) in Eden Editor and their storage capacity was massively reduced.

     

    It may be more realistic now, but the cargo capacity is UNBEARABLY low... BI, please do something! :down:

     

    At least, add an option (for the next game/platform update) to use the old storage system, if needed... 

     

    T.S.O.M. 


  11. On 14.4.2018 at 5:04 PM, The Spirit of Morpheus said:

    I don't know, if it has already been asked, but has the vehicle storage capacity been drastically reduced!? I can put much less weapons, ammo and items into the vehicle cargo of either the "Prowler (Minigun)" or "Qilin (Minigun)" - is this a bug or is it intended? Is only the Prowler/Qilin affected or does this change affect all vehicle types?

     

    Thanks for Enlightment,

     

    T.S.O.M.

    Can someone please answer my question or is this the wrong thread?

     

    T.S.O.M.


  12. I don't know, if it has already been asked, but has the vehicle storage capacity been drastically reduced!? I can put much less weapons, ammo and items into the vehicle cargo of either the "Prowler (Minigun)" or "Qilin (Minigun)" - is this a bug or is it intended? Is only the Prowler/Qilin affected or does this change affect all vehicle types?

     

    Thanks for Enlightment,

     

    T.S.O.M.


  13. 17 hours ago, oOKexOo said:

    @The Spirit of Morpheus

    Achilles is for Zeus. If you are looking for an expansion for Eden, you should have a look on 3den Enhanced.

    I have to admit that I'm not aware of any way to add weapons with customized attachments/magazines to a cargo (by means of a script).

    Why even bother to do such a thing when just adding the items separately doesn't make much of a difference to be honest?
    Things that Achilles provide and may make your life easier are the copy and paste Arsenal modules, which also work on vehicle cargo (they won't work for your customized weapons, so just add the items separately).

    Note that in v1.0.0 and v1.0.1 the copy and paste Arsenal modules will only copy the virtual Arsenal, not the standard inventory. We'll provide a fix with v1.0.2, which will come soon.

    Finally, the vehicle garage is accessible when you double click on a vehicle and press the "garage" button. It is also possible to save/load customizations.
    Edit: There is also a button "cargo", which allows you to edit the inventory.

     

    In Eden, I can spawn a vehicle, clear its default loadout and then define my own loadout and then I can save this custom vehicle as a custom composition ("Save this composition") - but I cannot use this composition outside of the editor (e.g. when I play a mission, I would like to spawn it in the mission via SSPCM -> Zeus). Another problem is (like described in my post above), Eden doesn't save changes made during a play (e.g. "Play as this Character") - during a play, I assemble the weapons with magazines and attachments and then put them back on the vehicle. But when I return to the Eden Editor, these changes are not saved - the vehicle is reset to it's initial state (the loadout I defined is still there - but the weapons, magazines and attachments are separated from each other just like in the beginning).

     

    Therefore, I want to export a custom composition (e.g. a vehicle with custom loadout and the weapons readily assembled) made in Eden to Zeus or somehow else use it outside Eden (ultimately, I want to easily place it while playing a mission if I need it). I've read that Achilles can achieve that - that's why I loaded the Achilles mod.

     

    Legend:

     

    SSPCM = Simple Singleplayer Cheat Menu (a great module to spice up singleplayer missions and bypass annoying routines)


  14. Hello,

     

    I want to create a vehicle with custom loadout and the selected weapons shall be already fully assembled (magazines and attachments already placed), then I want to save this custom vehicle as a custom composition and then export this custom composition to Zeus, so I can immediately spawn the customized vehicle via Zeus when I play a mission. Apparently, the Eden Editor itself does not have such an option - that's, why I got the Achilles Mod, since I've read it adds such an ability to the Eden Editor (or to Zeus - I don't really know, which one).

     

    But before explaining in more detail what I want to achieve, I would first like to describe, what I did:

     

    In the Eden Editor, I have spawned a "Qilin (Armed)" vehicle. Then I right-clicked on it -> "Attributes..." and in "Object: Equipment Storage", I cleared the default loadout and then added weapons, magazines, attachments, grenades, explosives and items based on my personal preference.

     

    Then I spawned a CSAT unit ("Ammo Bearer") right next to the vehicle, right-clicked on the unit and then clicked on "Play as the Character".

     

    The mission loaded up and I first emptied my entire loadout (Fatigues, Vest, Backpack, Primary Weapon slot and Pistol slot). Next, I took each weapon out of the vehicle storage and for each weapon, I loaded the associated magazines (see example below) and attached the desired attachments to the weapon. When finished, I placed the weapon on the ground nearby the vehicle. I repeated this procedure for each weapon.

     

    Here an example:

     

    A "Type 115 (Hex)" with both magazine slots empty, a "Stealth Sound Suppressor (Hex)", a "Bipod (Hex)", an "IR Laser Pointer", an "ARCO", a number of "6.5mm 30Rnd Caseless Mag" magazines and a number of ".50 BW 10Rnd Caseless Mag" magazines were in the vehicle storage. I placed the weapon in my primary weapon slot and first loaded the weapon with the 2 magazine types and then placed the above mentioned attachments to their slots on the weapon. Now, the weapon was fully equipped and I placed it on the ground somewhere nearby the vehicle. Then I repeated these steps with the remaining weapons, magazines and attachments inside the vehicle storage.

     

    In this manner, I eventually emptied the vehicle storage - I also took out the other stuff (grenades, explosives, FAKs, etc.) and placed it on the ground. Once the vehicle storage was completely empty, I finally placed back the weapons (which now are all fully equipped) and the remaining stuff into it. The vehicle is now finished!

     

    Now, I want to save this finished vehicle as a custom composition or custom object and then export it to Zeus. The idea behind this is, to make the vehicle and the weapons ready for immediate use (since all the custom stuff is already loaded onto the vehicle and I already placed magazines and attachments onto the weapons) after spawning the vehicle in a mission - until now, after entering a mission, I first had to spawn the vehicle (via SSPCM -> Virtual Garage), then manually empty it's default loadout (time-consuming...), then spawn a couple of supply boxes where I defined the desired weapons, magazines, attachments, items, etc. (via SSPCM -> Zeus) and the supply boxes would contain the weapons (with empty magazines), magazines and attachments separately and I would have to assemble the weapons each time I spawn the vehicle, which is very time-consuming (I did that many times until now - I'm finally fed up with it...). Transferring the other stuff (grenades, explosives, FAKs, etc.) from the supply boxes to the vehicle is also very time-consuming and I have to repeat all these procedures each time I spawn the vehicle...

     

    Unfortunately, I don't know how to accomplish this with Achilles, so can you guys give me a walkthrough? :)

     

    Edit: Hey, bold text function/format doesn't work - how can I fix it? (I want to emphasize certain parts of this posting...)


  15. The "Laws of War" DLC will be released at the same day of A3's birthday (12. September). Since A3 was released on 12. September 2013, this will be A3's 4th birthday - will there be any major discounts for DLC Bundle 2 ? Right now, there is a 20% discount for it on BI Store (but on Steam not anymore!), but maybe I should still wait a few days until A3's birthday for a bigger discount??:headscratch:

     

    What do you think?

     

    TSOM

     

    OT: Arma 3 has improved A LOT since I first played it - the difference is like worlds from my first experience!:icon14: Despite this, there are still a lot of things that can or should be improved!:f:

    • Like 1

  16. Update:

     

    Okay, it's been a while since my last report, so here is the situation:

     

    1.) I modified the init.sqf file like sarogahtyp told me; it now looks like this:

     

    #include "initBriefing.hpp";
    #include "initMission.hpp";
    
    [] spawn {
    while {true} do {
    
    
    {
    _x setSkill ["aimingspeed", 1.0];
    _x setSkill ["spotdistance", 1.0];
    _x setSkill ["aimingaccuracy", 1.0];
    _x setSkill ["aimingshake", 1.0];
    _x setSkill ["spottime", 1.0];
    _x setSkill ["spotdistance", 1.0];
    _x setSkill ["commanding", 1.0];
    _x setSkill ["general", 1.0];
    _x setskill ["reloadSpeed", 1.0];
    _x setskill ["endurance", 1.0];
    _x setskill ["courage", 1.0];
    } forEach allUnits;
    sleep 30;
    };
    };

    2.) I placed the modified init.sqf file in the same mission folder ("B_m02_2.Stratis") for both "Arma 3" and "Arma 3 - Other Profiles" (I extracted the "missions_f_epa.pbo" file for both profile folders to make sure it's active) and for both profile folders, the folder structure is the same:

     

    [USER]\Documents\Arma 3\missions\B_m02_2.Stratis

    [USER]\Documents\Arma 3 - Other Profiles\[PROFILE NAME]\missions\B_m02_2.Stratis

     

    3.) I temporarily turned off bCombat AI mod just to make sure, no mod possibly interferes/overrides my AI script...

     

    4.) I enabled the "show script errors" function in Arma 3 launcher

     

    5.) I repeatedly played the "B_m02_2.Stratis" mission ("Attention Deficit") in order to test the script - first with all subskills set to "0.1" and then all subskills set to "1.0". And I double-checked that.

     

    6.) I checked some of the .rpt files for any instance of "init.sqf" or "script" or just " .sqf " keywords. I've found nothing relevant so far...

     

     

    The result:

     

    It still doesn't seem to work! I checked everything multiple times just to be sure everything is correct - I still don't know what I did wrong or what went wrong...

     

    Avaiting further advise...

     

    Thx,

     

    TSOM

     

     


  17. I didn't install A3 immediately after I bought it (AFAIR) - and when I did, I didn't care about A: CWA (nor did I care about A2)... until a few weeks ago. Now I have A1 & A2 + Addons (purchased them a couple of weeks ago). I didn't straight buy Arma X: Anniversary Edition, because I recalled that A: CWA was already included in the Deluxe Edition of A3. Now, A:CWA is on sale in Steam store - and I will purchase it, if I have not already a copy of it included in my A3 purchase. That's why I started this topic... :f:

     

    About question #2: I purchased the game online on a German hardware company (yeah, they also sell software & games...) and I still have the receipt of the order, that clearly states "Arma 3 Deluxe Edition"... (but I still doubt that, because my copy comes in a cheap DVD box only whereas AFAIR the "true" Deluxe Edition comes with a paper box outer case)

     

    TSOM 


  18. Hello folks,

     

    When I purchased Arma 3 over 2 years ago, I specifically sought for the Limited Edition (the one that contains a printed map of Altis & Stratis, a keycard, a detailed handbook, a keyboard layout, the original soundtrack and a free copy of ARMA: Cold War Assault for redemption on Steam). According to the store where I purchased it, it's the "Arma 3 Deluxe Edition" - but once my order arrived, it was merely a standard DVD box (AFAIR the true Limited / Deluxe Edition of Arma 3 comes in paper box outer case where the DVD box is stored inside) and it did contain the printed maps, the keycard and the keyboard layout (as well as the tactical guide and soundtrack in both in digital form) but the "handbook" was merely a thin piece of paper with few pages (it was not as thick as the handbook seen in the Limited Edition footage, to be honest!) and I couldn't find a serial code of ARMA: CWA anywhere inside the game box!

     

    I doubt that my copy of A3 is the true Deluxe Edition - but it could also in deed be it. So, where is the serial of ARMA: CWA? :dontgetit:

     

    Thx for help,

     

    TSOM  


  19. 4 hours ago, sarogahtyp said:

    You missed a semicolon behind the second last }

    If u script Ur missions then u should check the latest .rpt file for errors.

    sent from mobile using Tapatalk
     

     

    Are You sure? Maybe You have overseen it: (I highlighted it with an arrow and a comment)

     

    #include "initBriefing.hpp"
    #include "initMission.hpp"
    
    [] spawn {
    while {true} do {
    
    
    {
    _x setSkill ["aimingspeed", 1.0];
    _x setSkill ["spotdistance", 1.0];
    _x setSkill ["aimingaccuracy", 1.0];
    _x setSkill ["aimingshake", 1.0];
    _x setSkill ["spottime", 1.0];
    _x setSkill ["spotdistance", 1.0];
    _x setSkill ["commanding", 1.0];
    _x setSkill ["general", 1.0];
    _x setskill ["reloadSpeed", 1.0];
    _x setskill ["endurance", 1.0];
    _x setskill ["courage", 1.0];
    } forEach allUnits;
    sleep 30; <- here is it already!
    }
    };

    About the .rpt files: where do I find them? (in which directory are they located?)

     

    Thx 4 support,

     

    TSOM

×