Steve 161st
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Posts posted by Steve 161st
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Fascinating... Pasting your R3F into my config does work so that does suggest I've got something wrong with the syntax somewhere....
Again, thanks for your help
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Thanks for that - that's extremely helpful. That said, I can't see how my config differs from yours and therefore does not work unless there's a maximum character limit for the profile name.
As I said, the other concern I has was the fact I'd made some manual entries in the AtragMX which it appears you don't have.
I'll try some shorter profile names but I'm not optimistic...
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Has anyone managed to get AtragMX presets to work for additional mods? I've attempted to use it based on the template mentioned here: Link
(In the config viewer within the Editor, I do see the new 'ACE_ATragMX_Presets' class with the contents I was expecting from my config file)
However, I don't seem to see any of my new entries in the AtragMX.
One concern I had is that I'd previously made additional entries to the AtragMX manually so was wondering if this could affect whether this class works. (I've made quite a lot so I don't want to delete these just to test if this is the issue!)
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Absolutely love the new sonic cracks!
Top work, as always.
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Has anyone else noticed that when playing in high wind strengths, (directly interrogate server for wind info shows 10m/s+) Shift-K or Kestel readings at ground level are always close to zero yet the effect of the wind on smoke is very noticeable? We first noticed this with sound mods like JSRS where it sounds very windy despite Kestrel readings being zero. (And yes, this is standing in the middle of a big, empty field, not directly downwind of a big building or hill!)
I'm guessing that what we're seeing is the ground roughness effect and obstacle effects are influencing Kestrel readings(or Shift-K wind displays) but are not influencing smoke effects or the wind strength being fed to sound effect mods.
Interestingly, I'm not able to re-create this in a single player mission so suspect it's something related to our server settings...
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The wind sounds could be related to some things we're seeing with ACE weather at the moment. If we query the server for wind strength, we often see it 10m/s+. Throwing smoke grenades shows them acting as if there is a 10m/s wind strength (i.e acting as if there's a very strong wind). However, shift-K or Kestrel measurements at ground level report a wind speed of zero. (Climbing a hill will start to result in measurements above 0 on the Kestrel)
So I suspect JSRS is using the 10m/s for wind strength at altitude.
It might be we've got some settings incorrect in ACE but it feels like it's handling the atmospheric boundary layer incorrectly in how we've got it setup.
(But these symptoms do seem to tally with Armagedonas)
Annoyingly, I'm not able to re-create this in a single player scenario so again hints at something specific to our server settings...
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Apologies if this has been answered elsewhere but:
Does VCOM increase the AI's ability to spot units firing tracer rounds?
I'm sure when I tested the Vanilla game a year or so ago, it seemed to make little or no difference to AI whether tracer or ball ammo was used.
Many thanks in advance
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Really, really like the latest updates!
Thanks so much for your hard work
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Absolutely love JSRS and am an even bigger fan of the new Beta!
It seems the supersonic bullet cracks are a hot topic for discussion... I'm sure you'll already have good reference material but for what it's worth, these two links are very much along the lines of how I remember things:
https://www.youtube.com/watch?v=d-Fu_4iDOLQ
https://www.youtube.com/watch?v=hdzdXExRrSM
Arguably, these go against the general trend for wanting the cracks to have more base.
I'm finding rounds have to be very close before getting this kind of effect with JSRS Beta and it tends to be more of 'pop' than a crack.
I think this is the one area where I prefer the 'current' JSRS to the new Beta. However, as you've pointed out many times, these things are very subjective and what one person prefers will not suit everyone.I'm sure however you tweak (or not!) supersonic cracks, the end product will be superb. Just thought I'd send the links in case they are in any way useful.
Keep up the great work!
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da12thMonkey am I right in thinking that there's no un-binarised version of this model so it's not possible to change the normal map, for example?
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Hi Neddles,
Would you mind if I made a small 'compatibility' mod for your ATVs? Our unit absolutely LOVES your ATVs! The only slight issue we have is that for the levels of mobility we want, it's a touch slow, especially up hills. If, like you say, your mod is based on the Polaris, as this only has about 45 bhp, I think what you've done is extremely realistic. So my 'compatibility' mod would basically be an addon that added additional classes of the ATV that had a bit more power. (E.g. something along the lines of dropping the SPORTSMAN TOURING XP 1000 motor into the 6x6.)
I fully accept this is it less realistic but to make it fit the style of play we'd like to use it in for our unit, this would be ideal.
Let me know what you think - and outstanding work on the mod - incredible that this is your first attempt at ARMA3 mod making!
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@JD Wang - if you were using the _unit setVariable, where about would you put that? (Apologies - I've done very little 'traditional' mission making - all my stuff has been done with the Eden editor!)
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Thanks JD Wang. I've tried that too but again, it seems to have no effect. I was wondering if this was because the ACE module settings are called after the unit init so overwrite any settings in the init?
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Hello,
I'm relatively new to mission making and generally use the Eden editor so might be being caught out on what order things get initialised when starting a mission.
I'm trying to set only some AI units so they always go into the revive state when being 'killed'. (E.g. escorting an HVT and ensuring they can't die easily.) The closest post I found was below:
On 18/05/2017 at 10:10 AM, belbo said:_unit setVariable ["ACE_medical_enableUnconsciousnessAI",1]; _unit setVariable ["ACE_medical_enableRevive",1]; _unit setVariable ["ACE_medical_preventInstaDeath",true];
So trying this in the AI's init box seems to have no effect. I've tried a few other things that at least seem to get ACE medical to go into the 'fnc_setDead.sqf' but I was wondering if the code has been changed now so that this does not work if the 'unit' is not a player. All my other attempts seem to get an ace script error at what I'm pretty sure is this line in the setDead.sqf:
if (((_reviveVal == 1 && {[_unit] call EFUNC(common,isPlayer)} || _reviveVal == 2)) && !_force) exitwith {....
I suspect this is really trivial to fix and it's just my general lack of understanding but any help/advise would be greatly appreciated.
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Doh! Not since the update... I'm an idiot.
Just doing that now.
Many thanks.
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Anyone else finding the ACE scope adjustment is disabled for the Schmidt and Bender sights in the latest release so it's just the Vanilla scope adjustment that you get?
[IceBreakr/IBIS] Lingor & Dingor for A3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Yeah - we're having problems on our server. The .rpt file has this error if it's any help in diagnosing what's happening:
Warning Message: Addon 'A3_Map_dingor' requires addon 'lingor_sounds'
Sorry - false alarm on this - looks like this was just a bad download.