Jump to content

RCA3

Member
  • Content Count

    294
  • Joined

  • Last visited

  • Medals

Community Reputation

362 Excellent

3 Followers

About RCA3

  • Rank
    Staff Sergeant

Recent Profile Visitors

The recent visitors block is disabled and is not being shown to other users.

  1. Hey, My guess is bis_fnc_dynamicText is being calculated for server monitor resolution (usually smaller) and translates that way on your screen.
  2. RCA3

    PBO Manager Problem

    @SirSasha It looks like you are opening a 7z (compressed) file. Extract the content to a folder on your drive, and try running the application from there. 7zip files are handled with https://www.7-zip.org/
  3. Hi, from wiki: Return Value: Nothing, since Arma 3 v1.99.146480 Object Just add null: null = abc say3d ["dust", 20, 1]; Or if you want to reference it later, name it something: abcsound = abc say3d ["dust", 20, 1];
  4. AI leaders also tend to request that every single appropriate support group attends them. AI will not take a support group's vulnerability into consideration when requesting support. My bad here, I've used support before as a player but never imagined AI would use this, sorry. Rearm did work for me though, on a hunter HMG (and I didn't get out). Maybe some vehicles doesn't work? Didn't test repair. Cheers.
  5. As far as I know support was only designed to be called by players. Not true here, I stayed inside and my vehicle got refueled, there was enough room for both vehicles to operate though. Only players will use the command menu obviously. (...)wait until it can provide support for another group that requests relevant support using "Call Support" command menu. https://community.bistudio.com/wiki/Waypoints#Support Again, support works but only if you have AI in your group, and you're group leader.
  6. If you have AI on your team and you are the group leader the support works just fine, but if you are solo, the support menu is empty. Never noticed that before, you are right, sir. To be concise: support menu is only available when you are commanding AI (and you're group leader). Cheers!
  7. RCA3

    Launcher says the game is running

    @Picolini780, A restart always works for me, but, if that's not enough go to your Task Manager on Windows > Processes, find Battleye, open the subordinate process and End Task. Still needs a restart after though (to choose new mods only, if not, i.e with previous mod list, it should work. Choosing a mod preset also works even though the message remains).
  8. CUP, @JohnKalo's Christmas Pack, LAS - Christmas Items, AliasCartoons' Snow Storm Script, Reshade +preset by TheMercsAssassin, Irfanview.
  9. Unfortunately, there's a couple of reasons I cannot upload to Steam (and it's not a cracked version of A3 😒). I appreciate the interest though, thank you. Cheers!
  10. Hi again, AirShark 🙂 Thanks again for your feedback, this time though it is working as intended. I did a quick review of those animations: km/h: Running Rifle ~17.55 Sprinting Rifle ~18.80 Running Launcher ~12.30 Sprinting Launcher ~14.55 Running Unarmed ~17.30 Sprinting Unarmed ~22 Running with rifle with Arma 2 anims is quite faster than vanilla anims, so the spriting lacks lags a bit behind, but, I can't speed up the vanilla sprint because animations start to look unrealistic (in my eye). I strongly recommend ArmA3 Old Running Animation by MasterWolf (it's all the A2 sprint animations) + the CAST patch if you want faster sprint. Cheers!
  11. v.2.6.6 - Added: Ability to move vehicle, after it's fuel was removed, from men approaching vehicle. Fixed: Script version wasn't initializing for vehicles with crew already in it. Usage: Hold movement keys for (up to) 3 seconds if your vehicle's fuel was removed and you're the commander. - - @AirShark, Thanks again for reporting stuff, AirShark, as I wasn't aware of this problem. I found a fix which keeps the best of both worlds, you can send your AI by clicking somewhere and they'll be alert, but when you key press command the vehicle the fuel won't be removed anymore will be restored 😁. edit: i'm using vehicleMoveInfo. Tracked only I believe, so they need that workaround too. Cool, thanks. Cheers!
  12. Hi, AIDC is only setting fuel 0 on tanks and when men are inside it's bounding box, it's a workaround to forceSpeed 0 not working 100% on tanks. As soon as people leave it's area, the fuel is restored. If the crew disembarks it might be an mission setting, or an addon, but from my early tests it didn't happen in vanilla. I'll add a variable you can pass to the vehicles you choose to disable removing the fuel (of tanks), but beware they will not stop as well. In a few days or so. Cheers.
  13. Changelog: v1.7.3 - Tweaked: kneel with rifle tactical x0.9. Tweaked: kneel with rifle raised running x0.9. Tweaked: A2 animations stand with rifle walk x1.05 + Ravage patch update. Tweaked: A2 animations stand with rifle lowered left/right run x1.01. Tweaked: kneel with pistol tactical x0.9. Tweaked: kneel with pistol lowered run front x0.9 (to match raised). Added: swimming with diving suit left/right proper speed (2x-4x).
  14. I would try something like this below. Also, you might have caught the copy/paste bug from the forum. Try typing it yourself (just the weapons[] part from my previous post). class cfgpatches { class Gator_T1Weap_RHSUSAF { projectname = "Gatordev Suppressed RHS sound replacement"; author = "Gatordev"; version = "1"; requiredversion = 0.1; requiredaddons[] = {"A3_Data_F_Enoch_Loadorder", "rhsusf_c_weapons", "rhsusf_sounds", "Tier1_Weapons", "Tier1_Weapons2","Tier1_Weapons_cfg"}; units[] = {}; weapons[] = {"rhs_weap_m4_Base", "rhs_weap_m16a4"}; }; }; class mode_semiauto; class mode_burst; class mode_fullauto; class cfgweapons { class arifle_MX_Base_F; class rhs_weap_m4_Base : arifle_MX_Base_F { class Single : Mode_SemiAuto { class BaseSoundModeType {}; class StandardSound : BaseSoundModeType { soundSetShot[] = {"RHSUSF_m4_Shot_SoundSet","RHSUSF_rifle_small_Tail_SoundSet","RHSUSF_m4_stereoLayer_SoundSet"}; }; class silencedsound : basesoundmodetype { soundSetShot[] = {"Tier1_416Carbine_silencerShot_SoundSet","Tier1_416Carbine_silencerTail_SoundSet","RHSUSF_sd_M4_stereoLayer_SoundSet"}; }; }; class Burst : Mode_Burst { class BaseSoundModeType {}; class StandardSound : BaseSoundModeType { soundSetShot[] = {"RHSUSF_m4_Shot_SoundSet","RHSUSF_rifle_small_Tail_SoundSet","RHSUSF_m4_stereoLayer_SoundSet"}; }; class silencedsound : basesoundmodetype { soundSetShot[] = {"Tier1_416Carbine_silencerShot_SoundSet","Tier1_416Carbine_silencerTail_SoundSet","RHSUSF_sd_M4_stereoLayer_SoundSet"}; }; }; class FullAuto : Mode_FullAuto { class BaseSoundModeType {}; class StandardSound : BaseSoundModeType { soundSetShot[] = {"RHSUSF_m4_Shot_SoundSet","RHSUSF_rifle_small_Tail_SoundSet","RHSUSF_m4_stereoLayer_SoundSet"}; }; class silencedsound : basesoundmodetype { soundSetShot[] = {"Tier1_416Carbine_silencerShot_SoundSet","Tier1_416Carbine_silencerTail_SoundSet","RHSUSF_sd_M4_stereoLayer_SoundSet"}; }; }; }; class rhs_weap_m16a4 : rhs_weap_m4_Base { class Single : Single { class BaseSoundModeType {}; class StandardSound : BaseSoundModeType { soundSetShot[] = {"RHSUSF_m16_Shot_SoundSet","RHSUSF_rifle_small_Tail_SoundSet","RHSUSF_m16_stereoLayer_SoundSet"}; }; class silencedsound : basesoundmodetype { soundSetShot[] = {"Tier1_416Carbine_silencerShot_SoundSet","Tier1_416Carbine_silencerTail_SoundSet","RHSUSF_sd_M4_stereoLayer_SoundSet"}; }; }; class Burst : Burst { class BaseSoundModeType {}; class StandardSound : BaseSoundModeType { soundSetShot[] = {"RHSUSF_m16_Shot_SoundSet","RHSUSF_rifle_small_Tail_SoundSet","RHSUSF_m16_stereoLayer_SoundSet"}; }; class silencedsound : basesoundmodetype { soundSetShot[] = {"Tier1_416Carbine_silencerShot_SoundSet","Tier1_416Carbine_silencerTail_SoundSet","RHSUSF_sd_M4_stereoLayer_SoundSet"}; }; }; }; };
×