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Posts posted by scruffy
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iZver: Look inside ..\Scripts\Escape\EscapeSurprises.sqf, the drone is added to the list on lines 46-51. Commenting out those lines should remove the drones for good. If that breaks everything Neo will surely correct me :D
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Thanks for the update and new toys to play around with :)
Minor problems:
- Using the additional pbo to allow BIS mags (thanks for that, too) you add a "20Rnd_762x51_Mag_Tracer" to the list that's not available in A3, at least not by BIS, and I get an error message about it.
- The actual dot/ring/whatever on all holosights seems to be pretty close to the optic. It still works better than an Arma 2 style dot-on-glass-crayontech, but not as good as BIS own Eotech in comparison. Can you please extend the invisible tunnel on the next updates?
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Thanks for the update, we played a bunch of missions over the weekend and noticed no more LOD bugs.
New screens are looking good, too :)
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Thanks for showing this early version, it looks very promising so far and I'm looking forward to the finished version.
One thing I noticed with all versions of the "small mosque" and "small mosque 2" buildings (example) used on this map: They seem a bit fragile, a single grenade levels the whole building.
I also found an antenna floating a few meters next to the building it probably belonged to, but didn't take a screenshot. Do you already want reports for bugs like this? I'm sure I'll find the position again.
Good to hear FATA 2 is coming, too :)
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Hi
Thanks again for the update. I have a few lod bugs to report, just checked again with the new version.
On the short sleeve model the headgear goes missing in a distant lod, one lod further the gun proxy is in a wrong position or selection and flies around next to the unit (see far left). On I think all four versions the shoe texture goes missing in one of the further lods and they are white.
A few more pictures of the last version, while escaping various islands:
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Aloha :)
I noticed a bug when using this addon: If I load only this .pbo with vanilla Arma stable 1.36 something goes wrong with units in a gunner proxy. You can't shoot a gunner from a technical or mounted HMG. I didn't test if this is only a problem with the standing animation. You can still shoot the unit in the legs and butt, but bullets just fly through torso and head.
Is the version on Armaholic still up-to-date? Last changed date on the extracted file is 29.10.2014 06:40. I'd rather not use the steam workshop.
Edit: Still present in Version 1.3, a video of the problem:
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Edit: Seems to be a BIS bug, see http://feedback.arma3.com/view.php?id=21906
Though I can easily reproduce using LOSounds2 and didn't manage to do it the same way with vanilla A3
I have got a bug to report. Something is wrong with the healing sound. When you patch up another unit and it doesn't complete the healing process (anim and sound finish), because the unit runs off or just warps away those few crucial centimeters due to lag, you lose your ability to heal afterwards. If you press "Esc" and resume the sound will play again. It also happens to AI, just order your medic to heal you and walk away after he starts. He will continue to play the healing sound nonstop and you can no longer order him to heal.
Since there .rpt shows nothing and the config looks fine I guess it could be the length of the sound that somehow is too much for Arma to handle.
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Thanks for the answer and status updates :)
On the AI points, I have to learn how to do that, I know M1lkm8n was doing it, I definitely did not though, I didn't do any AI paths either. I will loop back and do those at some point.Have a look here. For the building shown, and all others that were already enterable before, you should be able to copy the old path lod?
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Aloha :)
Nice to see Sahrani refreshed like this. Thanks to all involved and I'm looking forward to what's coming, also for AiA with the updated buildings.
I found some issues and took screenshots.
Most new doors are open by default, but especially the Corazol harbour with the openable A3 containers looks a bit silly this way:
Alpha bug on new windows on this type of house, ok again if broken:
The front window on this newly enterable type of building only breaks from the inside, back windows are fine:
The most important issue for me is that all your new buildings are missing the house positions for AI. Here is a screen from AiA Sahrani to show what I mean:
That makes the buildings only enterable for players and the already less than stellar AI usage of buildings is limited even more, garrison scripts won't work, etc. Please remember to add those in again with your coming patches.
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Until the fix is released on stable branch try and lower your sound sampling rate in Windows. Put it on "16bit, 44100Hz (CD Quality)" for your playback device and you can raise the samples ingame again. How to: https://forums.adobe.com/thread/973133
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Has anyone else got problems joining a dedicated server on dev branch? We all get booted from our server after entering the password with the message "You were kicked off the game".Rolling back to normal branch, starting the server with the same command line and config files works as expected.
The error exists since last week, no idea about the exact date. And no, we're not all banned :D
Edit: Almost forgot, only difference I noticed: http://abload.de/img/unbenanntx8dkt.png
On the dev server the line about BattlEye and the server ports never shows up.
Yes is have the same problem. For me it's caused by this issue: http://feedback.arma3.com/view.php?id=21858Thank you for answering and posting the ticket.
Thanks to Dwarden the dev branch server is usable again. Replaced the steam_api.dll with the one from stable branch.
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Has anyone else got problems joining a dedicated server on dev branch? We all get booted from our server after entering the password with the message "You were kicked off the game".
Rolling back to normal branch, starting the server with the same command line and config files works as expected.
The error exists since last week, no idea about the exact date. And no, we're not all banned :D
Edit: Almost forgot, only difference I noticed: http://abload.de/img/unbenanntx8dkt.png
On the dev server the line about BattlEye and the server ports never shows up.
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So you are still CPU limited, at least in the situation you tested and with your current settings. What to do with your shiny new graphic cards now? Time to change some settings that only affect GPU performance. Try playing with 200% 3D resolution, it looks great :)
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Hi Raynor :)
I have been using a lot of different shortcuts since A1, and a then added a bunch of .param files after the command line was too short. After some OFP launcher nothing I tried worked the way I wanted, sometimes only missing something small. I saw the latest update on Armaholic and it had "presets" in it's name, so decided to try my first A3 launcher, because so far I had stopped looking. And here it is, everything I want from a launcher and in a simple and easy to use package. Great work!
Just one small thing: When opening the groups window, all custom modfolder locations are displayed with the whole path. This hides the actual modfolder name for paths that aren't very, very short because the window has only ~150 pixels width to display. I can resize the dialog, so it has enough space, but the path stays cropped with "..." at the end.
Thank you very much making this launcher, I can now free up a lot of shortcuts and space on my desktop.
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Hi Firefly :)
A neat idea and working fine, I just tried your app and it worked on first try. My tablet is an old version 7" Nexus with Android 5.
Is it correct that the map view only works on Stratis so far?
My wishlist, adding to Scimitar: The option to show map markers would be nice.
So far it only checks if the player has a GPS device in his inventory. If you have got one of the UAV terminals, which include GPS functionalty, it doesn't work or when sitting inside a vehicle which provides a GPS.
@Tankbuster: I tested around a bit. The game hangs if I start without the @Arma2NET folder in my -mod= startup list. When using a shortcut with modline it works, but my Modmanager doesn't recognize the folder. Just creating an empty folder @Arma2NET\Addons allowed me to select it with my mod manager and it works again when I can start with both mod folders active. No idea what the integrated A3 menu or other launchers do, just use your own shortcut to Arma3.exe
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Only one word: Awesome

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Yes, and I saw the override comment in the function viewer. I wouldn't even mind the sheep moving and going about their way, if that wouldn't include grazing under water...
I guess I'll try your script. The hoops we jump for something so simple ;)
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Maybe I'm stupid and doing something wrong, but how do I use this on an editor placed animal?
I tried some different stuff as sh9 setVariable ["BIS_fnc_animalBehaviour_disable", true]; dostop this; in the init field, sadly to no avail :(
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Aloha :)
You have some class references to cfgweapon classes outside of cfgweapons
class NVGoggles; class Default; class ItemCore; class ItemInfo; class InventoryItem_Base_F;*/ class cfgWeapons { class A3_GPNVG18_F: NVGoggles {Remove them and instead put the ones needed inside of cfgweapons like this:
class cfgWeapons { class Default; class Binocular; class NVGoggles; class ItemCore; class ItemInfo; class HeadgearItem; class A3_GPNVG18_F: NVGoggles {You also have the following BIS class (or part of it) inside your config:
class HeadgearItem: InventoryItem_Base_F { allowedSlots[] = {901,605}; type = 605; hiddenSelections[] = {}; hitpointName = "HitHead"; };As you don't change anything and don't want to you can delete it.
That should get rid of the error and clean up the config a bit. It seems to work here after a very short test and I hope I didn't break anything else. Shows no updated classes in .rpt at least.
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There are also Ambient Parameters, which should be exactly what you are looking for. But I don't know if and how you could make them work, only animals use them I think.
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There still seems to be a small problem with containers on dead bodies. I need to drag all mags from uniform/vest/backpack onto the ground first before I can pick them up.
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The material is assigned in the model.p3d with the textures under "Face Properties", shortcut "E" in O2. The only place to find materials in the config is under "class wounds" for the wound textures, there it's always a group of three, first normal blah.rvmat and then two (or twice the same) blah_wounded.rvmat
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Very nicely done and a lot of fun. Thanks for making this :)
It's awesome to switch from buckshot and backup sight to slug/HE and optic, and finally we have a shotgun with pump-action and the proper sound too.





[IceBreakr/IBIS] Isla Duala for A3
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted · Edited by Scruffy
Hi IceBreakr :)
The intro cutscene is not loaded properly, but I have no idea why it does what it does.
First, you still have it based on the old version, so you need to change the intro.isladuala to intro.isladuala3, addons dependencies in mission.sqm and the class CfgMissions path. That's easy, but it still won't work.
When loading A3 with only Duala, no other mods (and ignoring the dependecy errors), start Duala in the editor and exit to menu again, the game still wants to load the class CfgWorlds.isladuala
Note the missing 3 there at the end, scrolling through the config I don't see a reason why the game would want to look for that class. AiA-TP adds this class (and dozens of others for other community islands) for compatibility stuff I guess, but links to utes.wrp. That is why we see utes, as your new island doesn't use the old classname anymore. Changing the parent to "class isladuala: isladuala3" makes the intro show on duala, but I guess still not duala3 so the savegames won't work.
Edit: I have no idea why Arma does this, maybe someone else has an idea and can help you further. My wild guess is that the game would somehow look for the classname to look like the .wrp name? Is there something inside these files you can change in TerrainBuilder? I have no idea how TB works.
It seems to work if you rename the isladuala.wrp to isladuala3.wrp
Anyway, keep up the good work. I'm looking forward to the next updates, I know are coming. There are roads ending in suspiciously empty clearings :P