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Posts posted by scruffy
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Hi Zeealex
First of all, thanks for making this addon, and also sharing your progress like this. It's nice to see how it's all coming along.
Two things now, first:
No entry 'config.bin/CfgVehicles/H_HelmetB_plain_mcamo.scope'.In the ..\unitinfo\config.cpp the start of cfgvehicles is this:
class cfgVehicles { class B_Soldier_F; class H_HelmetB_plain_mcamo; class H_Cap_headphones; class H_HelmetB_plain_blk; class V_PlateCarrier1_rgr; class B_UAV_01_backpack_F; class FEM_Base_F: B_Soldier_F {Only the class reference to B_Soldier_F is needed, as you base your own class on it. You just add things via the other classnames, but don't use the class itself. The rest of the references are cfgWeapons classes and you're putting it under cfgVehicles, so Arma gets confused and weird things might happen. Also that error message.
Second:
Can you maybe add a "compatible" version of Mason? The new neck doesn't fit most normal uniforms any more and one of my teammates uses it as a face. It looks a bit strange on the normal bodies sometimes, but works for all missions and we're now accustomed to her hairy arms :D
The new pictures look like they might fit better again, so maybe that will work. I can always fix her up with an old version anyway.
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Btw my clouds also do not change shape when you rotate yourself? You know like when you turned round and the clouds sortaa morphed is it, they no longer do that.Now I'm hyped! That will be awesome if you can get it to work. :)
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Reloading and inventory management is still broken on a dedicated server. Tested on todays DEV branch EXE rev. 127101 and both server and client running vanilla, empty mission with just a soldier and ammo boxes. Reloading works, I pick up a new gun from a box, reloading still works. I try to get ammo from another box, the magazines just vanish. After that reloading plays no anim and removes a magazine from my inventory. Couldn't reproduce on a listen server or in singleplayer, but everytime on dedicated server., is this a known bug and on the tracker already? Sounds like the fixed one fromStill there in todays DEV version 127127, I now created a ticket on the bugtracker. http://feedback.arma3.com/view.php?id=20716
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Reloading and inventory management is still broken on a dedicated server. Tested on todays DEV branch EXE rev. 127101 and both server and client running vanilla, empty mission with just a soldier and ammo boxes. Reloading works, I pick up a new gun from a box, reloading still works. I try to get ammo from another box, the magazines just vanish. After that reloading plays no anim and removes a magazine from my inventory. Couldn't reproduce on a listen server or in singleplayer, but everytime on dedicated server.
, is this a known bug and on the tracker already? Sounds like the fixed one from28-08-2014 EXE rev. 126953 (game) Picking up magazines from the ground may cause them to disappear completely -
Is the reloading bug only a problem for AI? We just tested the newest dev right now to see if it's better in regards to the constant CTDs on main branch and had some issues for players, too. We couldn't reload, the (half-)empty mag was still loaded, no animation played, but one magazine was deleted from inventory. No mags could be grabbed from dead bodies, only the whole vest. You could move mags from vest to ground, but when picking up from ground they vanished.
We didn't try without mods (were using East vs West and RH M16s and Toadies AKs), as we had a CTD on the first minute. Now it's back to Legacy 1.24
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Doh! FPDR
Yes, I was testing in the editor with AI, didn't remember to try it again in our mp session last night. It's working fine now, so thanks for the help and of course releasing the addon.
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Hello Phoenix
I need your assistance here as I can't get the names to show up. The addon loads fine (I see it in functions viewer) and the keys I tried work when bound to useraction 6 for the shoulder tap, but not useraction 5. Do I need to use TFAR or enable some setting ingame? I tried starting without other addons and only CBA to avoid conflicts, but I am on dev branch currently and didn't try stable yet.
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Aloha :)
I noticed I didn't post here already about the new release. Thank you very much, especially for the G3 pack and allowing me to further cultivate my love/hate relationship with the HK ironsights.
The Top Guns video is awesome too. Can we get more episodes for the next releases? :D
Have you already implemented those changes? I allowed myself to mess around your configs for personal use and can send you the changes.That sounds likely. I know that suppressors are set to change,so it wouldn't surprise me if more likewise changes were on the way too. That said, There's patches for everything due thanks to this, but I'm only going to roll them out once the Bootcamp update is on stable. Meantime, my only advice to the lack of sound is to rollback to stable if it's only occurring in Dev. -
Aloha
I allowed myself to do the necessary config changes for personal use already, I hope you don't mind. I will write you a PM with the changed part. That way you and da12thmonkey can use your time for more productive stuff, like supplying me with more awesome addons :)
AtinAkiri:
Have a look here in the BIKI: https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Muzzle_accessories
Basically you remove the whole modes part from the supressor and add "soundTypeIndex=1;" and the "class MuzzleCoef{ [...] };" part. Then add the new sound part to every mode in the weapon class.
The forum thread about it is here if you have more questions: http://forums.bistudio.com/showthread.php?179308-Weapon-sounds-affected-by-suppressors-change-in-1-23
Sorry for the OT
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In the last days the deaths in MP from exploding vehicles got kind of ridiculous, after just hitting a small fence or stone. Did anything change more or less recently regarding vehicle damage or was it just bad luck?
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Neat :)
That's the way I wanted to try. Since you can't manipulate a loaded magazine you need to remove the weapon, add a first mag and the gun again. You hide the normal 6/8rnd ones and make a second "magazine" that's just a simple shell to give to the player. When the player reloads remove one of his 1rnd mags from inventory and the gun, add a normal mag with 2 shots, repeat +1.
Even fancier possibility to add if this even works: Save which ammo was reloaded, buckshot or slug and after firing change the mag accordingly.
Maybe you need to remove all the 1rnd mags so Arma doesn't load them first when they are already in the inventory. That might shuffle your inventory quite a bit. You could also not allow the 1rnd mags to be loaded inside the gun and check a custom_magazines[]={}; array and the inventory. Instead of a "proper" reload, because you have no working mags, the script could fake it and have the player play a hand gesture, after all that's what it already does when reloading. Using this Arma might do strange stuff though and throw out the 1rnd mags when dropping/picking up weapons because they are useless to the game.
That were just some ideas I had what could work and could go wrong. Never tested any of it, but I saw you use most components already in your scripts, checking inventory/config and removing/adding the weapon.
Edit: Also found this to check for reload key, but not action menu reload: http://forums.bistudio.com/showthread.php?173330-Execute-code-when-unit-reloads-weapon&p=2625285&viewfull=1#post2625285
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For future reference: I tried again today, can't reproduce the problem anymore.
No idea what did it, things I know that changed: A3 patches of course, new graphics driver 14.4 beta, changed back to X-Fi Music soundcard.
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I say it's a bug. That effect is supposed to show for the scope view, but the backup sight inherits it. I already posted it on the bugtracker, but no change so far.
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Purple, it seems you can't reload these shotguns while being in the prone. My character seems to stand up straight and then start to reload, thank the holy lord the characters hitbox stays in prone form!I just came here to see if this bug was already reported. Edit: And I see it's an unused BIS animation. Now we have to wait until BIS adds the prone animation.
About the reloads: It's always the 8 round animation, will you do a shorter one for 6 rounds? I don't think you can change it per magazine, so it wouldn't help when using 6rd mags in the long version, but it would be a good reason to use the short one. Even with the same animation, you could speed up the reload time per gun.
Edit: Well, I guess in A3 you now can change the reloadanim (and so -time) per magazine: https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Custom_reload_animations
New animations are needed though.
As arthuro said: Nice work and thank you.
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It's a pretty serious problem actually. If the game is interrupted by pressing Esc, or simply by alt tabbing, then upon resumption any distant vehicles' sounds are played at full volume. Pretty jarring, and it certainly makes it unpleasant if you're coding or mission developing and need to pause the game frequently.There is a video in this post: http://forums.bistudio.com/showthread.php?152866-General-Discussion-%28dev-branch%29&p=2668113&viewfull=1#post2668113
Ticket already assigned: http://feedback.arma3.com/view.php?id=18552
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Thanks for the pack, it's nice to have my M14 back.
...and of course for adding perfect camo for every situation :D
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[...]however i suspect it's more difficult than just removing a paa file.Vignette: Not really, use this unsigned addon for now.
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Hey Toadie
Great AK pack. I'm very happy with my shiny new RPK :)
I think you need to adjust the size of the weapons though, I could fit both an AKM and AKSU into my vest. Who needs a pistol as secondary ;)
But I also have an odd bug to report: Something fishy was going on while trying them out in multiplayer. After a few minutes when I was using the AK-47 my two teammates would crash. Not at the same time, but one after the other. Both use a Nvidia card, one 670 and one 660Ti while I have got a Radeon. Their game would crash with a blackscreen and driver reset message from windows. I don't think it had anything to do with a special action like reloading or shooting.
The same mission worked when not picking an AK from the crate. We just tried a new mission, just two players and a crate on Stratis airfield and the crash happened after a few minutes (4-5?) of shooting into the air and fooling around. Maybe it is another addon that conflicts, still need to test this out, but between that we played nearly 2 hours without hiccups on a normal Escape.
Can other Nvidia users try this or does someone know what could cause a bug like this?
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3 - You used the ingame option to activate mods. Deactivate them there, or delete the "class ModLauncherList{ [...] };" part from you profile, or start with -mod=dummy in shortcut
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Aloha :)
I need your help about an issue with the number of sound samples and the Kajmans cannon with HE ammunition.
A single gunship can crash my fps into the single digits when firing the canon using HE ammo. I'll still need to test if other guns cause this too, but it didn't appear in normal gameplay for others so far.
All other ingame settings except number of samples show no real difference, I drop from 200 to 2fps with everything turned off/lowest/50% sampling when the gunships let go.
This is an extreme test, but using this I can set the maximum sound samples allowed in the audio settings to 48 without getting the extreme stutters. I did other tests where I had to go down to maxSamplesPlayed=32;
With higher settings a single Kajman cannon with HE will drop fps to 2, as soon as they run out of HE and start using AP it's back to "normal". They still drop the fps by a significant amount, but it stays playable.
Sound settings in Windows: normal speaker as default set to stereo, driver settings 2 channels, no difference between speakers or headphone setting, all mixer/effect/dolby features off
Driver is the most recent one for my soundcard Asus Xonar Essence STX, version 7.12.8.1794. Older versions weren't installed, all drivers from it's predecessor long cleaned, onboard sound or HDMI sound drivers never installed.
Rest of the system: i5 2500k, 8GB RAM, Radeon 7970, Windows 7 64 and Arma 3 on SSDs
A friend with a similar system (GTX 670, different Asus Xonar model) tried the same test for me and while he notices a 10fps difference between high and low sample settings, he never drops much below 30fps and never has the extreme stuttering I get.
So, feel free to try for yourself and please comment if you have any idea what could cause this.
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Are you using the Shacktac HUD? There is a new version for it that fixes this.
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I see it's not just me with the error in the sky.
To reproduce: Stratis, standard editor date 6th of July 2035. It rises out of the sea ~18:54 at 117° and sinks again ~05:12 at 240°
Seems to be a problem with the moon or starbox as it moves with them, there are times when it disappears inbetween these hours.
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I just had this problem with an AMD card. Thanks for the hint.
For the record: With AMD cards you need to set the AA-Method to "Multi-Sampling" and not "Adaptive Multi-Sampling" in the driver.





Zee Identity Pack
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Well, configs are the only thing with modding I'm not completely incompetent at, so I'm glad to help when I can. My models are limited to this (nose only), and I managed to nearly break the game with a shadow lod there...
Your plans for the next updates sound awesome, keep them coming. :)