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Everything posted by Azza FHI
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Authentic Gameplay Modification
Azza FHI replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
if I understand u correctly, that is a vanilla option in arma controls... -
someone reported before that the gunshots/ sonic cracks are very loud compared to the other sfx. this is happening with me also, is there a way to fix/reduce the volume. my brain almost exploded haha. sounded good tho
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RHS Escalation (AFRF and USAF)
Azza FHI replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry, and no offence, but this is rediculous. It is so easy to use DScreatekey and DSsignfile to create a .bikey and sign all files in the folder, rather than doing individually with addon builder or the like. Pretty much no point supplying signs with the new update because by using the old key players will he able to connect to a keyed server with the old version of RHS. I can show you how, or supply you with a new key and set of signs if u want.- 16574 replies
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Authentic Gameplay Modification
Azza FHI replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any word on why we are unable to lock backpacks after latest patch? -
How to play sound files from an external source (.pbo)
Azza FHI posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey ive searched high an low for this and have tried the following inside the mission's description.ext (they are separate examples, didn't try them both at the same time) class CfgSounds { class track1 { name = "track1"; sound[] = {"soundtest\2.wss", db+1, 1}; titles[] = {}; }; }; class CfgSounds { class track1 { name = "track1"; sound[] = {"soundtest\1.ogg", db+1, 1}; titles[] = {}; }; }; have also tried with \ infront of soundtest. soundtest is the name of the pbo which is loaded separate to the default addons folder. there are no subfolders in it, just 1 wss and 1 ogg. cannot get any sounds to work with playsound, is the path wrong or am I missing something? overall goal is to have our dedicated server running some extra music pbos which can be played to the clients without the clients running the pbos or being included in the mission folder. thanks for any help -
with a headless client, we would need to set this option to 2 yeah? would all clients need to run the ASR mod if setskill was executed everywhere, or only server? thanks
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Combat Space Enhancement 0.2
Azza FHI replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yes, dcg is dependent on cse -
Authentic Gameplay Modification
Azza FHI replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would assume that if u set the explosive module up so that only EODs can disarm bombs, then this is how u define that EOD unit.. A question/bug report, I cant seem to get the lock backpack function working in this version. have tried with our cut down version of the mod and also the complete version... -
Combat Space Enhancement 0.2
Azza FHI replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I know that basic was not working in previous version, so unless u see that they fixed it in the changelog in this version I would assume is still broke... -
Combat Space Enhancement 0.2
Azza FHI replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
sounds good, if you manage to find a workaround that we could use via debug console please let us know as we try to change/update mods only once every 3 months... -
Combat Space Enhancement 0.2
Azza FHI replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have an important bug to report, but I cant seem to access the bug tracker. im surprised it hasn't been reported yet, unless its only happening to us because of some sort of conflict. in 2 small missions it has occurred 3 times. when a player is in revive mode and is healed, for 80% of players he is stuck in revive animation while moving around. is completely unfixable unless the player re slots. yes we tried the fix animation button, and also tried manually switching though animations with playmove and switchmove via our debug console. this is with latest release. can anyone report the same issue? -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Azza FHI replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah the difference between current and last is about 1.5gb so hope u get it sorted -
U just need to run the mod folder @task_force_radio (search how to do that) and make sure u install the userconfig folder also. Same process for clients except they also need to install teamspeak plugins. @CBA is also a requirement to run
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Azza FHI replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Zoneman2 - Six updater will convert it and make sure its all in propper working order if u can be bothered to run it. Odyseus - A3mp is not supported anymore by the author meaning issues that arise dont get fixed and it is already full of errors. AiA is made alot better and generally alot of maps coming out require AiA. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Azza FHI replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah dude, that's the exact fatal error that got fixed. update ur AiA... -
[IceBreakr/IBIS] Isla Duala for A3
Azza FHI replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
possible to use this without panther? or at least just some of pantheras .pbos? -
They arent locked, it just starts everyone on those freqs. U can do the same with modules, but we have found this way is more reliable
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I have only every come across that bug due to poor mission design and also poor mod management. im not being self righteous and im not implying anything about you, im just saying that if your team has good mission design structure and you are strict at making sure everyone has the exact same version of mods that the server does, then you shouldn't come across issues like this. we used to do joint operations with another clan who did not use keys on their server and also let all members choose their gear with VAS at the start of the mission and these problems were so common its not funny. I guess my advice is, try to run keys for your mods. you could also put this in the mission init so that all members frequencies are synced and all u have to do is tell the second or third squad to switch channels. // TFR mod configuration #include "\task_force_radio\functions\common.sqf"; if ((isServer) or (isDedicated)) then { tf_give_personal_radio_to_regular_soldier = true; publicVariable "tf_give_personal_radio_to_regular_soldier"; tf_no_auto_long_range_radio = true; publicVariable "tf_no_auto_long_range_radio"; tf_same_sw_frequencies_for_side = true; publicVariable "tf_same_sw_frequencies_for_side"; tf_same_lr_frequencies_for_side = true; publicVariable "tf_same_lr_frequencies_for_side"; _settingsSwWest = false call TFAR_fnc_generateSwSettings; _settingsSwWest set [2, ["311","312","313","314","315","316","317","318"]]; tf_freq_west = _settingsSwWest; publicVariable "tf_freq_west"; _settingsLRWest = false call TFAR_fnc_generateLRSettings; _settingsLRWest set [2, ["50","51","52","53","54","55","56","57","58"]]; tf_freq_west_lr = _settingsLRWest; publicVariable "tf_freq_west_lr"; }; also try to see if the switching of frequencies is consistent when someone JIPs the server as this can happen if the mission isn't setup correctly for TFR
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Azza FHI replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@KJU - We have the standard terrain pack. Is it possible to reduce the size by deleting certain maps? -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Azza FHI replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
its pretty simple, although if ur not familiar with server setup/keys or mission depencies then it can be very frustrating. the above image is not letting you play/edit the mission because the mission was made with certain addons running which have written dependencies in the mission.sqm. you can edit the sqm in mission folder to remove these dependencies manually which will let u into the mission, but the objects in question (if they were objects) will not exist which may result in a popup error, just click ok. all of your ones are configs so this shouldn't happen the below picture is referring to the client not being able to connect to the server because the server has keys active. meaning all addons run by client must have the proper bisign that matches the server key in order for him to connect. either turn keys off in the server config "verifysignatures = 0" or install the AIA .bikey into the servers 'keys' folder. -
RHS Escalation (AFRF and USAF)
Azza FHI replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ppl get pissed off when they are constantly nagged about release dates. a few pages back someone asked the same thing and got no answer except 'when its done'. theres rumours it will be very soon, anyway a good indication is the feedback tracker http://feedback.rhsmods.org/view_all_bug_page.php obviously if these were all green then they would release, maybe they will release when 80% done or so. most issues have been fixed, so its getting close.- 16574 replies
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Authentic Gameplay Modification
Azza FHI replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks! silly me -
Authentic Gameplay Modification
Azza FHI replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
this is what is in the line "asr_ai3_rhs_c","asr_ai3_sysaiskill","asr_ai3_cfgweapons","asr_ai3_settings","asr_ai3_main","asr_ai3_sysdanger","asr_ai3_sysgear","tpwcas" it is set to warn permanent, but it still happens with warn once. -
RHS Escalation (AFRF and USAF)
Azza FHI replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
we are all allowed our own opinions. And i will back mine up by saying a propper milsim unit will not be using vanilla units or weapons. 3rd party weapon mods usually incorporate propper ballistics, the realistic names only applies to vanilla content and RHS has or will have their own tank fire modes.- 16574 replies
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No you are trying to use 2 physical SW radios. The way i explained is with 1 radio that has 2 channels. Edit - actually sorry that would be fine, except the second channel cant be the same channel (i think) so just make command net ch5 freq 50 instead of ch1 coz that wont work for alfa1