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Posts posted by Azza FHI
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so after the arma 3 update today, there are 2 popup errors. ch47 and skycranes. I think the ch47 is RHS chinnook which may inherit from one of the a3 choppers which classnames has changed in this update.
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Sorry to ask, but does very soon likely mean a couple of days or a couple of weeks?
I know ppl get cut when we ask for release dates, but im about to update all our clans mods which is only once every 3 months. And we would love to include v1.9 in them...
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getting a popup error about smokeshell.scope.
also my mate got this in his RPT
13:34:22 Warning Message: Sound _SCOPE not found 13:34:22 Warning Message: Sound _SCOPE not found 13:34:23 WARNING: Function 'name' - Gnrnr is dead 13:34:23 WARNING: Function 'name' - Gnrnr is dead
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so if we have the current version of freds ram allocator, what do we need to do? im assuming I can expect crashing when the a3 update hits? if so then just disable the ram allocator until a new update is available?
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well then that settles it lol.
have u edited yours at all? I cant help but feel it can be optimised seeing as tho it hasn't been updated in so long. even if u haven't edited it, do u mind posting your settings?
thanks!
edit - also with the ASR radionet, is that dependent on the AI having a radio?
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So whats the verdict? We run tpwcas along side asr on dedicated, do we need to change that for better results or just leave it?
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great mod so far, would be good if the sounds for footsteps and equipment had louder sounds when walking/ running
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that weapon might only be in v2 which is abit further away. v1.9 will be released soon with an upgrade to hk416 and 7s...
that's my understanding of it anyway
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Is there a command we can put in init.sqf to have player backpacks locked at mission start?
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U can set it so medics only use personal aid kits (full heal) at medic vehicles, and also i think u csn store blood and plasma at this vehicle (they turn bad after 30 mins in a backpack i think)
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Am i just blind? I didnt see that the locking of backpacks was fixed in this patch? God please i hope it is...
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its supposed to be radio_settings.hpp as of the last update...
// ================================================= // Server side only // ================================================= tf_no_auto_long_range_radio = 0; TF_give_personal_radio_to_regular_soldier = 0; TF_give_microdagr_to_soldier = 1; tf_same_sw_frequencies_for_side = 0; tf_same_lr_frequencies_for_side = 0; tf_same_dd_frequencies_for_side = 0; // ================================================= // END: Server side only // ================================================= // Client side // ================================================= tf_default_radioVolume = 5; // ================================================= // END: Client side // =================================================
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I'm surprised this mod isn't more widely used. Love the way you can add extra gear (ammo, sights, etc..) as needed which Arsenal does not allow. Keep up the great work, i use this all the time in my missions. Thank youyou guys are trippin! this is the way to go if u wanna have a nice restriced gear selector. call the script and have a box in the editor called box1.
separated into items, weapons, mags, backpacks.
// ITEMS [box1, [ "SMA_UNIFORMS_BLACK", "rhs_acc_tgpa", "rhs_acc_pkas", "G_Bandanna_blk", "H_Cap_blk", "SMA_Silencer_556", "SMA_AIMPOINT_GLARE", "acc_pointer_IR", "rhsusf_acc_compm4", "rhsusf_acc_anpeq15", "SMA_supp2bSCAR_556", "H_Watchcap_blk", "G_Balaclava_blk", "H_Booniehat_khk", "SMA_Helmet_Black", "AV_anpvs7", "V_TacVest_darkblck", "SMA_UNIFORMS_BLACK_VEST", "muzzle_snds_H", "itemradio", "itemmap", "itemcompass", "itemwatch", "SMA_spSCARtan_762", "SMA_supp_762", "rangefinder", "AGM_Clacker", "AGM_DefusalKit", "AGM_M26_Clacker" ], true] call BIS_fnc_addVirtualItemCargo; // WEAPONS [box1, [ "rhs_weap_ak74m_desert", "rhs_weap_m4_carryhandle", "SMA_AUG_A3_F", "SMA_HK416afg", "SMA_HK416vfg", "SMA_HK416GL", "SMA_HK417afg", "SMA_HK417vfg", "SMA_HK417_16in_afg", "SMA_Mk16_black", "SMA_Mk17_black", "rhs_weap_m249_pip", "SMA_MK16", "SMA_Mk17", "rhs_weap_m249_pip" ], true] call BIS_fnc_addVirtualweaponCargo; // MAGS [box1, [ "rhs_30Rnd_545x39_AK", "rhs_mag_30Rnd_556x45_Mk318_Stanag", "SMA_30Rnd_556x45_M855A1", "rhsusf_100Rnd_556x45_soft_pouch", "1rnd_he_grenade_shell", "smokeshell", "HandGrenade", "DemoCharge_Remote_Mag", "SatchelCharge_Remote_Mag", "rhsusf_100Rnd_556x45_soft_pouch" ], true] call BIS_fnc_addVirtualmagazineCargo; // BACKPACKS [box1, [ "B_AssaultPack_blk", "b_carryall_cbr" ], true] call BIS_fnc_addVirtualbackpackCargo; };
ull have to get rid of the 3rd party addon classnames if u don't use that mod...
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Do youself a favour and sign all your clans mods with 1 key that u create yourself. This couple with a distributing system like bittorrent sync and everything will be much easier.
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Did the hotfix get released yet?
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Ive had bad experiences with bis_fnc_mp not working propperly when it is executed on a dedicated server. Hope u test the hell out of it
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heya, is this part of this mod?EDIT: nvm, I've been informed that this is a known issue. great model, by the way
sorry to hijack, but what mod are the winter camo m4s in??
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Hello,
In our clan we are keen on fine tuning everything (mods,server etc) for performance, especially as we gradually get more players in game.
I am constantly monitoring the server fps & network traffic during missions. Previously we had 25 players in game with a fair amount of AI in AO and the server would output 25 - 30 Mb/s.
lately I have noticed that it is no where near this figure, but rather 5 - 8mb max.
im not saying this is a bad thing, but we are trying to determine what causes certain lag spikes that we are experiencing, so im wondering if anyone can confirm that this is a result of an A3 patch. and does anyone else have any figures to compare to?
thanks
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this would be an issue tho because TFR synchronises the names when you load into mission?
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HotFixJust quickly created a new optional CFG so the Cracks and Snaps are less loud, same as the distance/range they get triggered in.
Thanks,
LJ
EDIT:
Added OPTIONALDOWNLOADS so if more downloads are coming I'll keep updating the frontpage. Overall opinions are welcome, if you like this tweak, I'll add it to the next full release.
LJ
Awesome thankyou! Now if we could get the environment sounds a little louder i would say the mod is finished... imo anyway
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@LJ sorry if this has been asked before, but are you planning to reduce the volume of the sonic crack when you are shot at by enemy fire? All the sounds are great, but i just find that one sound to be alot louder than the rest.
Or is there a way i can reduce it myself? Thanks
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Heya, big fan of AGM. It's what I use to introduce people into Arma, because it's just too good.Dunno if this is the best place to make a "request", but would it be possible for you guys to bring in the Insurgency-style "dead-zone"? Where it works just like a deadzone in Arma currently, only your view turns instantly, rather than when it reaches the edge of the deadzone. That'd be super cool, and immersive.
Thanks for the awesome mod!
if I understand u correctly, that is a vanilla option in arma controls...
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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
Authentic Gameplay Modification
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Disable the agm modifier key 'ctrl' and u can lower ur weapon again. Not sure what the modifier key does tho