Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

Jackal326

Member
  • Content Count

    5255
  • Joined

  • Last visited

  • Medals

Everything posted by Jackal326

  1. If you're running ACE (which your OP states you are) its not as simple as just having a first-aid kit in your inventory. You'll need to use the ACE Medical Interaction system (unless you've disabled ACE Medical). I'm about 8 years out from the last time I've used ACE for a mission so I'm not exactly the most qualified to talk you through it but I bet YouTube (or even the ACE Thread) will have some tutorials etc. I seem to remember it uses a combination of the left windows key, with a mix of CTRL and ALT/Shift for various sub menus... I still maintain that ACE is the most-likely root-cause of your Action Menu issues (and the requirement to hold down the space bar to override it)...
  2. Options > Controls > Presets (down the bottom-left of the menu), then select which-ever you want to try. Experiment and see what works for you, but mine is set to 'Arma 3 APEX' and I have no issues. If you try these and your mouse-wheel still doesn't work for options its either a mod-conflict (ACE maybe?) or your mouse is FUBAR...
  3. Sounds like your control settings have been reset, the historical default controls changed around about the time APEX released and the new "default" is more "FPS-based" than it used to be. Anyway, [ and ] I think should scroll the actions too...
  4. Theoretically it would be easy IF the original author has given the area the texture is defined to a name selection. If they have not then you're SOL.
  5. That depends on how the mod maker has setup their named-selections seeing as how there aren't any UH-1H's in game by default (to my knowledge). My advice would be to either try and experiment by changing the number in the init line (0, 2, 3, 4, 5 etc.) to see the results, but keep in mind it may not even be possible depending on how it was made in the first place...
  6. No, because the way Arma works is it loads any addons/mods upon start-up. As such any downloaded addons/mods would require the game to be re-started to be loaded. Simply put: If they didn't implement this when they added the shitty launcher, then they wont add it now.
  7. SJB L119A'X' Rifles v1.01 ======================= After another few years out of the modding scene I am proud to present a pack of assault rifles used by UK Special Forces. Right now its only variants of the L119A1 and L119A2 rifles, but I may expand it to include other rifles in the future. This pack is an off-shoot of my SJB Rifle Pack v1.0 developed in tandem with the latest update as part of a series of addons made for private use with friends. However I've decided to make it available to the public to give something back to the community that has helped me through some tough times in my life. CONTENTS: The pack contains the following: - L119A1 (CQB and SFW variants with various furniture - 6 versions and 2 with UGL - 8 total). Each with 4 levels of camo (4 x 8 = 32) - L119A2 (CQB and SFW variants - 1 version of each and then an SFW with UGL - 3 total). Each one coming with just one camo version (3 x 2 = 6) - HK416 in two barrel lengths and one with UGL, all in gun-metal grey and tan/desert versions (3 x 2 = 6) - more to come...maybe... FUTURE PLANS: I might include other rifles in future versions including, but not limited to, HK416s, HK417s and maybe some other surprises....maybe... As I originally made this addon for private use it currently doesn't support/require SJB Weapons Core v1.0, but might in the future. At present the weapon makes use of default ammunition/magazines but is compatible with (and requires) CBA for Arma3's to make use of its 'Joint Ammo & Magazines (JAM)' functionality so the weapons function using magazines and optics/attachments (thanks to CBA's Joint Rails functionality) from other popular addons/mods that also use CBA (such as RHS for example). Throughout development I have been in two-minds as to whether or not to use custom sound files for the weapons firing sounds. I already use a few custom sounds for the bolt opening/closing and selector switches being used when switching firing modes. However, inheriting default weapon sounds from the base game's weapons allows users to use their own preferred sound mod and have this pack integrate seamlessly with other addons that do the same. If demand is high enough I may well implement custom sounds, or perhaps an alternate config to allow for choice but as of right now the weapons use sounds from the base-game's weapons. REQUIREMENTS: Arma3 with the latest update. This addon makes use of CBA's ASDG-JR (Joint Rails) and as a result requires CBA for Arma3 to function. CREDITS: Without the help, advice and permissions of the people listed below this pack would not have been possible, so a huge thank you needs to be extended to the following people: - Twinke Masta (Johan Santana) - (M4A1 base model/textures used to create the L119A1) - MrDucky - HK416 base-model and textures. - Stefan Engdahl - (M203 textures and base-model) - not currently used but may be included in the future as an alternative to the UGL. - Eddie Price - (Massive amount of work on the textures of most rifles and a lot of suggestions for model tweaks back in the day). VERSION HISTORY: v1.0 - Initital release v1.01 - This release - Fixed path error for L119A2 rvmats. - Added ACE config values for Advanced Ballistics etc. - Added HK416 10.5 and 14 inch barrel variants in gun-metal and tan. DOWNLOAD LINK: https://steamcommunity.com/sharedfiles/filedetails/?id=3164450578
  8. Jackal326

    SJB UKSF L119A'X' Pack

    I'll look into it if/when I get around to updating the pack.
  9. Yes. Its to try and prevent you from spamming 'nades like a crazy person. You can see the information I outlined above in the config file for the "Throw" weapon: class Throw: GrenadeLauncher { scope = 1; autoAimEnabled = 0; cursor = "EmptyCursor"; cursorAim = "throw"; value = 0; type = 0; displayName = "$STR_DN_THROW"; canDrop = 0; textureType = "semi"; magazineReloadTime = 0.0; reloadTime = 0.0; muzzles[] = {"HandGrenade_Stone","HandGrenadeMuzzle","MiniGrenadeMuzzle","SmokeShellMuzzle","SmokeShellYellowMuzzle","SmokeShellGreenMuzzle","SmokeShellRedMuzzle","SmokeShellPurpleMuzzle","SmokeShellOrangeMuzzle","SmokeShellBlueMuzzle","ChemlightGreenMuzzle","ChemlightRedMuzzle","ChemlightYellowMuzzle","ChemlightBlueMuzzle","IRGrenade"}; // this is what is switching and by-passing the "MagazineReloadTime" of 2.5 seconds... class ThrowMuzzle: GrenadeLauncher { cursor = "EmptyCursor"; cursorAim = "throw"; sound[] = {"",0.00031622776,1}; reloadSound[] = {"",0.00031622776,1}; aiDispersionCoefX = 6; aiDispersionCoefY = 6; reloadTime = 0; magazineReloadTime = 2.5; // this is what normally "delays" the throwing of a follow-up grenade within the same muzzle enableAttack = 0; showEmpty = 0; autoReload = 1; modelOptics = ""; minRange = 10; minRangeProbab = 0.2; midRange = 45; midRangeProbab = 0.9; maxRange = 60; maxRangeProbab = 0.03; keepInInventory = 1; }; class HandGrenadeMuzzle: ThrowMuzzle { magazines[] = {"HandGrenade"}; }; class MiniGrenadeMuzzle: ThrowMuzzle { magazines[] = {"MiniGrenade"}; }; class HandGrenade_Stone: ThrowMuzzle { magazines[] = {"HandGrenade_Stone"}; displayName = "$STR_DN_STONE"; minRange = 5; minRangeProbab = 0.01; midRange = 45; midRangeProbab = 0.1; maxRange = 80; maxRangeProbab = 0.01; }; class SmokeShellMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShell"}; }; class SmokeShellYellowMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellYellow"}; }; class SmokeShellRedMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellRed"}; }; class SmokeShellGreenMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellGreen"}; }; class SmokeShellPurpleMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellPurple"}; }; class SmokeShellBlueMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellBlue"}; }; class SmokeShellOrangeMuzzle: ThrowMuzzle { displayName = "$STR_MN_SMOKE"; magazines[] = {"SmokeShellOrange"}; }; class ChemlightGreenMuzzle: ThrowMuzzle { displayName = "$STR_cfgWeapons_Throw_ChemlightMuzzle0"; magazines[] = {"Chemlight_green"}; }; class ChemlightRedMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_red"}; }; class ChemlightYellowMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_yellow"}; }; class ChemlightBlueMuzzle: ChemlightGreenMuzzle { magazines[] = {"Chemlight_blue"}; }; class IRGrenade: ThrowMuzzle { displayName = "$STR_A3_cfgWeapons_Throw_IRGrenade0"; magazines[] = {"B_IR_Grenade","O_IR_Grenade","I_IR_Grenade"}; cursorSize = 1; }; };
  10. Probably due to the "reloadTime" for that weapon muzzle (as most default grenades use the "Throw" weapon), and switching from grenade type negates the "reloadTime" due to the other grenade type being a different muzzle and as such being unaffected.
  11. Jackal326

    "Member already defined" Error.

    Why do you have two separate cfgPatches sections with the same class name and exact same contents? And your required addons seem a little....excessive.... The following should work:
  12. Jackal326

    "Member already defined" Error.

    Go to line 215 and see what is defined there. The fact it says cfgPatches makes me think you've not closed out your cfgPatches section properly. Post a link to the config (on codedump or something similar) and not the PBO (which is worthless if it doesn't work, and its just more steps for someone to have to download the pbo, unpack it and then check the config).
  13. Jackal326

    Can't get APC to stay on waypoint

    Place an empty tank/vehicle, add a commander and a gunner but leave the driver's seat empty...
  14. Maybe they're waiting on an answer from Schrödinger's cat?
  15. Jackal326

    Mission Statistics gone from map menu

    Are we sure the visibility of this menu isn't tied to some sort of difficulty setting? I ask because no matter whether I run the game with no CDLCs or with several loaded I don't have that menu appear AT ALL, even with just CBA loaded...
  16. Jackal326

    ARMA BEHAVING STRANGELY

    How many more threads are you going to start about this issue?
  17. Jackal326

    POLPOX animation viewer bug

    Try asking here:
  18. Jackal326

    Arma Reforger/Arma4 VR Support

    Fair enough, but doesn't that seem a little "janky" (for lack of a better term) when it comes to firing around corners or over low cover as an example? For the VR player (and for the game-engine and server) their gun is firing around/over the cover yet for the non-VR user who's animations are "tied to the normal game" it would appear they're getting shot by nothing, or worse a floating gun. In a purely PvE/Co-op scenario this would be advantageous but in a PvP scenario I could see that causing issues.
  19. Jackal326

    Arma Reforger/Arma4 VR Support

    Yes I do play VR. I've owned a Valve Index for several years now. Thank you for your interest. As I'm sure your vast game-development history can help BI in their inclusion of such features I can't wait for them to hire you. Then you can begin your work on the inclusion of the myriad of features immediately given that you say the inclusion will be easy and "not much of an issue". I look forward to VR's inclusion and you will have the community's thanks... Whilst your cash-in comment may be true, and the cross-compatibility of (some) mods is certainly true, you must acknowledge that given the distinctly different versions of the games in question that if multiplayer were to be factored in (I appreciated Fallout 4 and Skyrim are not multiplayer - but Arma certainly is), there is certainly the potential that the community could be divided if VR and non-VR players were unable to play together? That was the point I was trying to make that clearly a few people here have misunderstood. A few of you seem to think I'm against the inclusion of VR in the Arma franchise, that is simply not the case. However none of you seem to realise that VR's inclusion would not be an easy task - you all just seem to think that BI can conjure up some sort of magic-wand, wave it and have VR functionality included just because we (I use the term broadly to include the whole community as many of you don't seem to understand the 'us vs them' debate) want VR to be included. The fact is I would love for Arma to have VR included as an optional feature, that doesn't divide the community with a separate game version or site behind a DLC pay-wall. However, I'm slightly more pragmatic that I realise that arguing with people on a forum, posting my opinions as facts and throwing my toys out of the pram when people disagree with me wont get me very far.
  20. Jackal326

    Arma Reforger/Arma4 VR Support

    True, to an extent, but you'd have to seriously limit the view-distance as I am unsure whether you would get away with a 20km view distance in VR given the double-rendering required...Who knows, I'm not a game engine developer... Was it though? Was it really?
  21. Jackal326

    Access Violation Code

    You could try the sticky thread in this very forum section maybe...
  22. Jackal326

    Arma Reforger/Arma4 VR Support

    Both of which have maps/levels that are tiny in comparison to a game such as Arma...Even Skyrim's "main" map is small when compared to Altis, but even if you were to seamlessly add all of the dungeons and interiors (which of course are separate "levels") it still would not come close. Are you seriously saying "it was possible in OFP, so it will be possible in Reforger"? You're forgetting one big difference between Operation Flashpoint and more modern titles - Graphical fidelity. OFP's graphics were shit compared to Reforger which is a much more demanding and system-taxing engine due to higher detail terrain, object rendering and texture resolution. I don't think you'll find doing the same thing to be "no problem" nowadays...
  23. C:\Users\[USERNAME]\Documents\Arma 3 - Other Profiles\IngameProfileName
  24. Jackal326

    RHS Escalation (AFRF and USAF)

    The thing is, those "hundreds of thousands of people" aren't posting in this thread in an entitled and cringe-inducing manner - YOU are. I imagine that is why the retort was levelled at YOU. If you bothered to do any form of research you'd have discovered that whilst RHS content has only been available on Steam Workshop since ~ January 2017, as you correctly stated, you would know that much of the same content has been available for much longer (via the RHS website and other, now defunct sources such as Armaholic) since before October 2014. That is almost 10 YEARS ago, and that was version 0.3.0 - you'd have to go back even further for previous versions (but I couldn't find dates on the RHS website for those). Either way, that is still over 10 YEARS of support...for content provided free of charge. "AAA" games you pay real money for don't get that length of support, and you're complaining that RHS has moved on and "abandoned" the mods with issues unresolved and bugs still present? I suppose you'll be complaining that Far Cry 3 still needs a patch next... And while I'm here, what the hell is a... ...anyway?
  25. Well, don't take the following as gospel, but at a guess in the main directory you'd have a config with the base cfgPatches, that adds each of the sub-cfgPatches entries as required addons that each of the sub-cfgPatches entries references as a requirement. For example: Main PBO - config with MAIN CFGPATCHES ENTRY -/sub-folder one -- config with faction 1 cfgPatches entry (referencing MAIN as requirement) -/ sub-folder two -- config with faction 2 cfgPatches entry (referencing MAIN as requirement) etc.
×