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mr_centipede

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Posts posted by mr_centipede


  1. On 5/15/2021 at 12:24 AM, mr_centipede said:

    How do you end the mission? I made a simple mission in the editor but the trigger OPFOR NOT PRESENT doesn't seems to fire. If I remove all HAL element, the trigger fires just fine. Does anyone have any idea?

    I just fixed the problem yesterday.

     

    It seems I have to put the HAL Commander module outside the trigger area. Meaning the trigger consider the module as a legit OPFOR unit, so you have to put it outside of the trigger.

    Sorry for the trouble caused by resurrect this old thread. Thank you


  2. 11 hours ago, beno_83au said:

    I haven't had it flicker in any map unless I've left the blinds open on the window behind me, and the light interferes with it. Maybe that's the problem. 

    As for my problem it is not because of light interferences. Mine is because of need to enable vsync. After enable vsync my problem solved.

     

    But for some other people maybe because of light interferences. So check that too if you have the same problem. If not, try enable vsync. If both didn't solve it, then I hope some other people can offer some other solutions


  3. Sorry to resurrect this thread but I encountered the same problem, in all areas in ARMA 3. It only manifest itself when I view up/down (pitch). When I view up/or down a certain degrees and the screen flickers and sees double vision.

     

    A fix that I found is to enable VSYNC in the video settings. Seems the problem occur because the FPS is higher than the monitor refresh rate. I tested again with vsync off and played in TANOA and cranked up the VD all the way up so that the FPS drop below my monitor refresh rate (144hz), and look up/down again, and as expected the problem did not manifest itself.

     

    So your options are, enable VSYNC or cranked up your video settings that it will be at or below your monitor refresh rate. Hope this will help those that have the same issue. 

    Thank you.


  4. Infamous actions. Sry, it's not an easy fix :(, sorting also affects the player's action menu.

    Can we get at least contextual menu? Something like when you select an AI and point to a truck, GET IN command is already on top, along with other command in the quick menu, such as rearm, heal, or take xxx? Useful when trying to rearm your auto-riflemen at your assistant auto-riflemen (rearm)


  5. Did something happened to the voice protocol? Some words are muted and orders take a few seconds longer before processed.

    For example, I assign number 2,4 and 6 as team Red, but I only hear my character say "2, 4, 6..." the "Team Red" part is muted.

    Another example. when ordering the said team to move somewhere, it takes a few seconds for it to be processed(the issuing order part/voice, not the executing part), then my character said, "Team Red..." the "move to" part is muted.

    Does anyone else experienced the same?


  6. Do AI spawn new groups from the CQB Module as your in the midst of it? Meaning, I scoped out a few enemies in a Taki village before we assaulted but man did they start coming out of the houses thick! Almost like a zombie horde. I feel like I should have spotted alot more from the 3-400 m I scouted from so wanted to know if they were there beforehand or not.

    The spawn radius is set to 1000 so shouldn't they all be already spawned by the time we're in the village?

    Please note that CQB module itself has it's own spawn radius, other than the other (CORE) AI placement module. default for CQB is 700m I think. Try check that :)

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