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Posts posted by pellejones
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Would it be possible with two downloads? One core download, units etc. with Da Krong map, and one with the extra maps? Charlie update was 4GB. This one is 10GB. After removing some of the island (not sure if I have lots of object files no longer needed) I am down to 8 GB.
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OH YES! I love you guys! We are starting a campaign this weekend, that will go on for three weeks in UNSUNG! We were hoping that 3.0D would come after christmas so this is like an early christmas present :D
Be sure to check out http://www.ssg-clan.se for live streams in UNSUNG this sunday :)
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Hey! The VT5 map kicks ass but since the 1.50 patch of ARMA 3 was released, an interesting bug has arrived. It seems as if All in Arma is broken with 1.50, it causes major crashes in Dedicated MP. Since VT5 is AiA dependent, VT5 is not longer a viable map for dedicated MP play. However! Community Upgrade Project Terrains (https://forums.bistudio.com/topic/179990-community-upgrade-project-cup-terrains/) seems to work just fine with the 1.50 patch and is essentially the same thing as All in Arma (with the biggest difference that it is supported, and AiA is not).
Any chance that you guys could update VT5 to make use of CUP instead if AiA?
Thanks for making the map!
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Is there a way to script or force the Scuds to fire their missiles when AI is controlling it?
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SSG did a sunday Operation on this map last sunday, here's the view from the group leader in Hotel Alpha :)
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I was not going for a second grenade for the AT4, I was getting a first grenade for a new tube. And no it does not have one loaded, you have to load it yourself in the RHS version of the AT4.
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RHS is great but the other day when we were doing a large scale kick ass game, I went to an ammo box to pick up a M136 grenade for my tube and when my pointer is hovering over the grenade, a new style of window is showing. It has a blue border and says "This is premium DLC content" and that I need to buy it to use it...
Buying an addon is one thing but that pop up box was extremely immersion breaking! It really broke the entire feeling of "yeah woho kickass fight lets take out some Taki rebels!!" and put me in a state of "wtf................... is this BF3?!".
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Any status update on the ACRE2 and vehicle audio attenuation?
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Still no fix for vehicle attenuation with ACRE2?
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No you add it in the editor.
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lower / raise broken not working for me. Even when removing CTRL as modifier, it refuses to work.It seems that the latest ARMA 3 patch has broken CBA_A3. Try running the game vanilla and see if you can lower weapon etc. CTRL as a modifier key is broken. Or rather, all modifier keys.
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so my first test were as follows. Only CBA and ACRE 2(fresh download on the server and client) I added the keys to the server cba and acre2started the server. the server cpus start pegging %100 usage. I try to log on the server, it shows up in the server browser. I click to join. and i sit at the joining screen "Forever" it doesnt load at all..
I checked the rpt all sigs pass the -sigcheck. but yea it lock the server up...
I resigned the mod. with the Exact Same results. However, I forgot to remove the original Acre key from the keys folder going to try another round of tests..
So after removing the original acre2_2_1_0_651.bikey and using my key the server starts up just fine... I should have dont this months ago..
So to recap , i have ACRE 2 running on a -verifySignature=2 server with MY keys/sigs. Something is corrupt with the original keys and sigs. if others are using acre 2 just fine on their server its because ther NOT using -verigySignature=2
This is an issue with broken bikeys. We have this issue with many keys when using -verifySignatures=2.
This is how you check if a key is broken
1) Add the new key
2) Boot up the server exe.
3) When the server window is up, check if you have a version number etc. at the top bar ex: Arma 3 Console version 1.36 : port 2302
If it only says Arma 3 and not the rest, then the newly added key is
a) broken or b) in conflict with other keys.
We resign most of the mods we use so we have full control of key usage, that is how we stumbled upon this bug.
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AGM interaction default key and ACRE2 Cycle Babel Language is in conflict by default.
Left windows is default interaction key for AGM. Any chance of switching default key in ACRE2?
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Did a quick test with EBR + SOS sight for range table
[table=width: 200]
[tr][td]Distance [/td][td]Altitude Setting [/td][/tr]
[tr][td]100 [/td][td]1,0[/td][/tr]
[tr][td]200 [/td][td]2,0[/td][/tr]
[tr][td]300 [/td][td]3,0[/td][/tr]
[tr][td]400 [/td][td]4,0[/td][/tr]
[tr][td]500 [/td][td]5,0[/td][/tr]
[tr][td]600 [/td][td]6,0[/td][/tr]
[tr][td]700 [/td][td]7,5[/td][/tr]
[tr][td]800 [/td][td]9,4[/td][/tr]
[tr][td]900 [/td][td]11,3[/td][/tr]
[tr][td]1000[/td][td]13,6[/td][/tr]
[tr][td]1100[/td][td]16,3[/td][/tr]
Up to 800 you will almost always hit.
[/table]
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This is very noticeable especially in briefing with 20+ people crowded round.The thing is though that this problem keeps being ignored :/ I also seem to be the only one who cares about the problem.
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I have to ask, is the high poly LOD problem fixed? The one that produces extreme lag with more than 14 weapons in a scene at the same time?
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Awesome pack!! But the dependency of NATO SF and Russian Spetsnaz Weapons makes it a real no go for us due to:
1) It is a 400+ MB extra download to be able to use these dudes.
2) Those weapons really do not hold up to the A3 standard and look quite awful :/
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I love Ynou (Hahaha get it?? :D you... nou. . ynou ).
Awesome work as always.
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After the patch, the ZU-23 doesn't have any sound :/
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We get this error in the server RPT:
Conflicting addon caf_ag_equip_me_backpack in 'caf_ag_equip_c\middleeast\backpacks\', previous definition in 'caf_ag_equip_c\easteurope\backpacks\'File caf_ag_factions\indep\config.cpp, line 130: '/CfgVehicles/CAF_AG_EEUR_RI_AK47.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 131: '/CfgVehicles/CAF_AG_EEUR_RI_RPK74.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 132: '/CfgVehicles/CAF_AG_EEUR_RI_PKM.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 133: '/CfgVehicles/CAF_AG_EEUR_RI_AK74.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 134: '/CfgVehicles/CAF_AG_EEUR_RI_GL.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 135: '/CfgVehicles/CAF_AG_EEUR_RI_RPG.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 136: '/CfgVehicles/CAF_AG_EEUR_RI_SVD.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 138: '/CfgVehicles/CAF_AG_EEUR_RI_van_01.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 139: '/CfgVehicles/CAF_AG_EEUR_RI_Offroad.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 140: '/CfgVehicles/CAF_AG_EEUR_RI_Offroad_armed_01.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 143: '/CfgVehicles/CAF_AG_ME_TI_AK47.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 144: '/CfgVehicles/CAF_AG_ME_TI_RPK74.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 145: '/CfgVehicles/CAF_AG_ME_TI_PKM.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 146: '/CfgVehicles/CAF_AG_ME_TI_AK74.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 147: '/CfgVehicles/CAF_AG_ME_TI_GL.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 148: '/CfgVehicles/CAF_AG_ME_TI_RPG.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 149: '/CfgVehicles/CAF_AG_ME_TI_SVD.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 151: '/CfgVehicles/CAF_AG_ME_TI_van_01.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 152: '/CfgVehicles/CAF_AG_ME_TI_Offroad.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 153: '/CfgVehicles/CAF_AG_ME_TI_Offroad_armed_01.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 155: '/CfgVehicles/CAF_AG_AFR_PI_AK47.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 156: '/CfgVehicles/CAF_AG_AFR_PI_RPK74.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 157: '/CfgVehicles/CAF_AG_AFR_PI_PKM.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 158: '/CfgVehicles/CAF_AG_AFR_PI_AK74.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 159: '/CfgVehicles/CAF_AG_AFR_PI_GL.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 160: '/CfgVehicles/CAF_AG_AFR_PI_RPG.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 161: '/CfgVehicles/CAF_AG_AFR_PI_SVD.side': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 163: '/CfgVehicles/CAF_AG_AFR_PI_van_01.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 164: '/CfgVehicles/CAF_AG_AFR_PI_Offroad.crew': Missing ';' prior '}'
File caf_ag_factions\indep\config.cpp, line 165: '/CfgVehicles/CAF_AG_AFR_PI_Offroad_armed_01.crew': Missing ';' prior '}'
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change: _vehicle = HUNTER_1;
to: _vehicle = _this select 0;
change: _vehicle execVM "vehicleRespawn.sqf";
to: [_vehicle] execVM "vehicleRespawn.sqf";
and the run the script on the init of the vehicle like so:
nu = [this] exec VM "vehicleRespawn. sqf";
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We tested with the 1.02 version and got no RPT spam.
The Zeus Gamemaster is having trouble controlling units, even with the disable-command in the script. Is there any way to make zeus have more power over waypoints?
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Just checked the RPT! It was 152 000 MB big! It got spammed with this, 15 times / second:
Error position: <_GoingToCombat == 0;>Error Undefined variable in expression: _goingtocombat
That might be the cause of the lag :)
/EDIT/
Also, we only spawned units using Zeus, no other AI mod was used.
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So we played with the 1.01 version with about 25 players. 22 AI and the server is down to 7 FPS. Normally we have 40 FPS with that few players and more than 40 AI. Dedicated game.
This mod is awesome, but I think it steals to much FPS from the server.
This is what one (1) yes one unit creates in Waypoints :)
http://cloud-2.steampowered.com/ugc/3318334471717974510/2D2D19E1E762086928D88D44AAEEEB29DFA852F7/
//EDIT//
We just saw that the mission had a great bug in it, that spawned a bunch of stuff that should not be there. That could be the reason for a low FPS baseline from start.
game crash out of memory RPT ..after patch
in ARMA 3 - TROUBLESHOOTING
Posted
We have over 50 people with the same crash, only happens on Altis and Tanoa. Happened to me 3 times during 2 hours.