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Everything posted by pellejones
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game crash out of memory RPT ..after patch
pellejones replied to fruity_rudy's topic in ARMA 3 - TROUBLESHOOTING
We have over 50 people with the same crash, only happens on Altis and Tanoa. Happened to me 3 times during 2 hours. -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pellejones replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
The Unsung Vietnam War Mod 3.0D - Delta Released !!!
pellejones replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 :) -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
pellejones replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
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! -
RHS Escalation (AFRF and USAF)
pellejones replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to script or force the Scuds to fire their missiles when AI is controlling it?- 16577 replies
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VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
pellejones replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
SSG did a sunday Operation on this map last sunday, here's the view from the group leader in Hotel Alpha :) -
RHS Escalation (AFRF and USAF)
pellejones replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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.- 16577 replies
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RHS Escalation (AFRF and USAF)
pellejones replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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?!".- 16577 replies
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RHS Escalation (AFRF and USAF)
pellejones replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Any status update on the ACRE2 and vehicle audio attenuation? http://feedback.rhsmods.org/view.php?id=134- 16577 replies
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RHS Escalation (AFRF and USAF)
pellejones replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Still no fix for vehicle attenuation with ACRE2?- 16577 replies
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Authentic Gameplay Modification
pellejones replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No you add it in the editor. -
Authentic Gameplay Modification
pellejones replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
ACRE2 Public Beta Release
pellejones replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
ACRE2 Public Beta Release
pellejones replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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? -
Authentic Gameplay Modification
pellejones replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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] -
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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Northern Ireland Insurgents
pellejones replied to bravo93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 :/ -
ACRE2 Public Beta Release
pellejones replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I love Ynou (Hahaha get it?? :D you... nou. . ynou ). Awesome work as always. -
After the patch, the ZU-23 doesn't have any sound :/
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We get this error in the server RPT:
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How can I change an object's name via script?
pellejones replied to Holden93's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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"; -
Vcom AI V2.0 - AI Overhaul
pellejones replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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? -
Vcom AI V2.0 - AI Overhaul
pellejones replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just checked the RPT! It was 152 000 MB big! It got spammed with this, 15 times / second: That might be the cause of the lag :) /EDIT/ Also, we only spawned units using Zeus, no other AI mod was used. -
Vcom AI V2.0 - AI Overhaul
pellejones replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.