rambler
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I got them from the dropbox link cosmic posted on the previous page here: https://forums.bistudio.com/topic/189683-mp-ravage-coop-6-the-escape/?p=3025717Those were the ones that were throwing the error. The one off of Armaholic didn't. Sorry for the confusion. Not a problem! Thanks for taking a look at it, and I'm def looking forward to the updated version.
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[WIP] Westwall -- a World War 2 total conversion mod
rambler replied to gurdy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sure thing. Here are a few of a WW2 era gas cylinder lock: Note how the top is completely round with no hump, as well as a slight bevel along the top front face. http://ep.yimg.com/ca/I/yhst-24947587498613_2422_23228602.jpg Here's a few side views as well where you can see the bevel along the top face. http://ep.yimg.com/ca/I/yhst-24947587498613_2421_79735772.jpg http://thumbs4.ebaystatic.com/m/mo5LwrLzwNC6WKkksSR_Szg/140.jpg http://cdn.shopify.com/s/files/1/0053/5332/products/dsc2556_large.jpg?v=1285793853 And a couple muzzle views. http://www.ltwerner.com/wwii/images/m1-frontsight.gif http://i446.photobucket.com/albums/qq185/rome5982/P1010040.jpg~original Contrast that with the 1950s high hump lock currently on the model: http://ep.yimg.com/ca/I/yhst-24947587498613_2420_100330488.jpg https://www.gunsamerica.com/UserImages/132678/911304879/wm_7644748.jpg Also, here's a better picture of the rear sights. http://myplace.frontier.com/~aleccorapinski/sitebuildercontent/sitebuilderpictures/ephnwx.jpg Hope that helps!- 433 replies
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[WIP] Westwall -- a World War 2 total conversion mod
rambler replied to gurdy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That M1 is a work of art. I'm looking forward to seeing the finished model! However, I have one item of constructive criticism. Yeah, I'm going to be "that guy" with the nitpick :D. The gas cylinder lock currently on the model is actually a post war, as in 1950s, lock, which is called the "high hump" gas cylinder lock. The correct WW2 gas cylinder lock is completely round on the top with no hump, and it has a bevel on the front edge. Here's a site that explains the differences: http://www.billricca.com/locks.htm Also, in case you don't know already, you'll probably be looking at a Type 2 or 3 lock bar rear sight if you're modeling a mid to late war M1. The type 2 bar is rounded while the type 3 is square. Here's a good graphic that explains the different sights: http://www.90thidpg.us/Equipment/Reviews/ReproLockbars/Images/rear%20sight%20types.jpg Hope that helps a bit. Keep up the great work. Definitely looking forward to this mod!- 433 replies
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First off, I just want to say this is a great mission. Thanks to all involved! Played the version off of Armaholic with a couple friends and we had a good time. However, this brings me to my question. I tried to run the 1.1 versions, but whenever I try to start one of them up I get the following error message: "You cannot play/edit this mission; it is dependent on downloadable content that has been deleted.Unlocked_Uniforms" I have the latest version of Ravage and CBA, which is what the only requirements are, correct? Was there an unintended mod dependency left in in 1.1, or did the mod requirements change for the newest version?
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I must be one of the few out there that really likes the visual update and would hate to see it rolled back. Apart from tweaking the night lighting, which the devs said they would work on, I think overall the day looks leaps and bounds better than the old Arma 3. The beaches look more natural. The ocean looks more natural. Sky and clouds look more natural. Altis, as a whole, looks way more natural. It feels like a whole new game.
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RHS Escalation (AFRF and USAF)
rambler replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Worked perfect. Thank you!- 16549 replies
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RHS Escalation (AFRF and USAF)
rambler replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does anyone know what the ammo or mag classname is for the M109A6 ammunition? I know what it is for the 2s3 but can't figure it out for the 109A6 even after looking at the cfgs on the RHS site. Thanks.- 16549 replies
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Flying Saucer (Reichsflugscheibe)
rambler replied to Buegeleisen's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Best. Mod. Ever. Thank you. I can't stop giggling flying this thing around. I especially like the homey touches no good space nazi would leave home without; the swastika fan being the most important for efficient cabin cooling during those long, grueling missions. A million thumbs up! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
rambler replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, Blufor Tracking was enabled. We'll try disabling it next time we play and see if that helps. Thanks for the tip! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
rambler replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is anyone having problems with ACE lagging a server? It lags about every three to four seconds, and this was experienced by all members of our group (6 players). Additional mods being run were CBA, AiA TP, RHS, Alive, TFAR and TPWCAS. Once we stopped running ACE, everything was smooth again. -
Spawned Group Not Disembarking from Spawned Vehicle
rambler replied to rambler's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks F2k Sel! Your fixed script worked perfectly. The comments were helpful in understanding where I went wrong too. I'll also add that showscripting errors parameter as it should make life a little easier when hunting down these problems. Thanks again. -
Spawned Group Not Disembarking from Spawned Vehicle
rambler posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've been racking my brain out over this for days, and decided to post here for some help. I've tried several solutions I found by searching for similar problems, but none worked. The short of it is I have a trigger that fires once a town has been sufficiently cleared of enemies. When it fires, it calls a script that spawns a T-80 (I'm using RHS), a BMP-1 and a group of soldiers that are cargoed in the BMP for a counterattack. This all seems to work fine. The problem I have is that when the BMP reaches the specified waypoint to unload the troops, the troops refuse to get out no matter what I try. Below is the code I've been using (I removed the T-80 for brevity since that works): if (!isServer) exitWith {}; _rucrew2 = creategroup EAST; _bmp1 = [getmarkerpos "russpawn1", 003, "rhs_bmp1d_msv", _rucrew2] call bis_fnc_spawnvehicle; _wp1a = _rucrew2 addwaypoint [(getmarkerpos "ruswp1"), 0]; _wp1a setwaypointtype "MOVE"; _wp1a setwaypointspeed "NORMAL"; _wp1a setwaypointbehaviour "SAFE"; _wp2a = _rucrew2 addwaypoint [(getmarkerpos "ruswp2"), 0]; _wp2a setwaypointtype "MOVE"; _wp2a setwaypointspeed "NORMAL"; _wp2a setwaypointbehaviour "AWARE"; _wp2a setwaypointstatements ["true", "0 = [] spawn {{unassignVehicle _x ; _x action ["Eject", _bmp1]; sleep 1;} forEach (assignedCargo _bmp1);}"]; _wp3a = _rucrew2 addwaypoint [(getmarkerpos "ruswp4"), 0]; _wp3a setwaypointtype "SAD"; _wp3a setwaypointspeed "NORMAL"; _wp3a setwaypointcompletionradius 75; _wp3a setwaypointbehaviour "COMBAT"; _rusquad1 = [getmarkerpos "russpawn1", EAST, ["rhs_msv_sergeant","rhs_msv_machinegunner","rhs_msv_rifleman","rhs_msv_grenadier","rhs_msv_medic","rhs_msv_LAT","rhs_msv_machinegunner_assistant",],[],[],[.7],[],[],003] call bis_fnc_spawngroup; _wp1b = _rusquad1 addwaypoint [(getmarkerpos "ruswp4"), 0]; _wp1b setwaypointtype "SAD"; _wp1b setwaypointcompletionradius 100; _wp1b setwaypointbehaviour "COMBAT"; sleep .5; {_x assignascargo _bmp1; _x moveincargo _bmp1;} foreach units _rusquad1; I've also tried this to no avail: if (!isServer) exitWith {}; _rucrew2 = creategroup EAST; _bmp1 = [getmarkerpos "russpawn1", 003, "rhs_bmp1d_msv", _rucrew2] call bis_fnc_spawnvehicle; _wp1a = _rucrew2 addwaypoint [getmarkerpos "ruswp1", 0]; [_rucrew2,0] setwaypointtype "MOVE"; [_rucrew2,0] setwaypointspeed "NORMAL"; [_rucrew2,0] setwaypointbehaviour "SAFE"; _wp2a = _rucrew2 addwaypoint [getmarkerpos "ruswp2", 1]; [_rucrew2,1] setwaypointtype "TR UNLOAD"; [_rucrew2,1] setwaypointspeed "NORMAL"; [_rucrew2,1] setwaypointbehaviour "AWARE"; _wp3a = _rucrew2 addwaypoint [getmarkerpos "ruswp4", 2]; [_rucrew2,2] setwaypointtype "SAD"; [_rucrew2,2] setwaypointspeed "NORMAL"; [_rucrew2,2] setwaypointbehaviour "COMBAT"; _rusquad1 = [getmarkerpos "russpawn1", EAST, ["rhs_msv_sergeant","rhs_msv_machinegunner","rhs_msv_rifleman","rhs_msv_grenadier","rhs_msv_medic","rhs_msv_LAT","rhs_msv_machinegunner_assistant",],[],[],[.7],[],[],003] call bis_fnc_spawngroup; _wp1b = _rusquad1 addwaypoint [getmarkerpos "rusgo", 0]; [_rusquad1,0] setwaypointtype "GETOUT"; [_rusquad1,0] setwaypointbehaviour "AWARE"; [_rucrew2,1] synchronizewaypoint [[_rusquad1,0]]; _wp2b = _rusquad1 addwaypoint [getmarkerpos "ruswp4", 1]; [_rusquad1,1] setwaypointtype "SAD"; [_rusquad1,1] setwaypointbehaviour "COMBAT"; sleep .5; {_x moveincargo _bmp1;} foreach units _rusquad1; Any help would be appreciated. Thanks. -
UPSMON Updated to ArmaIII
rambler replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I was having the same problem as Coolinator a few pages back, i.e. everything installed correctly and the correct script put into the unit's init field but the guys would just stand still. Turns out the problem was that I copy/pasted the script directly from the pdf into the editor. For whatever reason, Arma 3 didn't like that. Once I typed the script out in the unit's init field within the editor, everything worked perfectly. Thought I would post this in case someone else has the same problem. -
[SP/COOP/ADDON-FREE] 1-13 Red Mercury v0.90 (Beta)
rambler replied to laggy's topic in ARMA 2 & OA - USER MISSIONS
Thanks for making a mission that doesn't use a crap ton of addons to go chase down, laggy! I started the mission and I have really liked what I have seen so far, but I have a really dumb question: When you first start off in the chopper, how do you tell it where to go, or are you supposed to take control of the pilot and fly yourself? That's what I initially did. However, when I landed, I told my guys to disembark and then I switched back to the group leader and got out. When the AI pilot took control of the chopper, he suddenly decided to go about 50 feet in the air. This resulted in about 3 of my guys falling to their deaths as they were disembarking. He later settled down and the rest of my guys got out ok until the chopper got shot down while it was hovering. Is there a way to avoid this random jump in height, or do I just have to wait until all my guys get out to switch back to group leader? It wasn't pretty helplessly watching my poor guys fall to their deaths :(. I'll post some feedback once I've finished the mission. Thanks! Edit: I just saw Aelin had a similar prob. Guess I just have to wait until I switch back to group leader. I'm using .91. -
Looks like what would result if the SU-27 and F-22 got it on and had a child. Best of luck to Sukhoi. Definitely cool.