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spectrersg

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Everything posted by spectrersg

  1. spectrersg

    .

    Yes, it seems that the weapon sway in both, as you defined, soft and hard resting is still greatly exaggerated. There, IMHO should not be a difference. If you're resting your weapon against a railing, or the ground, it's stable regardless and stable is not how it is currently. Cambam, if at all possible, again my opinion, I'd suggest lowering the sway when resting considerably. It doesn't feel realistic nor balanced. I'm still working on tracking down that error with the black MX rifles. Edit: confirmed the error with TMR_Alt and Black MX rifles. [steam screenshot] This errors pops up for everyone when a round is fired from any black MX rifle (possibly regardless of suppressor).
  2. Thats... damn impressive there Tupolov and team. From those screens alone it looks like it's a better web based GUI than what the BF4 team did for Battlelog. Can't wait!
  3. spectrersg

    .

    I have the function to now use the actual resting via my Next Target keybind, which I wasn't aware of. Previously I was under the impression that when you see the small image you're automatically resting your weapon. Then I was told that you have to set the Next Target button to actually enter this. I did so with Left CTRL + Space. It never worked - until I just bound it to a single key. Is it possible to allow the resting to use a modifier key + standard key (ALT/SHFT/CTRL + Key) to enter the resting mode? Secondly, when in resting mode, there's still quite a bit of sway (kneeling position). Can this sway be lowered any further? Third, with a non-bipod equipped assault rifle, I lay prone but the resting icon doesn't appear. Is this by design? Lastly, it seems that the Black MX rifles throw up errors when first fired. Some sort of missing file. I can provide a screenshot later this evening (I'll edit this post accordingly).
  4. A good work around is placing the XMedBox on the ground, and attaching the VAS script to that box.
  5. spectrersg

    NATO 5.56 and 7.62 adjustor

    Yes, the missing mas_Weapons addon error is quite annoying. Redfield, can you remove it from the required addons? Or make separate files similar to how ASDG_JR operates?
  6. spectrersg

    FHQ Accessories pack

    Video Options -> AA & PP it's a slider.
  7. We're still having issues clearing the new, 'Target feels kinda weird' status. Did everything under the sun to clear it too, and nothing made it go away. I know we spoke about it today, thought it had been fixed in this dev version. Also, only thing I'd suggest is excluding the medikit2 -> 4, just leave the medikit5 and make it the weight of 3 medikits. Right now there's no point in the new ones because they weigh the same as the single medikits. The new items dont have a point at the moment because there's nothing different about them. There should be some benefit to use the reusable medikits. Ideally, IMHO, you should only have the reuseable medikit5 and have it weight the same as 3 current single ones. Is there a way to check the morphine level of an individual? Maybe you can make it list it when you check a patient in general? Check a patient it tells you what his current condition is and how many epipen and morphine Carrying someone, the animations are all weird and slow. And when you finally can move while 'carrying' someone, it looks like this (warning steam screenshot) New morphine effects are good. Lol.
  8. spectrersg

    Task Force Arrowhead Radio

    It works, when everyone is above water. However, A3, everyone see's a different wave. And if I'm correct you're mod is doing the gurgle effect when the client detects he's underwater - which isn't the same for everyone. So, it may look like all 4 people are above the waterline for me, but for some a different wave will come at a different time and they'll be put under water, or others will be put underwater - and then the gurgling happens. It's an ArmA issue with not sync'ing up the waves for everyone. A possible workaround is being able to talk without the gurgling up to a foot or two beneath the waves.
  9. spectrersg

    FHQ Accessories pack

    Wow! That did it Alwarren, THANK YOU. Been having this issue since day 1 of Alpha! Not only is it fixed, but you increased my FPS by 10! All hail.
  10. spectrersg

    FHQ Accessories pack

    Alwarren, anyone else, is there a way/setting to clear up the blurry optic reticule? It's quite annoying and think it may be my settings but I'm not sure. Link to blurry reticule here (warning: steam screenshot)
  11. spectrersg

    Task Force Arrowhead Radio

    Yes. Effectively, when I use your mod, regardless of radio, the same way I use teamspeak (expecting the deactivate delay), I get cut off. I have to intentionally hold down the radio transmit button longer than I'm used too. It honestly is the ONLY problem I've been running across and I've been using this mod since you released it. Extremely stable otherwise. So if you could have the mod recognize the TS3 Capture option of: 'Delay releasing Push-To-Talk:', OR be able to define the delay in the player's userconfig that would be awesome. I still would like to revive my previous recommendations of using a single Transmit key that operates the Active radio, and another key (I think you said previously that you are working on this, dont remember though) to cycle the active radios available (Long range, short range, vehicle, dive). It would make the mod MUCH more user friendly. When in moderate to heavy waves people, people are having serious issues hearing each other above the waterline. Is it possible to do anything about this? Maybe set a little leeway with the in the depth? EG) Allow an individual to still be within .33 meter of the water line and and still speak normally without the 'gurgle'? Lastly, it seems to me that in moderate -> heavy waves, people with the radio consistently drown unless with a rebreather (Not 100% sure on this yet. Its something we've run across though). I think it may be because the players mouth is moving in game when trying to speak normally over spatial chat. Has anyone else run across this?
  12. spectrersg

    Task Force Arrowhead Radio

    Nkey, we've run across a possible issue with the radio not transmitting at times and cutting out short. I know I have a .5 second deactivation delay through the Teamspeak 3 push-to-talk setting, but the plugin doesnt seem to recognize this delay. Is this a known issue?
  13. spectrersg

    @A3MP - ArmA 3 Map Pack

    I hope you get the help you need from BI to address the city lights, Alduric. :/
  14. spectrersg

    @A3MP - ArmA 3 Map Pack

    Sweet news Alduric. Can't wait for 1.3
  15. Curious - have you tried to see if the radius was bigger with BC enabled? X39, what are the current default values for: X39_MedSys_Legs_DamageMultiplicator X39_MedSys_Generic_DamageBeforeKnockOut X39_MedSys_Generic_DamageBeforePermaKnockOut X39_MedSys_Generic_DamageBeforeDead And for X39_MedSys_Display_TimeBeforeRespawnAvailable_Death, the time is in seconds - correct? ... it may be very helpful for future users to see all the default values in your devReadMe. Lastly, all these go into the missions init.sqf, correct?
  16. X39, I cleaned up and clarified my above post. I hope it makes it easier to read/understand. You're doing a great job so far. Keep it up. And, I'm still not convinced that X39 is the culprit of the very big burn radius. I could be wrong, but something tells me its Blastcore. I guess we'd have to hear from X39 on that one, although there may be something BC altered that effected the XMedSys unknowingly.
  17. Serf, glad you also encountered the hurt to non-hurt issue Ive been reporting. Also, the burning vehicle issue - are you guys also running Blastcore? We may have experienced that as well on our end. Not sure if BC is the culprit though.
  18. X39, more feedback for you. Medikits should be used 5 times, not consumed on single use. IRL, there are multiple items in each medikit for reusability. (We thought 5 would be an appropriate number based on the amount of 'stuff' you can put into an IRL medikit and balancing out some effective gameplay tests and based on it's in-game weight. The point being, it should be reusable up to a certain amount.) We still run into the same problem when us being hurt and not being able to clear that status. Sometimes we can, sometimes we can go through 4 medikits and everything else and it wont change. Edit: and were not the only ones apparently from below. One or two morphine should be good enough to treat patients. We had someone's pain modifier get all the way up to 7 and had to issue 7 morphine to compensate without any repercussion. You may want to double or triple their effectiveness, as 7 morphine would presumably kill anyone IRL. (Would like a real EMT to chime in if we have one lurking) The AED/Defib should be increased in weight. Almost to the point where they are a bit impractical for a real combat medic to bring in the field with them - they should prefer to use Epipens because they're lighter weight - there's no point for epipens because of how light the defib is and that its NOT consumed on use AND how its effective 100% in our testing. I used the epipen on injured people 3 to 4 times last night and only did it take effect once or twice. Should this be that way? I believe should be more effective than that - its pure adrenaline as far as I know and should be almost as effective as a defib. Do you plan to add an epipen adrenaline ppEffect? Would be interesting to see since you did it with the morphine - it should however, make you almost improved in combat as its adrenaline - maybe a slight color change without any blurry effect. Is it possible to increase the amount of damage someone takes before they go down? It's almost instantaneously that someone is incapacitated with a bleed timer when shot. With the AI accuracy and other issues with AI and the personal armor issues in game - it'd make sense to compensate to give the player somewhat of a chance when in a firefight. I'd recommend increasing the damage threshold in the vanilla mod but would also like to know if there's a variable to set to change this. And is it possible to make the AI at the very least bleed out/go incap - possibly with an animation? This is more of a feature request than anything else really. Would be nice to see. In the bleedout countdown sometimes people just... respawn 1/3rd of the way down their timer (based on severity of wounds received?). Is this by purpose? Is it possible to make the countdown timer actually reflect the severity of the wound? How about adding a CPR option to a player who is with a bleedout timer to increase the timeout. But more importantly, it may be wise to have that timer reflect the damage received on an injured player.
  19. I tried posting to the skype group but the message has been sitting there being sent for over 45 minutes now. I checked the tracker with no luck, are these two errors known about? [1] [2]
  20. spectrersg

    MRAP Maxxpro-Light armoed Vehicle

    So I was given the dev files and had been given permission to rerelease this when he first put this out, and I did so within the 15thMEU. I have the dev files somewhere... I think... but after he gave me permission he literally disappeared (he = namman) off of Skype and haven't seen him since. Edit: I'd say keep trying to contact him as best as you can, I'll look for the files. I'm not going to release them unless he says so (if I can find them)
  21. We gave ourselves everything trying to get rid of it, even a medikit after you repeated yourself. We've never done a full scale MP dedicated test of this prior so all I can say is yes it's new to this version. I think it's less a bug but more of a design flaw. Could be wrong though.
  22. Well, the medikit IS being consumed, but even for a Lightly hurt message, going through 5 or 6 medIkits, it never went away. Below there's 4 screenshots of the testing again. I'm not using any altered variables or anything like that. We just can't fix those hurt status messages. Here's a series of four screenshots of me using a medikit, checking him, medikit again, and the checking him again. Again I did this for two more times and it didn't go away. [screenshots here]
  23. We exclusively used that medikit. I refer to the BI as a medkit and the X39 as the medIkit.
  24. spectrersg

    BWMod

    Haha, thanks for clarifying that KoffeinFlummi. I do have some feedback: The G28 - seems to shoot left and down a bit. I do agree with the previously stated issue of the lack of suppressor and I'm a bit confused why you can't choose to put in a 10 round or a 20 round if its the same gun and same bullet - is there a reason? Making the magazines interchangeable would be very nice. More importantly, great job on the FAST helmets and glasses. However (IMHO), the helmets need to be adjusted just a little bit. The space between the back of the helmet and the back of the head is too great. The space between the top of the ear and the bottom of the helmet is too great.
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