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Variable

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About Variable

  • Rank
    Warrant Officer

core_pfieldgroups_3

  • Interests
    Hardcore coop, no respawn

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  • Website URL
    http://ciahome.net
  • Youtube
    UCv0MCpAJKofXK6oo6sqqGIA
  • Steam url id
    Destex

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  • Location
    Israel

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  1. Variable

    Arma 3 Apex: Old Man Feedback

    This bug is reported in three different places and now here comes the fourth (see below other reports). The diving mission ("recover intel") is bugged. When I get a rebreather (either by buying one or by stealing one from the suggested location) the associated task does not tick. In addition, grabbing the intel from the sunken plane does not complete the recover intel task. The player can use the "hold space key" to get the intel but can also "physically" take the files, which makes the hold key action disappear. Maybe that has something to do with it? In any case, @zozo can we please receive a fix to it? it's the second time I restart the whole campaign and it's still bugged. Edit: This issue was also reported on the official Arma 3 discord in the Old Man Feedback thread. BIS please advise. https://steamcommunity.com/app/107410/discussions/5/4086396624009415812/
  2. Variable

    Cold War Rearmed III

    Welcome back W0lle, you have been missed! CWR3 will certainly extend Arma 3's life.
  3. Is this mod fully supports dedicated server environment? I realize this is a clientside mod, I'm just wondering if it might cause issues on multiplayer.
  4. Variable

    AI Discussion (dev branch)

    Thank you @Reyhard!
  5. Variable

    AI Discussion (dev branch)

    AI Guros, Could you help us understand the direction of each of the AI pref skills, meaning, a higher value means better, or otherwise? Of course, an answer for each specific value will be appreciated. 0.1, // aiming speed 0.1, //0.03, // aiming accuracy 0.03, // aiming shake 0.05, // spotting time 0.05, // spotting distance 0.6, // commanding ability 0.6, // general AI skill 0 // allow fleeing. 0 means they won't flee Thank you!
  6. This is our mod list: http://ciahome.net/needed-addons/
  7. Since several versions ago, we keep getting the following errors (the type you need to click ok on to make it go) - Sound HIT_DUNDEE_4 not found.
  8. Sorry, perhaps I wasn’t clear. The difference is that in the Arma 3 version you have to initialize the mod from within the mission using a game logic. However, in the Arma 2 version, the mod worked even with missions that were made even before the mod existed, and did not require any modification on the mission side. Also, the mod seems to distinguish between sides only, if you have e.g. AAF and PMC they would all speak greek or whatever independent would speak, if I’m not mistaken the Arma 2 version worked by faction, not side. In any case, great job reviving this mod, thanks for your efforts!
  9. I loved this mod in Arma 2. [mention=771130]Titi[/mention] any chance for a PBO version like the one from Arma 2? We play on a dedicated server with so many missions so we don’t have the ability to modify all of them.
  10. Variable

    Tanks - Fire-control system

    That’s how it suppose to work, same as in a real life FCS. How else did you expect it to work?
  11. Variable

    More readable map v2

    Confirmed, bhc_map_contour doesn't work since Tanks DLC. I was so used to it the map looks completely broken without it.
  12. Variable

    Campaign «Range of Death»

    I remember OTK campaigns from Arma 1 days, I loved them. They made a rather crappy Arma game awesome. I'm going to check this out. Thank you.
  13. Variable

    [MP CO15 Campaign] Wolfpack Vol. 2

    We never properly tried episodes 8-10 in Vol.2. We are going to give this another go. We'll let you know how it goes :)
  14. Variable

    ASR AI 3

    Ok, having been plagued with grenade spam (under barrel and hand thrown) we ran a test with our modset without ASR AI. If we load all our addons except ASR AI, and place a grenadier and rifleman 200 meters away from a player, they engage with their rifles. They don't even use grenades. If we load ASR AI as well, they ONLY use grenades until they are depleted, and only then switch to rifles. Also we noticed that ASR AI does make 40mm cheaper, and makes them more probable to use, and at higher ranges. I hope this could be helpful although we didn't run a controlled test with only ASR AI loaded to rule out any contribution of other mods. However, our modset is not exotic, and if we have this problem, I suppose other groups might have it, too. Here's our mod list (except for MRT Accessory Functions): http://ciahome.net/needed-addons/
  15. Variable

    Arma3 Videos

    Storming the Beach Viper Pilot Extracting Spymaster
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