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322 ExcellentAbout Variable
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Rank
Warrant Officer
core_pfieldgroups_3
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Interests
Hardcore coop, no respawn
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Website URL
http://ciahome.net
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Youtube
UCv0MCpAJKofXK6oo6sqqGIA
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Steam url id
Destex
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Gender
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Location
Israel
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5484 profile views
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CatBook-Yi23332 started following Variable
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Variable started following Arma 3 Apex: Old Man Feedback
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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/
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Welcome back W0lle, you have been missed! CWR3 will certainly extend Arma 3's life.
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sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
Variable replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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.- 72 replies
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- enhanced
- soundscape
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Variable started following [sp camp] Gambit Royale and Eagle Wing Full campaign release (Arma 2 remake)
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Thank you @Reyhard!
- 5179 replies
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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!
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jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
Variable replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is our mod list: http://ciahome.net/needed-addons/ -
jsrs_soundmod JSRS SOUNDMOD - CE.20.0419
Variable replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
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!
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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.
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That’s how it suppose to work, same as in a real life FCS. How else did you expect it to work?
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Confirmed, bhc_map_contour doesn't work since Tanks DLC. I was so used to it the map looks completely broken without it.
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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.
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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 :)
- 38 replies
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- coop
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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/
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Storming the Beach Viper Pilot Extracting Spymaster