-APS-Numbat
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Everything posted by -APS-Numbat
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UAZ and transport cars for me, very fast and eratic to try and hit with an AT. And if you miss with an AT you aren't carrying an MG to battle the crew that jumps out.
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So, once again I say......the m107 does not use tracers. Maybe you have 3rd party addons that are affecting your game in an unexpected way. Planck class B_127x99_Ball_noTracer : B_127x99_Ball { visibleFire = 20; // how much is visible when this weapon is fired audibleFire = 22; visibleFireTime = 3; // how long is it visible }; class B_127x99_Ball : BulletBase { hit = 26; indirectHit = 3; indirectHitRange = 0.01; visibleFire = 22; // how much is visible when this weapon is fired audibleFire = 22; visibleFireTime = 3; // how long is it visible cost = 20; airLock = true; tracerColor[] = {0.8, 0.1, 0.1, 0.04}; tracerColorR[] = {0.8, 0.1, 0.1, 0.04}; Just because the ammo is called no-tracer doesn't make it so. Old M107 no-tracer ammo had it's own clear defined color.
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In the launch command line for your server rty removing the quotation marks from around the config name ie. -config=sample.cfg rather than -config="sample.cfg" as it states in the wiki. I had to do this to my server last week even though it worked fine the other way in 1.05
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Well there are many things that I like about this patch but some I don't. The new clean optiks for tanks no longer have a hard edge, just seemed to make the whole improvement seem incomplete. Keep the good stuff coming though BIS
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Verify Signatures server option still unusable. Seems that the signatures were not updated once the addons were patched.
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Yes, default VD is 1200 but this can be altered in the user profile. it is just the terrain detail that for some reason is not being read. Sorry to hear that it doesn't work for you synide. Perhaps XDF is blessed with a 1.05 bug that the terrain detail is not reset after each mission and once a mission loaded on your server was a "set terrain 50", each map thereafter that didn't specify differently was no-grass.
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Synide, Heatseeker. Have either of you tried to host a dedi server with those settings or are you just hosting from within the game? Dedi servers don't load the terrain grid from the config yet, not even in the new beta patch. User missions however can force the grid to 50.00 which as stated turns the grass off. But that is on a per mission basis.
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You should be putting that in your server config file that is loaded with the -config=sample.cfg command
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Hey all, now that the 1.05 no longer needs a language mod to have English menu's I want to enable the verify signatures option on my dedicated server, but it seems that the campaigns/Ca.pbo file is still being scanned as if the coop feature is going to be enabled. However at this point in time there is no BIS signature for this file and it has to be removed or else connection to the server fails. Need to know if the next dedi server exe will not scan the campaign file or if I could get a signature for the campaign instead. Just trying to keep all the players on a level playing field now that it is about to be a very popular game. Thanks in advance.
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Could an admin please move this to the MP thread. Hopefully can get some replys on whether anyone else has the same issues.
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add a " in front of the target and behind ie. "E:\Bohemia Interactive\ArmA\ARMA.EXE" -nosplash If it still is stuffed just click the 'Find Target' win XP button and start again.
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You know what he's complaining about? If you'd looked at the demo at all you'd know that there is no MPmissions folder and that the 3 missions BIS included are it. There is also no mission editor included in the demo so how the hell is he supposed to help build a new version. He raised a valid point and only 1 person has even tried an answer so far. My guess is that BIS will be working on the second demo update as soon as they are all back from end of year holidays. Or at the very latest it will be updated to the same core as the 505 release in Feb.
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Also found that the 'R' version only has 5 guns. Is the second .50 cal meant to be on the front or never there in the first place?
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Faun Franziska SLT56 v3.0
-APS-Numbat replied to Gökhan - OFP TURKISH UNION's topic in ADDONS & MODS: DISCUSSION
Download working at last, http://www.turkishunion.com/ -
Walmis, any chance you could link to or email me a demo MP mission. Keep getting errors with the network services file arrays.
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I did a search using Google, OFP Info and OFPEC, the result i got was a heap of dead links for the tatooine buildings, "Phrase "BKM_Balkan" was found in 0 files." this is the result when I searched OFP Info for the others. Sorry I didn't realise that Lukemax started a new thread for his island. Thought his post was simply a continuation of the Stargate mod. EDIT: Ps. Thankyou for supplying the links you found.
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Do you have any working links to these addons? BKM_Balkan Pack Star Wars SCI-FI Tatooine Buliding Pack fml_Objects pi_tex Texture Pack Found all the rest ok. If you don't have the links could you zip them up in a packege
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But now what I really signed up to post is that after a while with multiple gates on the map the addresses seem to get mixed up. ie. I put five gates down around everon with custom town names so that I knew where I should end up, all was good for about 5 minutes. After that the Gate for Monti end up go to Laruns, and the gate for Laruns going to Gravette. Just to make sure it wasn't my gate addresses conflicting I used 5 of the preset names (abydos, Earth etc) with a marker beside each town for id. but again the problem arose after just a few minutes. I am able to email a sample mission if it will help but cannot post a link as I have not got a webspace set up to host the file. Numbat
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The gates will work in MP straight from the editor, no need to add any extra code. However if you would like the gate to start dialing on its own (at the start of a mission?) then you can double click on the gate and add the line: Â Â "[this,gatein,gateout,1]exec "\SG_DHD\sqs\relay.sqf" replace the getein and gateout with the names of the relevent gates and your away. In the orignal this code was: Â Â "[this,gatein,gateout]exec "\SG_DHD\sqs\startai.sqf" I was just making people aware of the changes. Dingmatt aka FrostMan (DSFProductions) I hadn't seen a reply to this yet so thought i'd help out in case you still haven't got the gate opening by itself yet. [this,gatein,gateout,1]exec "\SG_DHD\sqs\relay.sqs" is what you need. The file 'relay' is a script (.sqs) rather than a function (.sqf)