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About killjoe_R3F

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  1. Just as a conclusion : my last setting : class wheel_1_1_damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; axis="posun wheel_1_1"; animPeriod = 0; minValue=0; maxValue=1; memory=true; offset0=-0.15; offset1=0.15; }; with this setting dampers works and there is a difference between players in MP but of a few cm witch is acceptable....
  2. Thanks Evrik. I think also that there it nothing to be done. After many test I could nearly say that Dampers in ArmA 3 does not really work as they should. You can make a kind of damper with model.cfg set to : class wheel_1_1_damper { type="translation"; source="damper"; selection="wheel_1_1_damper_land"; // define in lod LandContact axis="posun wheel_1_1"; animPeriod = 1; minValue=0; maxValue=1; memory=0; offset0=0.5; offset1=-0.5; }; Note that damper should work with "translationY" : https://community.bistudio.com/wiki/Model_Config#Animation_sources but this is what causes the animation's desync in MP. If the animationPhase of the animationSource is tested it is OK but the real graphic aspect is not what it should be. "memory=0; //memoryOptional (default is true). Axis in memory level or not?" : means 0 (false) is axis present ? : https://community.bistudio.com/wiki/Model_Config#Animation_Properties CUP's team seems to come to the same conclusion : https://dev.cup-arma3.org/T1921#
  3. I have a problem with a 4 wheels vehicle we creating. Damper's animation is not the same for 2 differents players on server : the correct damper's animation for wheels appears for player 1. if the player 1 gets in the driver of the vehicle, damper's animation issue appear for player 2 with wheel lifted up over the ground. It seems to be a locality problem for damper's animation only on multiplayer server. is someone have any idea where to search between 3D or config ?
  4. killjoe_R3F

    R3F French Weapons Pack

    We Tried to but not conclued. sorry
  5. killjoe_R3F

    1.90 update - Troubleshooting

    On our server we solved the verifySignatures issue. The problem was due to the fact taht 2 team's addons were only on server side . It was, for sure, not a "vanilla" way of doing before but It was working all right for years . Since 1.90 version it seems to me that you need to have these addons on both side Server and client . Does it help or "ring a bell" to someone ?
  6. killjoe_R3F

    1.90 update - Troubleshooting

    @BIS_Homesick our Mods activ on server with the issue :
  7. killjoe_R3F

    update 1.86 verify signatures

    new post : new topic related
  8. As on decembre 3 2018 the new update need to set verifySignatures = 0; again on server. Exe timestamp: 2019/02/25 11:05:57 Current time: 2019/03/04 18:41:21 Type: Public Build: Stable Version: 1.90.145381 same for somebody else ? https://forums.bohemia.net/forums/topic/220618-update-186-verify-signatures/?tab=comments#comment-3327069
  9. Same problem with non exile server : 19:25:05 Waiting for a different process to release the cache lock... 19:25:06 Waiting for a different process to release the cache lock... A note in SPTOREP tell to delete cache.CH in ArmA 3 root directory.
  10. killjoe_R3F

    update 1.86 verify signatures

    Same problem so we start server without signature but under password.... Waiting for hotfix. Don't tell me that we will have to resign all addons ....
  11. killjoe_R3F

    R3F French Weapons Pack

    Yes A bit more powerfull than vanilla 9mm P07, but still 3 shots to kill for me on the nato unit with normal vest . The french touch... On the other hand, can you imagine than any human can still stands on his feet after a single 9mm shot in the chest !!
  12. killjoe_R3F

    R3F French Weapons Pack

    Here the new upDate of R3F French Weapons Pack R3F French Weapons Pack 3.6 >> http://forum.team-r3f.org/index.php?action=downloads;sa=view;down=84 << changeLog 3.6 (04/11/2018) - Added Missile Moyenne Portée MMP - Added Mortar 81 mm LLR - Added Glock 17 Gen 5 - Added grenade défensive - Added grenade flashbang - Modification of SITCOMDE