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Everything posted by killjoe_R3F
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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
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Staticweapon config trouble (Dimensions in class <className> should be an array of size 2)
killjoe_R3F replied to das attorney's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Ok Ok -
Problem "vertices of bone shared with parent bone"
killjoe_R3F replied to killjoe_R3F's topic in ARMA 3 - MODELLING - (O2)
Thanks a lots that's it . You need to redifine precisely the good bones depending on rotations X and Y you need for your model. It is done and works well now. -
Problem "vertices of bone shared with parent bone"
killjoe_R3F posted a topic in ARMA 3 - MODELLING - (O2)
I need some help from more expert modders with Oxygen2 Object Builder : I have this conflict with 2 named selections (otocvez, otochlaven) I have not find the solution to solve it. 17:29:31 Warning: myaddon.p3d, vertices of bone otochlaven are shared with parent bone otocvez Can I have any clue... -
Staticweapon config trouble (Dimensions in class <className> should be an array of size 2)
killjoe_R3F replied to das attorney's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
And witch "outdated animation" was it ? because I have same problem... -
Problem "vertices of bone X are shared with parent bone Y"
killjoe_R3F posted a topic in ARMA 3 - FIND OR OFFER EDITING
Edit : I posted it in a better topic sorry... -
Right , we had to make choises. We will see for the next update.
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Yes we working on it. And joined with a script that could change the AI attitude when injured, It is frustrating to see an IA still fighting with efficiency with a 5.56 bullet in the leg or so... We still using Mapoule's script all the time with full satisfaction; I t is why no news came for a long time. But improvement is on the way...
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Yes we working on it. And joined with a script that could change the AI attitude when injured, It is frustrating to see an IA still fighting with efficiency with a 5.56 bullet in the leg or so...
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Yes it is coming soon. Errors are going to be fixed. And new weapons to come next month.
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R3F Advance Logistics [Unofficial] [ACE3] - BETA
killjoe_R3F replied to S.Crowe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We just want to recall that the original R3F Logistic is still very efficient : we use it everyday without any bug and in continual satisafaction, for example In our 24h Mission OPEX 2.0. It is to be used as a version script : https://forums.bistudio.com/topic/170033-r3f-logistics/ Doc english version is here : http://team-r3f.org/public/wiki/divers/EN_DOCUMENTATION.pdf It is just a bit surprising that S.Crowe never asked authorization for his use of the "Original R3F Logistic". Madbull (the R3F author) does not valid this version at that point because as many functions has been removed or modified , the risk to use this unoriginal version is not known. -
Yes THX Dwarden because it create quite big server.rpt (> 1go on 24h)
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Battleye Client Server Computed GUID Message
killjoe_R3F replied to Big Daddy Grimm's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ok pb solved : I had this message on the serveur log : 23:58:25 BEServer.dll could not be copied from 'BattlEye\BEServer.dll' to 'C:\jeux\A3Master\R3F_server\BattlEye\BEServer.dll' 23:58:25 BattlEye Server: Initialized (v1.210) In C:\jeux\A3Master\R3F_server\BattlEyewe had a BEServer.dll dated 07/04/16 and a BEServer.dll.new created automaticaly sending each 10 sec : "Battleye Client Server Computed GUID #id be du player" I delete the old BEServer.dll du 07/04/16 allowing the creation of a new BEServer.dll dated 02/06/16 and YES ! no more BE message in game. I had the announcement then related to Be Remote Control :https://community.bistudio.com/wiki/BattlEye 23:59:00 BattlEye Server: Starting with Arma 3 1.58 all server admins will have to define a dedicated port in BEServer.cfg in order to be able to use BE RCon. Please see https://www.battleye.com/support/documentation/ for details I posted it here because it could be helpfull to some one... -
Battleye Client Server Computed GUID Message
killjoe_R3F replied to Big Daddy Grimm's topic in ARMA 3 - SERVERS & ADMINISTRATION
Ok Pb solved by last BE update ! -
Battleye Client Server Computed GUID Message
killjoe_R3F replied to Big Daddy Grimm's topic in ARMA 3 - SERVERS & ADMINISTRATION
may be somthing here : I have nor check yet... https://community.bistudio.com/wiki/BattlEye#RCon -
Battleye Client Server Computed GUID Message
killjoe_R3F replied to Big Daddy Grimm's topic in ARMA 3 - SERVERS & ADMINISTRATION
Yes same problem. It is since patch 1.58. I had a quick look on server.cfg and .arma3profile. I find nothing. I 'll look more precisely later on and let you know if I find a soluce. -
[SOLVED] BIS_fnc_setPitchBank (SetVectorUp) interference with physX
killjoe_R3F posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I try to force a mortar on an horizontal position whatever slope it is On. For sure I tried [(vehicle player), 0, 0] call BIS_fnc_setPitchBank; or (vehicle player) setVectorUp [0,0,1] ; even with a (vehicle player) enableSimulation false; It works for half of a second then go back to Normal position to the slope. Any ideas how I could force the mortar on that horizontal position ? -
[SOLVED] BIS_fnc_setPitchBank (SetVectorUp) interference with physX
killjoe_R3F replied to killjoe_R3F's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OK the solution I have choosen to set a mortar on horizontal position (levelling) is : 1. Make script with an attachTo to a created invisible H Pad. 2. Call that script by an addaction after the getInGunner 1. Make script with an attachTo to a created invisible H Pad. R3F_FNC_LEVELLING = { if ((isNull (vehicle player)) && !(alive player) ) exitWith {}; private ["_support"]; _support = createVehicle ["Land_HelipadEmpty_F", player modelToWorld [0, 1, 0], [], 0, "CAN_COLLIDE"]; _support setDir (getDir player); _support setVectorUp [0,0,1]; (vehicle player) attachTo [_support,[0, 0, -0.1]]; }; 2. Call that script by an addaction after the getInGunner MyMortar addAction ["Levelling", {[] spawn R3F_FNC_LEVELLING; (_this select 0) removeAction (_this select 2);},"",2,true,true,"","typeOf (vehicle player) == 'ClassMyMortar' && alive player"]; -
In 2D editor : In the "description" windows of the unit in the éditeur . You can do it directly in mission.sqm : description="YORNAME"; e.g. class Item12 { side="GUER"; class Vehicles { items=1; class Item0 { position[]={2106.7703,6.6999998,5633.1528}; azimut=12.337515; id=12; side="GUER"; vehicle="R3F_APSO_EOD_DA"; player="PLAY CDG"; leader=1; skill=0.2; description="YORNAME"; }; }; }; Is it what you asking for ? In 3D Editor : 4th menu, Object control, Description.
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[SOLVED] BIS_fnc_setPitchBank (SetVectorUp) interference with physX
killjoe_R3F replied to killjoe_R3F's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Nobody else has an experience to soluce the problem? Excepted the "trick" unligned by Sarogahtyp, witch I will adopt for sure if nothing else exists. ;) -
[SOLVED] BIS_fnc_setPitchBank (SetVectorUp) interference with physX
killjoe_R3F replied to killjoe_R3F's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I did and it is better but not satisfying. I mean Yes the mortar is horizontal but the anim of the player geting in is spoiled. Stll standing near the mortar , and able to fire. I keep seerching. Thanks for your answer. -
Ok here the new version with good parameters for ArmA 3 last patches and few new items : R3F UNITS 3.5 R3F French Weapons Pack 3.4.2 >> http://forum.team-r3f.org/index.php?action=downloads;sa=view;down=85 <<
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The HotFix is downloadable For R3F French Weapons Pack 3.4.2 >> http://forum.team-r3f.org/index.php?action=downloads;sa=view;down=84 <<
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Ok pb solved : here the Hot fix : http://forum.team-r3f.org/index.php?action=downloads;sa=view;down=84 Waiting for 3.5...