galzohar
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Everything posted by galzohar
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How to check altitude of certain position?
galzohar posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there an easy way to check the map height of a position based on its X and Y coordinates? I could spawn an object there and then check its height, but I would rather avoid it. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just to make it clear, the complaint isn't that there is a popup, but rather that there isn't message shown in the RPT including all the details and all other warnings as well. -
ALiVE - Advanced Light Infantry Virtual Environment
galzohar replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Why do we need that "mission exit" screen when we abort a non-alive mission? This is extremely annoying when editing and testing missions. Does this serve any purpose? -
With Xsplit wanting money for streaming games but not for streaming what is on your screen, currently Arma can only be live streamed for free if you play in windowed mode, which obviously isn't very pretty. For games like Starcraft 2, there is an option for "windowed full screen" which basically allows you to stream using Xsplit's free features of screen capture. I was hoping there might be a way to make Arma run in a similar way. After all, nobody is going to pay money to show the game to people nor will anyone pay to watch it, and it's perfectly legal to use this workaround (and done by many professional gamers who would be putting their careers at risk if this actually was illegal). Any help would be much welcome!
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That's exactly what they should do, but every ~2 years with a proper worthwhile major expansion, and not every several months with a tiny DLC. When the changes are major and the content is very significant and game-changing, and the frequency in which it happens is extremely low - It's much more acceptable to split the community.
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am getting "WARNING: Used restricted combination of settings for "Land_Fuel_tank_big". Shape class == "house" and it has supply ability in a same time. Binarization of the map may provide unstable results and game can even crash when used". Also, seems like pretty nice english from BI :P Any idea why this happens? It happens also when loading no mods except @allinarmaterrainpack. -
All in Arma High Quality pack (AiA HQ) - Replacement addons for AiA
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With newest version I get: Addon 'AiA_WeaponModelReplacement_L85A2_RIS_Holo_With_Kiorys_SA80L85' requires addon 'kio_l85a2' -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Aren't the voices something that can be fixed via config? Are they working incorrectly simply because that fix wasn't implemented yet, or is there a more serious issue here? -
Dynamic Take And Secure - Randomized Round-Based No-Respawn A&D
galzohar replied to galzohar's topic in ARMA 3 - USER MISSIONS
Version 1.08: - Allow setting of different preparation timer for first round (default 2X of normal). - Work around bug that prevented looting gear from dead players. - Fix emptying of ammo crates of gear that could not be used anyway. - Added appropriate icons for notifications. First post updated. -
All in Arma High Quality pack (AiA HQ) - Replacement addons for AiA
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does this mean we need to download the full SA from somewhere? Or can we still use the lite from PWS + TP + HQ replacement pack? Or will the SA now be fully available on PWS? -
You are forgetting that the person flying also has to be the person who bought the DLC. I can't buy the DLC and have someone fly for me. Basically if I want someone to lift me in the helicopter I have to ask him to buy the DLC. A more realistic alternative for me would be to place a different helicopter in the mission, as I can't make anyone buy anything he's not interested in paying for. Making missions that adjust themselves based on players owning / not owning the DLC is also just too much work. For missions where nothing really matters (sandbox-style play around with everything kind of missions) it won't matter, but for carefully designed and balanced missions you just won't be able to rely on the DLC. Especially not if it's a competitive-style PvP mission. It's not even a "value for money" kind of thing (though 13 euros for 2 helicopters is definitely expensive). It's simply something that I will never actually get to use even if I do buy it. Heck, even without the restrictions I probably still wouldn't use it much, since helicopters are mostly for the coolness-factor in missions, and rarely actually used for their effectiveness (except for when the mission maker intentionally places the starting position many kilometers away from the combat zone for this exact reason, which is an artificial way of incorporating helicopters into the mission). Helicopters are really not that useful as an insertion method in ArmA, and I've yet to see a mission make proper use of logisitics vehicles without it looking extremely artificial and enforced just for the sake of having it in.
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As far as I'm aware the external hardpoints are actually possible in real life, but yes they would make you lose out on the stealth aspect. I suppose it's all up to the mission requirements. No reason to limit it through the mod, especially if stealth is not actually simulated in the game.
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All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The icon errors were after I disabled the HQ pack, so was just running SA Lite and TP. My CBA is directly from PWS, and it surely have been updated several times. I'll try find the exact script that still has the deprecated setVehicleInit command. My guess is it's some old function nobody ever used and thus nobody noticed was using a deprecated command. Can the PMC pbo be deleted on the PWS side until it can be updated? That way it would work for my friends too, and not just for me :) I sent messages to Chortle and Kaelis, hopefully they'll find the time to fix it. -
Hi, I tried using your mod as part of the All In ArmA High Quality pack, and got the following error: Picture p:\f35\ui\picture_f35b_ca.paa not found. Would be nice if it can be fixed! Thanks.
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All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I tried running this along with AIA SA Lite and AIA TP (installed with PWS using automatic dependencies), and got the following errors upon launching: "Addon 'AiA_InfantryModelReplacement_PMC_With_pomigits_PGServices' requires addon 'POMI_PMC_UNITS' Then in the intro I got a script error (CBA bug?): Error in expression <if (_ar select 7 != "") then { _newUnit setVehicleInit format["this setVehicleVa> Error position: <setVehicleInit format["this setVehicleVa> Error Missing ; File x\cba\addons\common\fnc_switchPlayer.sqf, line 36 Error in expression <if (_ar select 7 != "") then { _newUnit setVehicleInit format["this setVehicleVa> Error position: <setVehicleInit format["this setVehicleVa> Error Missing ; File x\cba\addons\common\fnc_switchPlayer.sqf, line 36 Afterwards I got (F35 mod bug?): Picture p:\f35\ui\picture_f35b_ca.paa not found. And also: No entry 'bin\config/CfgWeapons/Kae_AK_74sz_base/FullAuto.StandardSound'. All before getting to the main menu. Also, without the high quality pack I still got missing icons errors in the editor when trying to place a unit. Are any of those easily fix-able? -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's not that it's hard to understand, it's just that the exact details are not known to the grand majority. Having this kind of information on the first post would save everyone a lot of trouble wondering why X/Y/Z isn't happening, and save you from re-answering the same questions as it is difficult for people to find the answers across multiple threads of more than 100 pages. -
ballistics ArmA III Ballistics Overhaul WIP
galzohar replied to Spartan0536's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I don't understand you, sorry. What exactly would be causing the RPT spam? Where can I find an actual mod for this? Searching "Spartan0536 ammo" just leads back to this thread. Bottom line is that I want to be able to use some kind of popular mod that I can add to the Play withSIX list and get proper ballistics in my games. There's no real way I can maintain such a mod myself, at least not in a bug-free fashion which would be required for something that makes up such a core element of the game. So even the "force everyone to use mod X" doesn't seem to be an option right now (unless I'm missing an actual mod that does it). -
ballistics ArmA III Ballistics Overhaul WIP
galzohar replied to Spartan0536's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The problem is with a mod you would have to close your server only to players who have the mod. When a community is already struggling for gathering players to get a game going, this is quite a big deal. Also, I don't really understand if there is an actual mod I can even enforce on our community server that will actually outright fix all the existing bullets in existing missions. As far as I understand (correct me if I'm wrong), these are just values that other modders can use to configure their weapons with proper ballistics. That's all more of a reason to open a ticket for BIS to "please modify your config values for X/Y/Z ammo to these values", which is much more likely to be accepted than a "please fix your ballistics, they aren't realistic". If there was suck a ticket I'd try get as many people as possible to vote on it. 5.56 in ArmA right now is a joke and I really do hope BIS would fix it if all it takes from them is changing some config values (though again, correct me if I didn't understand this the right way). Sure, they might completely ignore it, but at least then we've tried. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's what I was getting at. Let the existing delta patching mechanism sort out the differences between the original A2/OA files and the new ones. Whatever must still be downloaded will be downloaded, but at least something will probably be saved and just copied locally rather than re-downloaded. Of course, this is just for downloading AIA for the first time, after that there's no point copying anymore (so just look for the file in A2/OA folder if it is missing in AIA folder and copy it before starting the delta patching). After digging through the SA thread it sounds like that's just what you're trying to do. Though why isn't it up on PWS regardless without the feature? A large download is better than no download. Or are there other show-stoppers? -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How many files are identical or only slightly changed from original A2/OA? If the amount is significant, it might be worth it to just copy them over before letting Play withSIX download the delta, resulting in significantly reduced download. However, it would still take the same hard drive space. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I thought of using it if it would save unnecessary downloads while being compatible, but for now it doesn't seem to be the case. Not that it's a major issue or anything, just a "would be nice to have" kind of thing. -
What is wrong is that they are selling a very small amount of content for 13 euros, and despite all their efforts to avoid it splitting the community, the end result is that if you want a fair match on your server (between owners and non-owners), you will be forced to not use it in the mission, so even if it was really good I still would not have been able to use it. The fact they have an expansion planned is a good thing. In my opinion they should focus more on that and avoid silly small DLCs that will cause problems for communities that might consider using them. Everyone who keep playing this game will buy the expansion, while many probably will avoid the DLCs.
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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To be honest, I think that a much better approach for such games is to sell 1 big expansion once every 1.5-2 years. Once that is so awesome that everyone will want to buy and not even think about complaining that they NEED to buy it - At least if they actually like the game. The small DLC income model that makes you unable to even make missions with the content if you want them to be competitive and/or accessible (and no, it's not competitive to include equipment that behaves differently for those who bought in). Or if you make a mission relying on a certain DLC asset, then your mission is unplayable (or not enjoyable) unless you have at least someone in game with the DLC to take advantage of the mission-critical asset. Basically, the DLC system in hand is very limiting to mission makers and thus will see very limited use in online multiplayer (except maybe for missions where people already buy stuff like KotH/Warfare/Wasteland/Life missions). The only small DLC you can really sell without breaking multiplayer is single player missions and campaigns. All the tricks BIS is using to get the DLC to not completely break multiplayer is nice and all, but in the end you will still not be able to place those assets in missions if you want a consistent experience for everyone playing it. The "big expansion" strategy is much better because everyone are forced to buy it (if you don't buy it you'll be stuck playing with players who were too cheap and don't actually like the game anyway), while at the same time everyone feel like they're actually getting something big in return. The current DLC seems like it gives an extremely small value for your money, and if I'll ever buy it it'll only be because I want to support BIS, as the DLC itself is pretty useless. But I probably won't buy it just because I want to discourage this sort of DLC strategy (and again, don't really have a use for what they're selling), and I can't have both (supporting BIS AND discouraging this sort of DLC strategy) at the same time. When they do end up releasing a proper expansion, I'll be the first to buy it.
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
galzohar replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'll be more specific - By "flawlessly" I mean no new issues caused by having 1 player use 1 version while another uses another version. That is, the potential issues are the same if everyone use the same version compared to if each player uses a different version. In other words, is it safe to allow all the mods on the server and have the server just run one of them, or will this cause issues compared to just allowing one version and forcing everyone to use that? In the first post it is not clear which of the fixes and improvements would also be included in the old AiA and which are unique to the SA/TP versions.