erazor
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10 GoodAbout erazor
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Lance Corporal
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just had one of these today - first one in a while Mods: A3 Distribution: 0 Version 1.10.114700 Fault time: 2014/02/02 13:04:33 Fault address: 73D621CB 01:001511CB C:\Steam\steamapps\common\Arma 3\PhysX3_x86.dll file: becti_0097_z1181 (__CUR_MP) world: Altis Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60 Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4 Registers: EAX:00000000 EBX:2FB26120 ECX:53696080 EDX:6A4C2120 ESI:14F7E2A8 EDI:5355EC50 CS:EIP:0023:73D621CB SS:ESP:002B:01E2B968 EBP:01E2B97C DS:002B ES:002B FS:0053 GS:002B Flags:00010246
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dunno... i dont have a problems with it nor do i have dumb AI.... its not 'player' quality, but not really dumb either. THe command system is simply to use.. really oculdn't be easier, as Cyper said. Just need to remember some numbers... but they've been the same since arma1, so any vet should know by now. The AI open fire when told to "hold fire" only, in my experience, when they are fired upon. Makes sense. Any logical person would do the same. If you want the AI to stay close to you and not lag to much behind, and you dont care about how spread out they are - use the 'diamond' formation. My personal preference is to set "Engage at will" and "Combat" stance - i get good results.
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whats the deal with teh equipment that *seemingly* never despawns ? i'm positive its ruining my fps after a few hours of play. Mission bug? game bug? or is the timer on despawn set incredibly high on the server i play? Possible introduce a cleanup script that whipes the map of rogue items?
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Starting the scouting missions in Adapt
erazor replied to Deadfast's topic in ARMA 3 - OFFICIAL MISSIONS
doubt that it works .... i brought back 20 med kits in an ATV I never once was able to pick up medkits from the crates throughout the entire campaign I also brought back multiple Rangefinders and NVG's .... never once did they show up in the crates. -
for me he was in one of the 2 story buildings on the west side - the one going North-South. Was a 2 man team - one sniper, one guarding the inside staircase
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Starting the scouting missions in Adapt
erazor replied to Deadfast's topic in ARMA 3 - OFFICIAL MISSIONS
Has anyone noticed any benefit of doing the side missions? If you listen to the convo's that activate the missions, they talk about " getting more supplies, helps us out etc.." ... so i do all the side missions, but i see nothing that really benefits me? no med kits anywhere. Also, did killing the sniper in the factory help me somehow? Did destroying the immobilized tnak crews make the main mission easier? did destroying the outposts help me in someway? In the FUel run mission (think BINGO FUEL) *SPOILER ALERT* ----> you are given the choice of delivering the fuel to Miller to use as a bomb or delivering it to your base. (i used it for the bomb) ... in the following mission where you get shipped out to stratis, the ATV driver tells you "Oh sorry, can't take you further, we still have no fuel source" ..... a moment later Miller tells me "enemy units in village, if only we would of used the fuel truck as a bomb etc..." .... doesn't add up. Get your story straight ;-) -
Starting the scouting missions in Adapt
erazor replied to Deadfast's topic in ARMA 3 - OFFICIAL MISSIONS
Yea... i totally missed out on all the side missions on teh first camp too .... i was like "ahhh they'll be around, i'll just do this mission to get into the flow of thigns)".... yea, didn't happen. Second base, i started doing missions... i'm so psyched that i found an ATV, loaded it up with a bunch of loot, guns, ammo, bombs.. etc.... I got so much loot, i figured i'd bring it back to base to "store" first, then do the next mission. What happens as i approach base? I lose my ATV, i lose all loot in the ATV, and i lose the scope i found and put on my primary weapon. Wasted 20 mins gathering and sorting loot in an atv. :/ FYI - ATV is also gone after leaving base for a new scouting mission Oh well ... ... maybe arma4 will have such campaign features -
I'd like the options on the max AI's that AI squads can have extended so that 3 & 5 also becmoe an option - please? :-)
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meh... crashes.. again... wonder why it worked for days and then back to 'normal' ? Mods: A3 Distribution: 0 Version 1.08.113494 Fault time: 2014/01/14 18:26:21 Fault address: 6CEC21CB 01:001511CB C:\Steam\steamapps\common\Arma 3\PhysX3_x86.dll file: becti_0097_z117 (__CUR_MP) world: Altis Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60 Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4 Registers: EAX:00000000 EBX:54961CA0 ECX:6FA1C880 EDX:5E3DE8A0 ESI:51BF35E4 EDI:51B9CAA0 CS:EIP:0023:6CEC21CB SS:ESP:002B:01E1B9A4 EBP:01E1B9B8 DS:002B ES:002B FS:0053 GS:002B Flags:00010246 Seems like its the exact same fault code as the one i posted earlier
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for what its worth: Uninstalled Geforce Experience Reverted back to 314 Geforce WHQL drivers uninstalled Geforce Physics Reinstalled Geforce Physics drivers played now for a few days.. no crash.. seems to work. ---------- Post added at 03:19 PM ---------- Previous post was at 02:29 PM ---------- ffs.. i just jinxed myself. not even an hour after posting the above, crash >:C
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K... so i finally got around to coming to the forums to *cough* report my problems. I'm assuming my crashes are of physx3_x86.dll nature as .. well it says something of that nature in the rpt file.... ... Mods: A3 Distribution: 0 Version 1.08.113494 Fault time: 2014/01/06 16:01:12 Fault address: 726021CB 01:001511CB C:\Steam\steamapps\common\Arma 3\PhysX3_x86.dll file: becti_0097_z117_1A2RU (__CUR_MP) world: Altis Prev. code bytes: 85 C0 74 1D 8B 50 40 F6 42 4C 01 75 14 8B 40 60 Fault code bytes: F6 40 2C 01 75 0B 51 50 57 E8 97 FF FF FF 83 C4 Registers: EAX:00000000 EBX:4C0DEC60 ECX:4E588700 EDX:5BA954A0 ESI:56F4A5C4 EDI:56F47740 CS:EIP:0023:726021CB SS:ESP:002B:01E1B9A4 EBP:01E1B9B8 DS:002B ES:002B FS:0053 GS:002B Flags:00010246 ======================================================= fix plz kthxbai
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VFAI.Equipment -> Public Domain
erazor replied to VictorFarbau's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That looks pretty sweet. Say, you gunna do a non-ACE version too? ANd please do tell, whats that nice little 'radar' you got bottom-center? Looks like something i must get :) -
VFAI - AI Extension - ARMA II
erazor replied to VictorFarbau's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
awesome! You'll be releasing it, right? :) Just so that i don't miss it, will you be making a new thread or posting it in here? -
VFAI - AI Extension - ARMA II
erazor replied to VictorFarbau's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Think its 'fixed'. I removed the smoke-mod pbo and replaced it with another AI mod that allows for the AI to also throw smoke - just now they don't all receive a free smoke when spawning. After that i went back to check the equipment mod and the AI seems to be rearming fine without any ammo disappearing. Thanks for the awesome mod! -
VFAI - AI Extension - ARMA II
erazor replied to VictorFarbau's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Can't wait for update (if your still working on it - been 2 weeks i see from last post :))> I think i got some 'side-effects' though - I don't seem to be able to load saved 'LAN' games when using this mod. Always ends in a CTD after the loadbar fills. Could it be that while the game loads the script is trying to give every soldier on the map a smoke grenade (if it works that way, as opposed to only giving new units the item?) - thus stressing the game to much onload up? Also about the ammo gathering - I see the AI run from dead body to body to grab stuff, and i see the animation followed by the "ready" command letting me know they've done 'something'. But when i go to check on their loadout (with the 6 - gear command", they haven't picked up jack shit and continue to be out of ammo :/. At least thats what i thought at first - Because this one time i ran up to a dead AT soldier to grab his ammo, but before i could do so, a AI squad member of mine ran up too and took it before me. I'm like great... at least HE's got ammo. But when i checked to see if he really did take it by letting him 'gear' somewhere, he didn't have the ammo. Its like the ammo just disappeared. Could it be that when the AI member doesn't have the required slots for the ammo (as was the case in this example), the ammo disappears from the dead body, but the AI 'drops' it somewhere or it just plain disappears? I'm running @CBA, Your mods in the Add-on folder, and the latest beta patch.