gvse
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Everything posted by gvse
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All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
.kju, this is the case. One (A2) reload animation overrides ALL animations, including the fancy A3 reload gestures for default A3 rifles. I have just dropped csat, aaf and nato weapon boxes to check all the associated rifles (MX, katiba, sdar, rahib, vermin, etc.) and they all have the same (A2 "vodoo") reload gesture when AiA is running. To make sure nothing else was interfering I disabled all other mods except yours and cba. Hope this helps. -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
.kju, is there a way to limit this only to A2/OA models? Right now that old animation is applied to A3 weapons and custom A3 rifles for which A3 reload gestures are defined in configs. What I mean is that that animation overrides A3 on a global level, and it'd be great if you could limit it to A2/OA only. Defining reload gestures for all A2 weapons would require testing with individual models or you could apply one A3 gesture to all and then collect feedback in which cases it fits. Im not sure if that's an acceptable solution, though. If there's one pbo that could do that (redefine reload gestures globally) then I'd be happy to test it and pass the results on to you. Let me know what you think pls. -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think all rifles are affected: you do not get A3 animations; instead there's something that looks like an A2 animation that is applied to all rifles' date=' BIS and custom ones alike. Alwarren and I released some time ago the MP9 and the reload gesture defined as is not the same in AiA as in vanilla game. You see that "voodoo" gesture on default rifles (e.g. the MX) as well.I don't really play using pistols nor launchers and such so I cannot comment if these are affected as well. One other problem I have encountered is that the game crashes sometimes when I switch from one map to another within the editor. Selecting a map from the drop down menu and clicking "continue" causes the game to freeze and crash. Ive disabled the -nologs command and when I get another freeze Im gonna upload the rpt. -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for the update, and mostly for the lighting fix! Fantastic job, .kju. My only wish now is fixed reload animations, but I do remember that it's largely impossible to tackle without BIS support. Hope you get it one day! Once again, you and everyone else involved are stars! :) -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
.kju, while we are waiting for the update that'd fix the lighting, is there something we can do on our end to temporarily resolve the problem? I mean, could it be as simple as copying some .pbos from the previous, non-standalone, AiA release? -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
.kju, are you going to announce the patch in the first post of this thread? Im asking cause I think you ceased to do that after some time in the old aia thread, and I'd hate to miss something. As usual, thank you kindly for your continuing support! -
great, thank you! Just make sure the top rail peq can be attached only to the corresponding model (AG_MP9_peq). Otherwise the peq and top rail optics will clip. Thanks again for stepping up! :)
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All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
kju, is there any chance you can fix reload animations so that we have A3 animations or is that still up to BIS? -
hey guys, I haven't got back to modding; barely have time for playing the game. Really sorry for the lack of updates, but things are not likely to change in the near future. If anybody wants to write the asdg optional config for this weapon then do go ahead and help out the community, please. Im sure Robalo will include it in his thread for asdg.
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All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
hey kju, is some sort of lighting and sun hotfix doable? no worries if not (I know im being a pest but I cannot wait to see all these lands in the new lighting). Thanks again for all your work! -
All in Arma Standalone (AiA SA) - A1/A2/OA content in A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
thanks for the update and for your continued support. I understand that after installing the mod I can uninstall A2/OA games as long as I only play A3, correct? -
[OPEN BETA] [SP] bCombat infantry AI Mod
gvse replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I wanted to report that AI are back to using hand grenades in the latest DEV build with bcombat running. I opted out of it some time ago but with Alive supporting the dev build I opted in again today and noticed immediately how deadly and accurate AI was with nades. I guess they have fixed something in one of the builds, eh? -
Hi guys, Alwarren and I wanted to bring to A3 the acc honey badger, and so we are looking for good reference images. If anyone has got anything useful do drop us a line here!
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
gvse replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ive just tested the latest version with AiA, and I'm very happy to report that civilians and house lights work in Takistan now!:D What a game-changer it is now with random people showing up in villages, beautiful lights in houses at night, traffic, animals, and occasional aircraft. Sure, some of these worked before, but now the map has truly come to life. Thank you very much for this update. I do hope you can work your magic on Chernarus (A2) houses as well! Once again, thank you kindly for your work :)- 5767 replies
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- single player
- realism
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UPSMON Updated to ArmaIII
gvse replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks a lot for another update! -
[OPEN BETA] [SP] bCombat infantry AI Mod
gvse replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ive opted out of the A3 dev build in favor of stable and been enjoying this mod (ver. 0.15) ever since. I'd say accuracy of enemy is too high: I even messed with the ai config in the player profile and dropped it down to , but I still get owned consistently, and I wouldn't mind having enemy spray some bullets around me to give me the heads-up ;).The prone-roll works very well: Ive witnessed AI successfully rolling out of the way of helicopter gunfire, and it looked great. One thing Im still not clear on is whether I've correctly edited the config to enable AI take cover inside houses. I set it to this: and would appreciate your feedback if that is ok.Great job and thanks for giving us access to your dev build (btw, I tried it but got dialog with clickable "OK") each time my teammates died. -
UPSMON Updated to ArmaIII
gvse replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey man, I opted out of development build in favor of the stable one and just wanted to confirm that the bug related to AI not patrolling in SAFE mode (without any contact walking with weapon raised) is due to something in the dev build. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
gvse replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update! :)- 5767 replies
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- single player
- realism
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[OPEN BETA] [SP] bCombat infantry AI Mod
gvse replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I' so glad you have released the mod to the public at large: thanks for sharing your work! Now, I have 2 questions: 1. I remember reading that you disabled AI movement into houses as they were getting stuck, but that it can be changed in the sqf's. Mind telling which exact value that would be? 2. If I run this mod alongside upsmon what will take precedence? Will upsmon limit the effectiveness of your mod? Thanks again. -
[OPEN BETA] [SP] bCombat infantry AI Mod
gvse replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I said, I like, hell, I love the mod itself! Why take it out of WIP section if it's clearly still work in progress, though. Otherwise, yeah, fab is doing fabulous job :) -
[OPEN BETA] [SP] bCombat infantry AI Mod
gvse replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah. While I like the addon itself, the way its release is being handled now is questionable. -
UPSMON Updated to ArmaIII
gvse replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Don't worry about it man. The reinforcement works ok now: I just have to use the "nowp" command instead of "nomove" in the init of the reinforcement group leader. Then the group stays put in one place until the trigger fires up. Btw, are you on Dev branch? Do you also get AI patrolling with their weapons raised (when they should be in "SAFE") or is it only the dev build problem? Otherwise, good job on the sripts! Thanks again for all your work -
UPSMON Updated to ArmaIII
gvse replied to cool=azroul13's topic in ARMA 3 - MISSION EDITING & SCRIPTING
hey man, thanks for another update. I checked the reinforcement with your mission and it seems to work there. However, with builds prior to 6.03 I used to be able to test reinforcement by having a trigger with that was fired with the Alpha radio command. The I'd observe enemy taking an empty helo and go to the marker specified in the leader's init field. This no longer works.After further tests: I used to use the "nomove" command to immobilize the units I meant as reinforcement, but following your mission example I replaced the "nomove" with "nowp" and that has done the trick! Now, when the alarm is triggered the reinforcements start moving! :) -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
on my system (win7 64bit) the installers put everything in C:\Program Files (x86)\Mikero\DePboTools\bin Once you set all the paths in the bat it's not enough to just "run it as administrator," as i had to simply click "open." Then it does its work and the process takes up to a few minutes. Good luck! @kju: Ive just realized that AI do not occupy buildings (e.g. the A2 large industrial shed), and when I point point the cursor at buildings I do not get the option to send my AI teammates inside the structures. To be clear: the same structures are fully enter-able in A2. Is it another limitation of AiA or some conflict on my end? -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
gvse replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
the "pond bug" has been fixed, but you need to do some work yourself. You will find detailed instructions in the text file "Remove problematic ponds" in this location: @AllInArma\A2OAPondFix. I confirm that e.g. Thirsk and Caribou work without any errors while previously I'd get the disturbing floating pond bug on these maps.