lexx
CDLC Developer-
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Question Quick Reaction Forces Helicopter Hook and Supply missions
lexx replied to Varathius's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The supply crates either spawn at the FOB (show up in tasks with a marker), or you can request additional supplies via the support menu (0-8..). When requesting additional supplies, they should spawn in the closest FOB to you. Those can be transported to wherever you want them to be. -
Yeah, bug got introduced with the WS update. Will be fixed with the next patch sometime next year. Sadly the 2.18 update of the base game has not been released for Mac yet... I wasn't aware of that. The new WS and RF updates both are depending on 2.18 features, so currently some scripts are broken. /Edit: I have just learned that it works with the 2.18 dev-branch:
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Reaction Forces v1.0.2 General Added: HEMTT Firefighter Truck vehicle variant with functional water cannons Added: Pickup (RCWS) vehicle variant Added: Pickup (Rocket) vehicle variant Added: Pickup MTP (Desert), Digital (Desert), and Tundra camo variants Added: Tempest (Cargo) vehicle variant Added: PSRL-1 launcher Added: HE, HEAT, Frag, and AT rockets for the PSRL-1 and base game RPG7 launcher Added: Mk26 pistol (Stripes) camo variant Added: Firefighter Water Reservoir scenery object Added: Wildfire module now includes a post processing effect to simulate heat when close to the flames Added: Gendarmerie Tac-Vest variant with holster Added: `lxRF_fnc_RC40_attack` script function for mission creators to force a deployed RC40 drone to attack, or make an AI soldier fire the RC40 HE drone on a defined target (arguments: [unit,target]) Added: New static animation for the PSRL-1 launcher to use in screenshots Added: Complete engine/rotor sound effects overhaul for the Cougar helicopter Fixed: Pickup (Repair) variant had broken FFV seats if the truck bed cover box was enabled Fixed: Hellcat helicopter weight issues Fixed: Missing Olive and Sand texture variants for the WY-55 Hellcat in Virtual Garage Fixed: AAF Cougar 20mm cannon fires tracers in yellow now Fixed: Small issue in Pickup (HMG) LOD levels Fixed: Cougar helicopter would explode when landing with gears up in Advanced Flight Mode Fixed: Heavy Helmet hex and green hex texture issues Fixed: It wasn't possible to transport the Twin Mortar container via Vehicle in Vehicle function Fixed: Muzzle flash on the Gatling 12.7 mm and Cannon 20 mm weapon pods would not randomly rotate Fixed: RF soundtrack files had wrong time values set in the music configuration Tweaked: The Heli Pilot Helmet will now animate the visor up/down if NVGs are used Tweaked: NATO and CSAT (Pacific) Pickup faction variants had wrong rifle loadouts Tweaked: Improved Cougar helicopter handling in normal and Advanced Flight mode Tweaked: Slightly reduced the supply and GetIn radius of the Pickup variants Tweaked: 5.56 mm AP mag weight balance (10Rnd 3 -> 2.5, 30Rnd 8 -> 8.5) Tweaked: Hit marker module enabled death screams won't trigger anymore for the player himself Tweaked: Increased glow of the tritium sights on the G19 pistol Tweaked: Helibucket behavior when dropped into water Missions Air Control Added: If the Expeditionary Forces Creator DLC is enabled, new helicopter and vehicles will be available in the Motor Pool (mostly relevant for MP only) Fixed: Script error when calling artillery Fixed: Issues with soldiers boarding transport vehicles Fixed: Issues with transport task not deleting correctly Fixed: Some MedEvac lines would repeat too much Fixed: When the day ends, all not delivered boxes will be deleted Fixed: Player team members are excluded from dynamic simulation Fixed: Requesting supply box spawn locations Fixed: Selekano delivery point didn't accept supplies Fixed: Player was able to fire his rifle at least once right after the mission started Fixed: Wrong task title when MedEvac was interrupted and created again Fixed: Some prop objects where interactive Fixed: Some conditions when music was supposed to start playing but didn't Fixed: Wrong timer in jukebox Tweaked: Multiple VO conversation stuck up when player requested artillery multiple times and too fast Tweaked: Size of the RTB area was reduced, so the day wouldn't end immediately after the player has left his helicopter Tweaked: Bases in hospital range are resupplying medical supplies automatically now Tweaked: Vehicle prices in multiplayer Cashpoint Fixed: Daytime mission parameter wouldn't always work
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Western Sahara v1.1.4 Data Added: The motion sensor is an actual inventory item now (uses GPS slot) Added: XMS rifle (Stripes) and (Gray) camo variants Added: ACO optic (Stripes) camo variant Added: Tura and SFIA flag 2D markers to 3den Fixed: Floating mesh on the Contractor Outfit (Camo) Fixed: SLR Para can now be stored inside backpacks Fixed: Marid (HMG) gunner locality issue in multiplayer Fixed: BTR-T Iskatel wasn't showing up in Zeus scenarios (https://feedback.bistudio.com/T167842) Fixed: Issues with the Sefrou-Ramal terrain environment map textures Fixed: Small issue in Offroad (HMG) and Marid (HMG) LOD levels Fixed: GM6 Lynx (Snake) base class was wrong in config Fixed: Issue with the AA40 shadow LOD Fixed: CSAT (Pacific) Zamak wheel textures Fixed: AT rifle grenade fuse distance was too big Fixed: SLR GL rifle could fire grenades without magazine in some situations Fixed: Vorona vehicle missiles showed up in Virtual Arsenal magazine category Fixed: Tanker Coveralls [SFIA] couldn't be worn by OPFOR units Tweaked: Updated most 3den editor preview images Tweaked: Various smaller model optimizations Missions Extraction Added: The vehicle maintenance feature has been reworked and now allows changing vehicle liveries at the FOB Added: Pickup (Rocket) and Pickup (RCWS) vehicles will make an appearance if the Reaction Forces CDLC is enabled Fixed: Various minor script issues Tweaked: Reduced amount of civilians that have to die before the bad ending slide triggers
- 8 replies
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1. it works in every terrain 2. it's not meant to simulate actual full sandstorm effects. You can toy with the alpha values and place multiple modules and sync them to game logic objects to make the effect stronger, but generally it might be better to use a different solution (some sandstorm script mod or custom script).
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It's already fixed in our internal build.
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lexx started following Tools Development Branch Changelog
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Looks like there is a bug. Will be fixed for the next patch.
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Yes, there is a bug with the fuse timer. You'll have to drop it from a bigger hight right now.
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Works fine for me, I use it all the time. /Edit: It wants the action-key. Maybe you rebind your key settings? Try holding middle mouse button or whatever you reassigned it to.
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Is this some mod interface stuff? I don't have that in 3den. In any case, the duration of those tracks is set correctly in config, example the one you've mentioned: duration = 162.0; /Edit: Funny, in the ingame config it actually is not. Will investigate what's going on.
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Which track do you mean exactly? I just looked at the music config and everything looks correct to me. The only 32 second tracks are the "calm" jukebox tracks, which are supposed to be short and all correct as far as I can see.
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Western Sahara v1.1.3 Data Added: SLR Para rifle variant Added: GM6 Lynx (Snake) sniper rifle camo variant Added: DMS (Snake) optics camo variant Added: RPG-42 (Sand) launcher variant Added: Tura Offroad texture variant Added: Dazzle (Arid) texture variant for the CTRG Prowler Added: Opening/Closing the hatches on the UP-armored Offroads will now play a sound effect Added: Soldier (Light AT) classes to ION and UNA Added: CTRG (Desert) Sniper soldier class Added: Beret (Headset) headgear variant Added: RDS (High, Black, Sand) mixed color variant Fixed: Door texture on the Offroad (HMG) would show mirrored UNA letters in lower LOD levels Fixed: Suppressors were missing memory points and muzzle proxies Fixed: A mod compatibility issue with scenery skeleton class Fixed: Stray polygon in the Galat/Velko model file Fixed: XMS GL variant would not show the suppressor in 3rd person view Fixed: 12 Gauge 6Rnd HE and Smoke magazines would eject casings when fired Fixed: The short description of the GLX 40 mm wasn't showing correctly in the inventory Fixed: Broken normal map on the AT rifle grenade Fixed: The AA40 wouldn't inherit bipod classes correctly Fixed: Shadow LOD issue with the CTRG Plate Carrier Rig when using a Ghillie Suit Fixed: Missing simple object config for Marid HMG and Unarmed variants Fixed: Incorrect weapon icon of the SA77 in the field manual Fixed: Incorrect tooltip of ballistic mask with turban Fixed: Zu-23 crew would not show their NVGs at daytime Fixed: Broken thermal image texture on the AP-5 drone Tweaked: Improved the visuals of the RDS inside / scope effect Tweaked: Improved the SLR/GL, Galat, Velko R4, and Velko R5 fire sound effects Tweaked: The SLR rifle grenades can only be fired if the primary magazine is not empty Tweaked: RPM increased on the Galat (630 -> 650) and Velko (675 -> 750) rifle Tweaked: XMS SG now has a hidden selection for the shotgun attachment, allowing it to get retextured Tweaked: Enabled data-link on the AP-5 drone Tweaked: Weight of the portable shield has been reduced a little bit Tweaked: Enemy AI will now engage the Marid (HMG) gunner more effectively than before Tweaked: Marid (HMG) turret is now stabilized Tweaked: Offroad (UP, HMG) and (UP, AT) turret is now stabilized Tweaked: "Open/Close Hatch" user action on the Offroad (UP) variants won't be a priority selection anymore when entering the vehicle Tweaked: Zamak (Cargo, Flatbed, and AA) hidden selections have been adjusted for better mod compatibility Tweaked: Moved all Western Sahara related 3den editor modules into a new category for easier access Tweaked: The Alchemist Module in 3den can now be synchronized to players. If synchronized to players, only those will be able to access the magic spells Missions Extraction Added: New ending slide if the player has murdered civilians Added: New hold action on dead bodies to check if it contains special items (money, intel). NOTE: This is a quick notification feature only! You still have to actually loot the body and grab the special object from the vest or backpack Added: Vehicles from the Reaction Forces Creator DLC can spawn if the addon has been enabled Added: In multiplayer, the Alchemist game mode can now be enabled in the mission parameters Fixed: Minor issues with the skip tasks mission parameter setting Fixed: Despawn of civilian life when player is in a village Tweaked: Slightly increased the amount of gathered intel in singleplayer Tweaked: Removed randomness of the soldier recruitment in singleplayer Tweaked: Few script changes in hopes of increasing Linux dedicated server compatibility Alchemist Added: Weapons from the Reaction Forces Creator DLC can spawn in supply crates if the addon has been enabled Added: The new GM6 Lynx (Snake) and SLR Para variants will spawn in supply crates Added: The ability to hack and disable UGVs if the player has a UAV terminal (looted from CSAT soldiers) Fixed: Player can't teleport anymore when incapacitated or dead Tweaked: Marid (HMG) ai gunner behavior has been improved a bit ION Weapon Systems Fixed: Clutter cleanup didn't cover a few edge cases in the Support simulation Fixed: Medical tents in the Rifleman simulation should be regular tents Tweaked: AI skill in the Assault simulation has been reduced a little bit to be more forgiving Last Stand Added: Enemies can spawn with weapons from the Reaction Forces Ceator DLC if the addon has been enabled
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This seems ai related - we have no influence on that stuff / wouldn't even know where to start looking there. The Hellcat variant inherits from the vanilla Hellcat, so its stats are almost identical except for the MFD hud and the weapon pylons.
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The Ghost Hawk doesn't have pip screens like our vehicles. The Pickup has 3 pips (left, right, center mirror) and the Cougar has at least the gunner camera, or the 2D map in the unarmed variant. Also some of the civ variants have an optional mirror, which is also a pip screen. I believe it's simply a hardware issue, since I have constant 60fps (frame lock) in the Cougar. Here's the thing: The external LOD has more selections and more polys AND actually shows some of the instruments enabled same as in 1st person LOD. Basically, LOD0 is heavier than the View Pilot. The only actual difference is that the View Pilot has pip screens, while the external LOD0 has none. There is no script or anything else running that would drain performance when in 1st person but not in 3rd person.
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There is no Wildcat, it's "Hellcat" for all of them. That's why I didn't change Czapla either. Wildcat was used in Arma 2.