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KEVINMGXP

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Posts posted by KEVINMGXP


  1. Hi,

    I updated my account credentials today and when I try to enter the forums I received this error code: 2S119/1 

    After a while I was able to login on the forums but I am not entirely sure that everything is working correctly. Such as my username is not showing correctly on the upper right side. It still shows my old screen name and not the updated one from my bohemia account? I am not even sure I will be able to post this to be honest 😕

    edit: upon post it seems to work, but the screen name here is still not showing the correct updated screen name from my bohemia interactive account any idea how to fix this?


    Kind regards.

     


  2. On 1/18/2019 at 8:29 PM, alky_lee said:

     

    In the .hpp file you can either change the hud_active value to 0 which will stop the HUD working, or change the tpw_hud_addtac to 0 so that it won't work unless the unit is wearing tactical glasses.

     

     

      Reveal hidden contents

    // HUD
    tpw_hud_active = 1; // 0 = inactive
    tpw_hud_range[] = {25,500}; // effective minimum and maximum range of goggles to scan for units
    tpw_hud_vehiclefactor = 1.5; // Detection range multiplication factor for vehicles (eg 1.5 = 750m max detection range for vehicles vs 500m for units)
    tpw_hud_colour[] = {1,1,1}; // HUD colour
    tpw_hud_friendlycolour[] = {0,1,1}; // friendly colour
    tpw_hud_civcolour[] = {1,1,1}; // civ colour
    tpw_hud_enemycolour[] = {1,0.5,0}; // enemy colour
    tpw_hud_squadcolour[] = {0.5,1,0}; // squad and marker colour. Default icon colour for all units in the default simplified HUD 
    tpw_hud_alpha = 0.4; // initial transparency of HUD. 0 = invisible, 1 = opaque
    tpw_hud_asl[] = {0,0.6,0.456,1}; // ASL = height above sea level. [1 = active ( 0 = inactive), 0.6 = X position, 0.45 = Y position, 1 = text size]
    tpw_hud_azt[] = {0,0.5,0.452,1}; // AZT = azimuth (direction of gaze).
    tpw_hud_grd[] = {0,0.4,0.45,1}; // GRD = GPS grid coordinates.
    tpw_hud_lmt[] = {1,0.4,0.5,1}; // LMT = local mean time.
    tpw_hud_tmp[] = {1,0.6,0.51,1}; // TMP = temperature (from TPW FOG) .
    tpw_hud_hlt[] = {1,0.4,0.55,1}; // HLT= health.
    tpw_hud_rng[] = {0,0.5,0.56,1}; // RNG = range to centre of player's gaze (performance heavy, disabled by default).
    tpw_hud_vel[] = {0,0.6,0.57,1}; // VEL = speed of player (or player's vehicle).
    tpw_hud_prx[] = {1,0.5,0.505,1}; // PRX = display numbers of nearby units.
    tpw_hud_unit[] = {1,1,0.25,0.75}; // UNITS/MARKERS displayed on HUD, where 0/1/2 = disabled/simplified/full, 1 = icon max size, 0.25 = icon min size, 0.75 = text size ( 1 = same size as HUD text).
    tpw_hud_offset[] = {0.34,0.26}; // HUD offset. [x,y] -0.5 to 0.5
    tpw_hud_scale = 0.7; // HUD scale. > 1 = larger
    tpw_hud_textscale = 0.7; // HUD text scale. > 1 = larger
    tpw_hud_degradation = 1; // HUD performance reduced with distance. 0 = no degradation
    tpw_hud_thirdperson = 1; // no HUD in 3rd person. 1 = HUD in 3rd person
    tpw_hud_addtac = 0; // automatically add tactical glasses to the player's inventory if they are not already carrying/wearing them. 0 = don't add glasses
    tpw_hud_audible = 1; // audible warning when enemies detected. 0 = no audible warning.
    tpw_hud_icons[] = {24,23,30,29,24,23,30,29,22,20}; // HUD icon types, see key below

     

     

    Hey, this helped me out a bunch. 

     

    Do you also know how to disable the notification popup on TPW load? It seems that there is a popup right upper side and when recording cutscenes this is rather annoying so I want to disable it if possible.

     

    Edit: Never mind, I feel a bit stupid that I asked. If I only had taken a bit more time before I popped the question! I have been reading through the .HPP file and it was right on the top of it . ...

     

    // STARTUP HINT
    tpw_hint_active = 1; // 0 = inactive

     

    best of regards 

    • Like 2

  3. 8 hours ago, alky_lee said:

     

    You can turn it off in game, just by putting the tactical glasses in your vest instead of wearing them. I use that method when taking screenshots.

     

    Ohw I hoped that I could change a specific true-false state in one of the setting files so it would be off at default  :s the thing is I am playing through the cold war campaign again and with the many cutscenes the hud shows through the scene at times and this doesn't really feel right :D  


  4. 6 hours ago, road runner said:

    Perhaps they own the copyright of all such items and are being protective towards their product?

     

     

    I think you are missing the point, being repressive towards modders who create their OWN content for free WITHOUT COSTS to be used in another game which is not even related to them except of the fact that it is based on something that they created hardly reflects their copyrights nor does it harm their IP in any way, sorry but I can not really agree with that statement that they are protecting their products when it is not created by their hand meaning created from the bottom up by modders from the hobbyist perspective.

     

    I do understand that a developer wants to protect their product but in my book this does not apply to this case, if I would follow that logic I wouldn't be able to create my son's or daughter's own lightsaber or Jedi costume and play with it just because Disney didn't give me the permission for it. The content created by these modders are in my eyes created from the ground up and is not theirs to claim in my opinion, modders should be lawfully be protected to make such things without the worry to be prosecuted because they want to offer friends or communities their OWN created content and play together.

     

    6 hours ago, road runner said:

    Excellent response... not :headscratch: 

     

     

    Plain and simple yes, people like you and Disney see these topics to black and white while there should be a more gray area around this which would be perfectly co-existant with the protection of the copyright laws, in this case, it is not because they say no that it should be a no because they said so. This is NOT about their content being misused it's about content created by others "who are, I agree, strongly relying on visual aspects created by Disney in their movies, cartoons, and games alike," offered freely in another game for personal use with friends and community without cost.

     

    Copyrights should not be restricted and implemented in such a repressive way in this case as it doesn't really harm Disney or businesses like them financially or at least I can not see something bad coming from it as long if it is used in such a way as described. Look at Mass Effect which is another nice IP I can name a few game where MOD developers recreated that world in another game e.g. Stellaris, Homeworld. Same goes for example Lord of the Rings which is also is owned by Disney those modders recreated LOTR's word nicely in Medieval II Total War, also known as Third Age Total War, strangely Disney did not put a DMCA on it at all but they did surprisingly put a DMCA on a modification which would recreate Lord of the Rings in Skyrim, which proves kinda exactly my point!

     

    I can not get rid of the idea that Disney uses copyrights in similar cases based on clouded judgements, not backed up by decent arguments that would harm them in a way that these modders are in the wrongdoing, in such a case we even have a law here, when freely translated, it means "The Wrong Uses of Right" in this case the wrong use of the copyright infringement which leads to a unrightfully take Dawns based on their personal opinion, not because it really harms their business or their IP in general.

     

    Best of regards


  5. On 2017-6-14 at 4:50 PM, haleks said:

    We've already "lost" excellent modders over that kind of nonsense - and now Pomigit seems to be giving up too. This is doing more damage than good, all over the board, and I think we are in fact pretty civil, all things considered

     

    It is definitely sad, Firstly I personally really hate the fact that license owners like Disney are so repressive towards modders who are creating their own content from the Hobbyist perspective. I think they should actually motivate this kind of work and they should be more proud of what is being created by these people and instead of putting them down they should offer these Creators Legal protection from such nonsense if they do create it from the ground up. There should also be some sort of protection towards intellectual property theft for modders when it comes to creating these MODS, however, as long if we do not see such a legal structure around the work delivered we will keep seeing these things and legal issues will keep rising up whether we like it or not, while it is sad, we personally as the user can not do anything about it but I do believe "and this is like with everything" if modders stand up against it together things can change but only those involved in such an undertaking can do something about it.

     

    Crowdfund legal actions against dumbwits like Disney and shut them up for once and for all so they can not take the hard work away, force something out of the sleeves of the hard working modders who do it with their heart and soul that's the only way I see something changing as for the nitwits that like to steal intellectual property goods I want to be clear I talk about those modders that really create their own stuff, or at least refer to the original creator of the MOD being used as those do earn that respect, your kind definitely not!

     

    best of regards.


  6. same here, i constantly endure internal server issues when i try to enter the unit section, either while trying to manage the unit profile or trying to manage members, I also get reports from those that visit the page to endure these errors. It is kinda a pain if you use that page as that one page to let people enlist to your clan.

     

    I would like to see it fixed 

     

    best of regards.

     

    lhq


  7. On mission 3 i cant seem to continue when the shopper lands the units inside disembark and when me and my team embarks the shopper we end up just waiting for the shopper to start moving, but the shopper does not seem to move at all. Is this due to the new expansion being released? 

     

    best of regards


  8. I am one of your first customers

    First off I wonder why people always have to do this :p I cant help to notice but I wonder where it will make any difference to what you are trying to say, If i can count you are around 34 years 35 years old? I guess you can figure out where I am going with this :cool:

    But I am sorry guys, i gave you enough time to fix this issue, the game is out of beta for a long time now

    and I am sorry to say but Multiplayer is still no where near playable.

    LAG LAG LAG, nothing helps.

    There is no pun intended and I may get flame-bated over this "how to 101 reply", however every word is meant well. The first thing i would like to know is what do you actually mean by saying "lag"? Pure connectivity issues or FPS drops? What kinda missions are you playing? And are you the only one lagging on those servers? Some missions are poorly written and can cause massive fps drops, do you endure the lag also when you try to do some single player missions? Exclude eventually where the issues are not persistent and move on from there.

    Unless you are willing to make a serious commitment to fix the multiuplayer issues this game has,

    and not just make more DLCs while the game is not even playable.

    Net lag is not something that is caused by BIS "perce" it might but it is very often not the case; don't forget they do not actually run those servers, if i for example want to run a server on a pore connection it may cause you to lag eventually but this is not due to the pore optimization of bohemia interactive but rather to the mere fact that you are connection to a server which is not that healthy for your game experience ...

    But why did I write this post maybe some of you wonder,

    well because i truly believe BI didn't optimize MP like they can.

    I am going to contradict this, I am running my internet on a 200 meter distant wireless connection way to the back between two TP link adapters with two large antennas, they are both about 2 meters high, one is on the front of the street and one on the back end yard and even I don't endure the lag you are claiming to have, and I have been connecting to a friend who is established into CHINA so i am sure the multi-player part is pretty well covered if you ask me, pore optimization in my book is when a larger part of the player base endures the same issue you have and i aint seeing anything like that yet.

    This doesn't necessarily mean that there isnt any problem on Bohemia interactive's behave but it indicates that it is unlikely that the problem can be fingered towards pore optimization of the multiplayer platform it self, in my experience I suggest to try to locate the source of your problem "i know you are tiered of it" but look if their might be something wrong with your ISP, maybe your settings are not coping with the heavy mission load, there are so many reasons why you may enduring the lag but make up a list and check it off.

    Multiplayer Net lag:

    -> not only test it on the servers you want to play on but also try other servers, try to host one with a friend or the other way around and look how it pans out, use tools to monitor net behavior when you stress the net (ping it to the source to see if there are any packet losses, do this wile you are playing the harder you stress it the better you get an insight on what is going on. Try alternate DNS settings on your network routers and or modems, also be aware that some internet security programs or other background programs may also cause you to lag, try a clean reboot and start up a fresh Arma without any mods what so ever try not to use any other programs and see if the issue still persist.

    Anyway: Sorry if i sound so trivial but whenever a player endures lag like you claim to have, compared to a larger player base? I can assure you that 95% of those issues can be fingered to that player's own game setup, connection or their own ISP.

    In the mean while I wish you luck on your search for a fix ...

    Best of regards

    lhq.


  9. don't worry, there's a lot planned concerning the US side inside the RHS' hat :)

    Nice to hear however i also really like the Russian side they are really well don but it would be nice to see a Venom and other USMC equipment in there e.g. LAV-25; AAV 7A1; Harrier II; Super Stallion FTW :D; Osprey I gonna stop now :p

    Kind regards

    lhq ...


  10. 1.000.000 Views!!!!! Thank you guys so much for you anticipation!!! You are awesome!

    LJ

    Well you most surely earned it, and its not you that need to thank us, but we that have to thank you for the great additions you made so far. In the end if it wouldn't be that good as it was and as it is now then it wouldn't go near the attention it got from the community eater, anyway in the mean while I am quietly anticipating the release of DragonFyre ....

    :dancehead:

    best of regards

    lhq ...


  11. If someone have problems with terminology, please read the damn "<<<<--- is this really necessary?" documentation people!

    I appreciate the documentation however not sure how you see it but when I launch Arma cwa .1 .2 or 3 I already spend a ton of time on the armawiki pages if you add simple descriptions for the editor to use RHS units it will be more clearer for its end users and it would be more user friendly in general. Not that I have huge problems with it but I for one only give constructive criticism to a modification I like a lot but I would appreciate (in my opinion) a more cleaner configuration like the one from EvroMalarkey which gives more a authentic armaverse feeling or Defunkt's option which leans to a more cleaner but realistic configuration with proper direction on what each section does without the need to dive into yet another wiki.

    On another note I encountered a issue:

    So far i only encountered this issue with the HIND's and this happens on a clean RHS Escalation installation

    * when you place a hind on the map already flying the hind will have fuel but it is drained rapidly ...

    * when you place a hind on the map not flying e.g. empty or occupied, when you start the engines the hind's fuel capacity will be drained immediately

    other mods used:

    CBA_A3

    A3MP

    jsrs2

    XLA_FIXED_ARSENAL

    TMR

    asdg_attachments

    asdg_jointrails

    babe_me

    so far it also seems to happen when i do not load the above modds alongside RHS Escalation ....

    Best of regards

    lhq ...


  12. While I have patched some alterations for myself I still fundamentally prefer the RHS arrangement with each arm of the Russian military displayed as a separate faction. It's entirely analogous to the way US Army and USMC (US Navy, US Coast Guard etc.) are typically always listed as separate factions. I don't think I've ever seen a mod that just includes "United States" as a faction with the various arms as separate vehicle classes (and I appreciate consistency in such things).

    the problem with their arrangements is that I for one don't know what section is doing what in the Russian army

    Russia VV

    Russia VDV

    Russia VMF

    is not meaning anything to me and to me its just looks like a messy configuration where I need to look and dig to deep for the right units and their roles but that is kinda my personal opinion :D ... now if it would be like you're arranged configuration it would be more clear for me what kind of role each section is doing in Russian Federation Army,

    For now i will have to do with the above fix ;-)

    lhq ...


  13. So I made improved version of RHS Merge config by Rydygier. If anyone want RHS editor structure more Arma 2 like here is the link - GOOGLE DRIVE

    Now it also changes vehicleClass to BI standart and changes name for every vehicle, so there are no duplicates and it's easier to navigate in editor and zeus. Also done for USAF, this config requires both mods.

    In editor it looks this way:

    [table=width: 1200]

    [tr]

    [td]http://i.imgur.com/ucC2isQ.jpg[/td]

    [td]http://i.imgur.com/DdXPlDq.jpg[/td]

    [/tr]

    [/table]

    I like RHS Escalation as it is but with this i personally like it a little bit more.

    In its original state the mod expansion is "although top notch work" kinda messy in the editor, I spend like 85% of my time into the editor in Arma 3 so maybe they can opt to implement this kind of configuration into the next release just for the sake of sanity :p

    lhq ....


  14. hi i installed JSRS 2.2 like all my other mods, but there is no difference from the vanilla sounds, so it must be not working somehow! How do I get it to work? Thanks

    How do you launch arma? do you do this trough steam or do you have a custom shortut? make sure the startup parameters are always correctly set

    for steam it would be without any other mods

    -nosplash -mod=@cba_a3;@jsrs2.2

    for a custom shortcut this would be

    "C:\Program Files (x86)\Steam\SteamApps\common\Arma 3\arma3.exe" -nosplash -mod=@cba_a3;@jsrs2.2

    If the above is don correctly and it still is not working properly then i would not have a clue how to help, but the only thing i can think of now is that it sounds like your startup parameters are not set correctly. You can check ingame in the expansion list to see if JSRS or any other mods are launched or not "when this is not the case" -> i suggest to launch the game with those startup parameters given above and see if it works then .... If it does work recheck your own shortcuts and see what is different you may have forgotten something "it happens when you add a lot of mods" mistyping something can happen easily "Especially :cool:" when you are eager to try something out :D ...

    additional note: make sure that your folders are named exactly as in the startup parameter line, "sometimes" I also dare to rename or even combine certain mod folders into one to keep my folders in my game directory at minimum. But if you mistakenly forget to rename those startup parameter mod folders then the game will not pick it up in its mod listing in game eater ...

    Anyway hope it helps ...

    @LordJarhead

    Nice to see you back around here, still using both of your mods ofcourse :D it seems this one is going to set JSRS 2.2 on the background non the less also a nice addition to the game but Dragonfyre sounds more evolved and it gives arma 3 that extra it needs to make it feel more complete, not that jsrs 2.2 is not doing a good job .. however I may say from what i heard thus far that this one is going to do the job a little better :p like usual keep up the good work ...

    best of regards

    lhq ...


  15. Hey Olli_ ,

    The pictures and all look very nice, the problem is that I really love to try it out but I am not willing to download it trough the steam workshop the main reason is that in its current stage it still bugs the hell out on me on many occasions, when i add items to my library e.g. addon or mission campaign on the workshop it tends not to download. I know it is not your fault that the download is not launched after applying the addon but it would tremendously help for those people that have issues with it to deliver a download to Armaholic.com?

    Best of regards

    lhq.


  16. Nice plane, only flew it around for a good 30 minutes, as far as i can tell no bugs this far.

    The entire model screams detail all over it, a plus for me is that the entire concept adds to the main Nato Faction with no intention to separate it from the main content. It feels like it is part of the game and it should belong there to begin with, I like the extra's a lot. To conclude If the aircraft carrier is at least build with the same love and care as this game model then it would be a dream coming true, at least for me this addition to the Make Arma Not War contest is one of the leading developments thus far.

    On a side note to the developers:

    (Would like to see an F-16 Block 52 variant) would fit perfectly next to this one, its however up to you guys ;) you may want to add one like that to the AAF side :cool: ->> http://www.beskid.com/NewsImages/F%2016%20Polski.jpg <<-

    Keep up the good work :)

    Best of regards

    lhq ..


  17. 9/10 The reason why is that everything can be improved the second thing is it was a bit short for my taste at least I expected to have at least a similar length of the previous two parts. I liked the miller ending a lot more then the other ending, it keeps you guessing and opens a window for more, at least for my taste this was a good total campaign in a whole.

    overall thumbs up for BIS on this one ..

    best of regards


  18. I love it, everyone expected to have a total win ending and then this turn around it is extraordinary brilliant.

    The thing is from a certain point of view you are in fact winning against the AAF, BIS actually did a good job during this last part everyone is actually excluding CSAT. One tiny thing doh I had little hopes that the last part would be at least as long as the other two parts but you cant have everything I guess :cool: ...

    The Miller ending is far more interesting.

    I second that, forget about the second ending and stick to this one :p and wait for a sequel :yay:

    best of regards


  19. Hey Nark0t1k

    I am reporting your post to the administration not because you did something bad but I have the feeling you did post this issue in the wrong section, by reporting your post I will ask the admins to move your post to the right section and by doing so it will help you to find your solution much faster in the process ;-)

    -> Right section: http://forums.bistudio.com/forumdisplay.php?167-ARMA-3-SERVERS-amp-ADMINISTRATION

    Do not re-post your question on the other forum section this one will be moved if I am correct ;-)

    Best of regards


  20. Goddamn this is so frustating!

    I've been able to modify all the blufor uniforms/textures with a small config tweak :

    	class B_Soldier_base_F: SoldierWB {
    	hiddenselections[] = {"Camo"};
    	hiddenselectionstextures[] = {"\a3\characters_f\blufor\data\clothing_sage_co.paa"};
    };

    This method, however, doesn't work with opfor units (I wanted to use the russian variation)...

    I've spent the last couple of days trying every trick I could think of (included replacements for a blufor unit using the opfor model), but nothing worked so far. :(

    Is this some kinda glitch with the opfor models? Did anyone else experienced those issues?

    It may be worth mentionning that "setObjectTexture" does work, but I'd like to create a new uniform/unit and, eventhough I've succesfully created various new uniforms, I'm struggling with this one...

    EDIT : Additionnal infos : changing the opfor model for a civilian made a difference : the russian clothes texture shows up - except, of course, it is all messed up since it's not applied to the right model. If I switch back to the opfor soldier model though, the new texture doesn't work... I'd say that something is definitely wrong with the opfor units. >_<'

    If anyone comes up with a work-around, I'd be super gratefull! ;)

    I am not an expert but I suggest to post your entire (not only a tiny part of the) config and tag (wrap) it in php code, it is slightly better for all of us to read and spot certain issues ;-)

    best of regards


  21. Yeah, I meant "is it possible to write them?"

    When you say is it possible to write them do you mean like they are written now or do you mean restructure the config coding?

    Is it possible to create a texture where the patches don't automatically show on both sleeves? For example, if I'm editing an AAF uniform and I try to put two different patches over the Altis flag on either side only one of the patches show because one of them transfers to both sides. I looked around and couldn't find any information on this.

    Sadly not, or at least not that I am aware off.

    If you look closely to the templates you have in many occasions you only get a single part of the uniform front side and back side of the pants and arm sleeves and when you re-texture those parts it will be shown (take effect) on both left and right sides of the uniforms. This counts also for the patches on the sleeves, I even had it on one of my nato armor vests when I wanted to make a certain part in cammo and the other part in a plain color. In the end it also textured a part that I didn't want to texture, this happens because some smaller single parts that you texture will be used several times this is why I only use figures and no letters nor numbers on my patches, however the only one I know were you can add a single separated patch is the AAF combat uniform the patch only has room for letters doh ...

    Not sure why they did it this way but if I need to guess I have to say to keep the files smaller? But that Is the only thing I can think of.

    Best of regards.

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