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Everything posted by vagrantauthor
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Null and Void
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FUTARM: Altis/Stratis Inspired Digital Camo
vagrantauthor replied to BloodoftheScribe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And that's weird because the main character in the campaign as it was last described (Miller) is with the British military. In fact, I think there were only a few named Americans on the NATO side for campaign if I remember the list correctly. Regardless, keep up the good work BloodoftheScribe. Also, nice name. -
FUTARM: Altis/Stratis Inspired Digital Camo
vagrantauthor replied to BloodoftheScribe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There are Helmets and Vests without patches for use by anyone. And really, having the US flag on the NATO uniforms defeats the purpose of calling it NATO. NATO isn't made up entirely of US forces. -
FUTARM: Altis/Stratis Inspired Digital Camo
vagrantauthor replied to BloodoftheScribe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is good stuff, Blood. I wouldn't call anything in this release a mistake. Most user-made uniforms/vests seem to be based on older configs than what BIS is currently running, which is understandable since they can't seem to decide on how much anything should carry. -
FUTARM: Altis/Stratis Inspired Digital Camo
vagrantauthor replied to BloodoftheScribe's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great job, Blood. I really like the look of this camo pattern, and I love the patches added to vests/helmets (Med, Eng, etc). I have a few requests or suggestions - however you wish to take them: -Please make the rolled-sleeve uniform the same kind of combat shirt as the long-sleeve version. That is to say, a solid brown body and camo sleeves instead of camo body and sleeves. -ECH (Light) variants of your helmets with patches like your current selection -Bring the uniform and vest capacities in line with BIS' current defaults. For example, the default NATO uniforms can carry 5 IFAK's, but your uniform of the same style can only carry 2 with an additional small item. -
I hate to say it, but this mod isn't working for me either. I'm on DEV build. I have run the test mission with and without the mod active both from the editor and in local multiplayer. The skill settings shown in-mission are identical (all 0.63xxxx) which means that the mod isn't actually running. All files are installed into their proper places and activated correctly as far as I'm able to do so. Any ideas on what may be happening?
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Giallustio recently looked over my rpt and revive_init.sqf files as I am having issues as well with the DEV version. He concluded that the issues had to do with the DEV build and were not in the script itself. He and the clan he is a part of play on the stable branch, so it's understandable that these scripts would be questionable on the DEV build. Now, the issues I have pertain to respawning on MHQ's designated within the revive_init.sqf. The basic function of reviving teammates still works, so try playing around with your revive_init.sqf until you find an option combination that works. Send me a pm and I'll give you a copy of mine, if you like. Of course, it might not work for you because Arma is Arma, but it does work for me and the group I play with on our dedicated server.
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Hello Giallustio, I've just started using this script in missions. I love its basic functionality (revive and whatnot) and the fact that mobile respawn points can be set with little to no fuss on the part of the user. However, I am experiencing an issue with mobile respawns. The respawn/dialog system works great until one of the mobile respawns is destroyed. The error that follows is shown on-screen and the respawn dialog no longer gives any options no matter the status of any other MHQ or Base: Error in expression <) : {_side = "BTC_mobile_west";_array = BTC_vehs_mobile_west_str;}; case (BTC_si> Error position: <BTC_vehs_mobile_west_str;}; case (BTC_si> Error Undefined variable in expression: btc_vehs_mobile_west_str File mpmissions\__CUR_MP.Altis\=BTC=_revive\=BTC=_functions.sqf, line 1588 It looks like there are other issues according to my rpt, but I'm not able to separate them from each other. Regardless, this is the one that pops up on screen when attempting to respawn after a designated MHQ has been destroyed. It continues popping up at the Dialog menu even after the MHQ respawns to its starting location 30 seconds later. The only option left to the player from then on is to close the dialog and respawn at base. I would appreciate any assistance you or anyone else may give in solving this issue. I'm eager to use this script to its full potential.
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zeu_ServerSkill (Serverside AI skill setting addon with userconfig configuration)
vagrantauthor replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This mod was installed properly and has worked for the longest time with very noticeable affect. I haven't changed a thing on my end, so I can only guess at this point that one or more of the latest updates have somehow broken it. Dedicated servers function a bit differently than local servers. It may still function find when dedicated. The AI is set to [0,2] and they're skills are definitely greater than these options suggest they should be. They're laying down very accurate fire from 100m+ with aiming accuracy of 0.2. They start shooting at me almost as soon as they appear in my sights with aiming speed of 0.35. I play alone on a local server (for benefits like respawn and whatnot) and my userconfig file reflects this. -
zeu_ServerSkill (Serverside AI skill setting addon with userconfig configuration)
vagrantauthor replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This may not come as a surprise, but I'm not so certain this addon is functioning on the latest DEV build. Come to think of it, I'm not so sure it's been functioning since the latest stable build, either. The reason I say this is because AI seem to be doing things the way they did before I installed the latest version of this addon. -
No worries on the update timeline. Not all pistols are out of sync, but many are. The USP sounds okay, as does the FNP45. The P226 sounds like its using the default Arma 2 reload sound, while others (like the M1911's) sound like they were made as equivalents of Arma 2's sound for that pistol. Does that make sense? Sometimes I don't know if I'm explaining things well.
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Virtual Ammobox System (VAS)
vagrantauthor replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
The instructions for making this work can be found within the first post of this thread (post #1 on page #1). There isn't an easier way I can think of to explain it than what Tonic has already written. -
You can try the SMG optics, but the difference in point of impact between rifles and SMG's is huge. That's why BIS made new optics for the SMG's. I don't think the SMG's will be closer to zero than the rifle optics for that reason. Still, the point of impact is close enough to the reticle that a little bit of practice will have you hitting your target every time.
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Would it be possible to switch the reload sounds over to the A3 pistol reload sound? The current sound is drastically out of sync with the animations. I noticed this the first time I tried the pack out, but I kept forgetting to mention it. Keep up the good work.
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I don't understand your reason for asking, Chortles. The SMG optics are the same as their non-SMG counterparts - they're just zeroed for SMG's because SMG's are different for some reason. The issue with sight zeroing has been discussed previously in this thread. I don't think a solution was found, or if it was it wasn't made known.
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but what in the wide, wide world of sports is happening? Arma 3 is set to be "released" in 30 days according to the main menu ticker, yet it's still technically (and I mean that word literally) in its Alpha state. Yes, I'm aware of the Beta moniker. Its development state, however, is Alpha. Features are not locked down (my biggest point toward this claim), game-breaking bugs are still being created/discovered/squashed, and stability is still questionable (certain friends have lost the ability to connect to my local server over the internet recently - without any changes to hardware/software outside of Arma 3). I know I'm not being very descriptive with my claims, but that isn't the point. The point is, Alpha is the stage when these things are sorted out. Features are played with, decided upon, and locked down. Content is created and fashioned for use. Beta is the stage when the bug squashing commences. I don't know what kind of road-map you guys are working with, but its definitions are very different from much of the game development community. Don't get me wrong. I absolutely love this game for everything it is and everything it could be. I'm writing this because of that fact. I don't want to see you fail. Regardless of whether or not anyone agrees with what I have written - the game that will be released on September 12th will not deserve the status of completed game unless all of these posts and SITREPS and SPOTREPS have been a farce. I don't know the business side of this endeavor. I don't know how much it will cost to delay the game further while features and whatnot are sorted out and completed. I can only hope at this point that the things being axed/scrapped/etc will be brought back in at a future time. It's been said this will happen, but this has been said of other things that have not happened. I'm worried, BIS. I'm worried because I care. No doubt some of my information is wrong or somewhat inaccurate. This post isn't really the product of reading the most recent SITREP; it's the product of watching Arma 3 grow from Alpha to Beta to near final release without ever actually feeling like it left its Alpha state.
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I understand what you are saying, but you have missed the point. I love what I have available right now in Arma 3. I can put it all to good use and have a good time. I love the fact that I have been able to watch the game grow over time at any price. I'd have paid the full asking price for A3 with the benefit of joining the Alpha if BIS had asked it. The issue is I am being told this game is near release (countdown and all), yet the basic game, itself, is far from complete. Much farther than thirty days and counting, anyway. With each update I have the feeling that BIS has yet to decide how any single aspect of the game should function (stamina/weight system, for example), and these issues should have been sorted out in an actual Alpha environment. We're now thirty days to release, we know we aren't going to receive the full game at release, and systems are still being toyed with as if they were experimental at best. The point is, I (a consumer and fan) have no idea what is really going on and what I see worries me.
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From what he's told me, ardvarkdb tends to keep a good record of the things people report about his mods. I don't think reminders are necessary since all the information is available throughout this thread, and might actually be more harmful with regard to inspiring him to continue his amazing work. I know it would annoy me, anyway.
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I haven't noticed a difference in damage, but then again it has only ever taken me two to three shots per AI since this pack was first released.
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zeu_ServerSkill (Serverside AI skill setting addon with userconfig configuration)
vagrantauthor replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm excited for the possibilities, Terox. Thanks for doing what you do. -
Nope. Just put the pbo files in the proper folders (for example -> steamapps\Arma 3\@RHARD_MK18\Addons) and enjoy! Of course, you'll need to place a crate or use a loadout editor like Virtual Ammobox System to access the rifles.
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zeu_ServerSkill (Serverside AI skill setting addon with userconfig configuration)
vagrantauthor replied to terox's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Inside your Arma 3 installation folder is a folder called "userconfig" Inside "userconfig" is a folder called "zeu" Inside "zeu" is a file called "zeu_ServerSkills.hpp" Open "zeu_ServerSkills.hpp" with notepad or Notepad++ if you have it (wonderful program - I highly recommend it). Inside "zeu_ServerSkills.hpp", find "_option = [3,2];" and replace the "[3,2]" with "[0,0]" to make the AI as incompetent as can be. Restart your server if it's already running, and enjoy not being shot every time the AI sneezes in your direction. These instructions do assume that the mod has been installed completely and properly. -
Virtual Ammobox System (VAS)
vagrantauthor replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Binocular and rangefinder no longer show up anywhere in the latest version of VAS (1.5). FYI if you weren't already aware. -
US Army & USMC Infantry Textures
vagrantauthor replied to sabre's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think your woodland MARPAT is by far the best uniform available to BLUFOR on Stratis. Some notes: -The T-shirt variants for all three patterns are listed, but they equip the Recon variant. Is this intentional? -The MC military cap causes the error: "Picture \sbe_a3_army\sbe\data\ui\icon_h_milcap_ca.paa not found" -Have you considered doing up boonies / ball caps / more military caps for these uniforms? Recon headgear is sorely lacking in Arma - at least, gear that matches your textures in color and quality. -
Thank you for sharing! I have a few notes that may interest you: -A lot of Multicam on the OD vests and OD on the Multicam vests. Because of this, the OD vests blend better with the Multicam uniform than the Multicam vests do. I wouldn't have pointed this out except that it doesn't exactly look intentional. The mixing is drastic enough that I think the vests may have been mislabeled in the config files. On a related note, I don't see many special operations members mixing camouflage patterns with their gear nowadays. It kind of ruins the effect for some of these modern camos. -Could you get rid of the "ribbed" effect around the knee pads and backside of the uniforms? I don't know about you, but those have always irritated me. Sabre did a wonderful job of ditching them in his Multicam and MARPAT retextures if you need reference for what I'm asking. Thanks for the wonderful release, Xaysana.