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vagrantauthor

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Everything posted by vagrantauthor

  1. vagrantauthor

    Marksman Update changed Stance Adjust control configurability

    Unfortunately, this doesn't work quite so simply for people who used a mouse button as their stance adjust key. For example, I used MB#5 for my key, but Arma does not allow me to set up the controls with MB#5 + W,A,S or D. Whenever MB#5 is pressed, it is registered by itself regardless of whether or not I push another button. In other words, pushing MB#5 and W results in these keys being individual "stance adjust up" options, not both of them together. There would be no problem at all if I and others like me were allowed to set up a mouse button + a keyboard button together, which we cannot do. The only possibility is to use the options from this list on the right of the customize controls box, and that list is not all encompassing of the possibilities.
  2. vagrantauthor

    Marksman Update changed Stance Adjust control configurability

    Thanks for the direction, oukej. After following some links through the links you provided, I found an assigned ticket dealing with something close enough to the problem I've described that I think fixing it will fix my problem. My fingers are crossed for a future update. EDIT: http://feedback.arma3.com/view.php?id=23450 This is the ticket I found, by the way.
  3. vagrantauthor

    UK Special Operations A3

    Hello massi. I love your units and weapons, and I'm looking forward to future versions of the vehicle pack. I have a couple of questions I'm hoping you'll have the time and/or inclination to answer: -Can you release a version of your uniforms/equipment without dependencies on the weapons and vehicles? I'd love to use the gear, but I don't have a place for the other addons at this time. I saw this question asked earlier in the thread, but I didn't see an answer when I scanned through (though I did read fast so I could have overlooked it). -Could you include long-sleeve versions of the uniform color combinations (for example, Tan shirt with Multicam pants). The rolled-sleeve versions are nice, but the absence of long-sleeved versions strikes me as odd. These questions relate to all of your uniform packs, not just the UK units. Thank you for your efforts, regardless, and keep up the great work. On a side note, I am thoroughly impressed with the way your weapons mod has improved over time.
  4. vagrantauthor

    MK18 Mod 1

    If you're having issues with ASDG_JR, make sure you're using the latest version of Joint Rails (v.0.11 I believe). Also, make sure you have no lingering files from previous versions in your mod folders. For the mag issue - I don't know. There must be some conflict with mods you're using, or perhaps something wasn't installed properly. Make sure everything you are using is up to date.
  5. Thanks for this release, massi. I see what you're going for, and I think you're definitely on the right track. Lots of bugs, though. Many vehicles float above the ground (Hilux), steering wheels rotate in the opposite direction of travel (vehicle turning left, steering wheel rotates right), and some variants of the humvee's change color scheme when viewed from first person (desert GMV becomes woodland GMV). I haven't played around with all the vehicles yet, so I can't say much more than this. I hope you're able to sort these problems out. As it is, they make very good targets in coop play versus AI.
  6. vagrantauthor

    MK18 Mod 1

    For those having issues with attachments - make sure your ASDG_JR is up to date. Mine was 0.8 and bringing it up to 0.11 (current version I believe) solved the issue for me.
  7. vagrantauthor

    MK18 Mod 1

    Awesome. Thanks for keeping at it, Ardy.
  8. Hello. First and foremost, I must say MCC Sandbox is probably my favorite mod for Arma. It gives me everything I need to hop into a map and just start playing without having to build and script something in the editor for hours on end. My infinite thanks to its makers! My reason for posting (beyond thanks) is I'm having a CTD issue with the armed offroad as used by CAF Aggressors. The CTD's started within the past two days since I began playing around with r10 (I've been putting it off). I believe it has something to do with the caching system. The reason I believe this is: I use an empty map with player character and Arsenal attached to an ammo crate. I create a zone and generate a simple mission (acquire intel). If I tell the mission generator to add vehicles, then an error will pop up on my screen during generation (something about turret optics), and the game will crash as I near the objective area. If I tell the generator not to add vehicles, then no error or crash occurs. If I SPAWN a single, occupied armed offroad within a zone, then a crash will occur either after a short period of time OR after being within a certain proximity of the vehicle. I'm not sure which, though I suspect proximity. If I CREATE and place by hand a single, occupied armed offroad, then no crash occurs. The crash also occurs when using the occupy zone option. Relevant files are: 2014-11-01_09-36-15.rpt, 2014-11-01_09-36-15.mdmp, and 2014-11-01_09-36-15.bidmp. My first assumption is always that I am doing something wrong. I have been using the same mods for ages, and have made few changes recently. The only change I made since this issue began was to disable ASR AI in favor of GAIA. Again, the reason I am posting here is because the crashes only occur when using MCC's mission generator, occupy zone, and any other MCC option of spawning a unit which potentially cache's the unit rather than placing it directly on the map. I will continue testing things in what uneducated ways I can and post here if I discover anything further that might be relevant. I would greatly appreciate any assistance in solving this issue. Thank you.
  9. vagrantauthor

    RHS Escalation (AFRF and USAF)

    Great work people. I see a lot of potential here. I hope you don't get burned out on this stuff before the mod can see full release. I see that happening a lot with this community nowadays. :-( Regardless - I'll be keeping my eyes on this one. Thank you for your work.
  10. Thank you for your reply' date=' kju. What would you suggest I use instead of the internal mod loader? BIS' launcher does not work for me. Nothing ever shows up when I try to open it - even when I temporarily ran the dev build a week or two ago. Update: After researching my issue for the fourth or fifth time, I stumbled across this ticket (0020343). Nevermind about the launcher recommendation - unless you know of something better than the official launcher. Thanks again!
  11. Thank you kju and everyone else involved in making AiA happen. It's an incredible contribution to the community. I'm receiving a few errors when loading A3 with AiA Standalone. Here's my most recent rpt log: arma3_2014-09-16_15-50-48.rpt I'm fully open to the possibility that I'm doing something wrong. I just don't know yet what that is. My thanks in advance for any assistance.
  12. vagrantauthor

    [COOP] All Out Warfare

    Amazing. Thank you!
  13. vagrantauthor

    [COOP] All Out Warfare

    I am constantly amazed by the Arma series/modding and its ability to break itself through otherwise nonsensical means. I turned on ALiVE just last night, but I suppose I'll be turning it off again. Thanks for your reply, vinceXD. I appreciate the assistance greatly. Also - I am loving the ambient combat aspect of the mission. Putting myself into a battle larger than "me versus whoever" was the entire reason I activate ALiVE in the first place. Thanks! Update: I've played around with V1.3 a bit more (love it!) and experienced a fairly big issue. Enemy AI are not afraid to use the helipads around base to drop off troops. Because the player is unable to shoot within a certain distance of the base, this means the AI can show up and "spawn camp" the player base with ease. Consider making an off-limits zone over and around the base to deter AI from entering.
  14. vagrantauthor

    [COOP] All Out Warfare

    I'm loving the mission, vinceXD. I've enjoyed watching it grow since you first introduced it. Keep up the good work! I'm having an issue that is not limited to your mission, but is painfully obvious because of how many objects use it. It appears that the command "this enableSimulation false;" now causes whatever object it's called upon to be removed or deleted. Essentially, most of the objects in your base including ammo boxes and fortifications are gone. As I stated previously, this issue is not limited to objects in your mission, but any mission that uses this command. I am absolutely open to the possibility that I'm doing something wrong, but I have no idea what that could be. I've used Eliteness to open the mission and take a look at what the issue is, but I cannot for the life of me figure out how to fix it except to go through each and every item and remove "this enableSimulation false;". Any suggestions?
  15. vagrantauthor

    MK18 Mod 1

    I know working on this rifle pack has been a pain in the @$$ for you, but I'm happy to know you're still chipping away at it. I cannot wait to put them to use once again.
  16. I placed "["AmmoboxInit",[this,true]] call BIS_fnc_arsenal;" in the init field of an ammobox and it works in Editor Preview. When I save/load the mission in Local Multiplayer, it does not work. If I go back to the Editor and Preview, it works. Anyone else with having this issue? The missions have nothing more than playable units, a respawn marker, and a crate with Virtual Arsenal access called in its init field. The purpose is to use MCC/Zeus to build missions on the fly so no other assets have been loaded. The kicker here is that there is a single mission where Virtual Arsenal works in Local Multiplayer, and that is a simple firing range I built. Prior to Virtual Arsenal, I had Tonic's VAS attached to two crates at either end of the firing line. To test Arsenal versus VAS, I called Arsenal in one crate and left the other with VAS. This mission works fine both in the Editor Preview and in Local Multiplayer, but I can load up another mission with only Arsenal called on a crate and Arsenal will not function. Edit: I tried the missions I've been having trouble with on my own dedicated server (same pc as client) and Arsenal works fine. It seems it only does not want to work in local multiplayer loaded through the client for me.
  17. vagrantauthor

    Authentic Gameplay Modification

    Does AGM prevent statistics from showing in multiplayer? Specifically, I'm no longer seeing the number of kills made when "P" is pushed or the statistics screen is shown at the end of a mission. They only tell me the number of times I died. Clarification: I have my own dedicated server and things are set up, both on my client and my server, to allow players to see these statistics. They stopped showing after installing AGM.
  18. vagrantauthor

    N'Ziwasogo A3 terrain (Released)

    @Dr@gon: Thanks for the offer, but I've just learned that it is not necessary. I usually keep previous versions of everything, too, but this one time, man - this *one* time I don't... Worked like a charm. Until you mentioned it, I had no idea Lifter had been hotfixed. Thanks for pointing this out. I wasn't honestly convinced anything was wrong with the map, but switching back to previous versions of things is simply an early step in the troubleshooting process for me.
  19. vagrantauthor

    N'Ziwasogo A3 terrain (Released)

    Would anyone happen to have a link to the previous version of this map? I'd like to do some tests because the current version (0.5) does not function correctly. Load times are extremely long and end up with one frame for every couple of minutes in single player before smoothing out to normal. I cannot play it in multiplayer because it never goes back to a normal framerate. The previous version of the map did not do this, and I'm curious to see if that is still the case or if one of the few mods I've downloaded (RAV lifter and VQI HALO, I believe) since updating the map is causing some kind of conflict.
  20. After further testing, I have to report the same issue. Sometimes I get chatter and the all-important countdown to jump in the day, and more often at night, but this information isn't given all the time. All too often, I have to wait inside the C130 over the jump target for quite a long while with no green light or signal just to make sure I won't end up on the other side of the map when I jump out.
  21. I know this has been mentioned, but just to add one more tick to the report: My GPS no longer works after "CLEARED for TAKE-OFF" is selected. Reloading gear through VAS and/or un-equipping then re-equipping the GPS does not fix the issue. I lose my map abilities sometimes, too, though not every time. By this, I mean the game will infrequently act like I do not have a map equipped and behave exactly like the GPS. Also, is there a way to prevent music from playing? I'm a no sound-track kind of guy. Otherwise, I'm really enjoying this mod. I look forward to seeing some of its kinks worked out so the mod can go from "pretty good" to "hell yes!"
  22. vagrantauthor

    Nomex Coveralls Expanded

    This looks really nice. I'm glad to see an expansion of the coveralls. Do you have any plans for adding kneepads, rolled sleeves, or other things to the uniform, itself?
  23. vagrantauthor

    Map Textures Script

    I was just about to ask, but you beat me to it. Having this option at all is handy and much appreciated, but could it be converted into addon form? It would be the pinnacle of convenient at that point.
  24. vagrantauthor

    No Idle Animations Mod

    Thank you for this. You have corrected the entire reason I never lower my weapon.
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