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vagrantauthor

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Everything posted by vagrantauthor

  1. vagrantauthor

    RH Pistol pack

    As a fan of pistols, this is my favorite mod by far. Thank you for keeping up with this stuff, RH. It's great fun to use. Is there any chance of having the M9 turned into an M9A1? The rail adapter that appears when attaching a flashlight could be ditched in favor of mounting directly to the pistol.
  2. First and foremost: I've recently come to love this addon and am putting it to extensive use during missions both SP and MP. Thanks for creating and sharing it! Next; I've found that using MCC Sandbox in a mission that already has VAS enabled via Tonic's scripts causes the mission-based VAS to be overwritten by MCC's VAS. Considering the updates and improvements to VAS, do you plan on updating MCC's iteration of VAS as well?
  3. vagrantauthor

    General Discussion (dev branch)

    How was the effect of suppressors on bullets tweaked?
  4. vagrantauthor

    J.S.R.S. 2.2 Soundmod

    Great mod, but I have something of an issue. Whenever I save a mission in the editor with JSRS active, it embeds itself into the mission.sqm. Specifically, the mission lists "jsrs2_amv7_marshal" under "addOns []=" and "addOnsAuto []=" which causes an error for anyone joining the mission without JSRS active. Is this something I can prevent happening in the future, or do I need to shut off JSRS and restart my game every time I work in the editor? Thanks again for this mod. It really improves the ambience - as intended. EDIT: Correction. JSRS is actually preventing others from joining my server, and once I have shut it off I have to manually remove its references in the mission.sqm in order to load the mission in the editor so it can be saved without dependencies.
  5. @Delta99 - The individual's inability or lack of desire to read certainly isn't ARJay's fault, but understanding is in the hands of both readers and writers. There's a whole career field built around it, actually. But aside from that; I used the option as it seemed most logical, and it didn't work. I had synced the vehicles to the profile module and set it to "Do nothing with synced units," but the module was still syncing them which caused the issues I described. Now that I have told it to profile only synced units without syncing anything to it, editor-placed vehicles function as intended. It works, but it seems kind of backwards considering the options given. Regardless - thanks for the assistance. Everything is working now to the best of my knowledge.
  6. @I WUB PUGS: Make sure those OPCOM's are sync'd to placement modules (Mil or Civ) which are set to spawn units and not objectives only.
  7. I just realized I turned TFAR off a few days ago. It hasn't been activated since I started playing with ALiVE. The only mods I'm running (again, excluding weapons and uniforms) are CBA_A3, ALiVE, Zeus, and TMR. I have had no issues with AI behavior while using both ZEUS and ALiVE concurrently, but I have also not been using ALiVE's AI module. When I first started messing with ALiVE, I had issues with module activation at mission start. Turns out I kept syncing things wrong. The error messages and SHOW INFO button when placing a module helped me immensely.
  8. @Delta99 - I am using Tophe's Simple Vehicle Respawn Script v1.1. I have specifically told the Profile module to ignore the vehicles in question, but something is still affecting them - even when their init fields are empty. @friznit2 - In spite of the few problems I have encountered (most of them my own fault), the ALiVE system is very neat. I can see myself using it for quite some time. As far as player missions go; I understand. It could be great for supplementing mission designer intent. If something could be done to increase the random aspect of these side missions, that would only serve to make the system better for its end-users I think. EDIT: Are there any known conflicts with TMR or Task Force Arrowhead Radio? Those are the only mods I'm using (other than CBA_A3) that do more than add weapons/uniforms to the game. On the note of uniforms, I have configured the CQB module to work in the BLUFOR sector (successfully!). I immediately noticed a BLUFOR soldier walking around Maxwell in only a vest, helmet, and goggles. No weapons, no uniform. I was...uncomfortable with how close he seemed to want to be to my group at our starting location.
  9. I'm loving the system so far. Thank you for sharing it with us, and for taking the time to check up on the issues reported. On that note, I have the same issue as 1PARA{God-Father}. I am attempting to create a simple mission on Stratis in the pursuit of learning ALIVE. Empty vehicles I place into the editor are briefly removed (by the profile system, I assume) and replaced. Unfortunately, this behavior isn't always so clean-cut. Sometimes, the original remains and a new vehicle is placed in the same spot resulting in both vehicles exploding - repeatedly if it continues to add the vehicle. Sometimes ALIVE moves the vehicles to new positions within the area of their original placement, and then it adds the vehicles back to their original placement resulting in double the number of vehicles originally placed. Sometimes, though rarely, it seems to work perfectly and nothing is moved/explodes. This behavior is unpredictable. I am using a vehicle respawn script on these specific vehicles, but I have not tested for any changes to or removal of init field code. I have synced these empty vehicles to the Profile System module and instructed the module to "Do nothing with synced units." I am running mods, but they are mostly weapons and uniforms. I use Zeus AI, but I am not using ALIVE's AI Module at this time. Also, once the system is set up to my liking (modules, markers, etc), the OPCOM system will assign missions in a highly predictable manner. With my current arrangement, my first two assignments are guaranteed to be destroy Military Cargo HQ (Green)'s (first at Mike-26, second at Tempest), and my third will be to destroy a Solar Transformer at the south end of the airbase. Both OPFOR Military and Civilian Military modules are synced to the NATO OPCOM, and the marker coverage of the OPFOR modules includes over half the island.
  10. vagrantauthor

    MK18 Mod 1

    Ardvarkdb's stance on custom sounds permeates this thread. To sum it up, though - if you make a config file and send it to him, he'll check it out. At least, he would have at the time of that post several months ago. Aren't all muzzle flashes easy to see at night on full-auto? From what I've noticed, not even the suppressors suppress flash like they should. *coughBISpleasefixthiscough*
  11. vagrantauthor

    MK18 Mod 1

    Do you mean you are unable to hit things past 15 meters, or there are no dust effects or little black decals (or whatever they are) to show where a bullet hit on an object?
  12. vagrantauthor

    Virtual Ammobox System (VAS)

    Sounds like you have a cleanup script that is removing the box. Find that script and see if it has a space to include exceptions to the cleanup check, then add the classname for the box you are attaching VAS to.
  13. vagrantauthor

    TFA - Naval Special Warfare Gear

    I look forward to next Friday, then. After playing around with these uniforms and whatnot a bit more, I noticed they weigh significantly more than others - be they BIS' or other mod authors. Considering the limitations placed upon players due to stamina, would it be possible to lower this a bit? Thanks again for sharing this.
  14. vagrantauthor

    TFA - Naval Special Warfare Gear

    This is a great pack with great camo patterns. Thanks for sharing it! I do have to agree with previous comments about boot coloring. I realize it's on your list to evaluate, but I still feel it bears stating from those who think alike. My only difference with a previous comment is that I would like to see tan boots on the woodland bdu uniforms as well. I think they just look cooler all around when it comes down to it - and we all know its about style. EDIT: Oh, and why is the ARD.bikey included? Is it supposed to be there? I thought Ardvarkdb only released the MK18 pack for A3.
  15. I, too, am wondering if a parameter could be made to allow mod content, or to enable community weapons/uniforms/equipment in some other fashion. Please? On a side note, I have been looking forward to this release since A3 Alpha was first downloaded to my hard drive. Thank you.
  16. vagrantauthor

    ASDG Joint Rails

    I have the current version of FHQ Accessories pack (v1.3) downloaded from Armaholic. It specifically states this mod as a requirement, and it does function with RHARD_MK18 and vanilla weapons. Edit: Apparently, I wasn't running the latest version. I downloaded it and moved it for organizational purposes, but I forgot to install it then forgot I didn't install it. Thank you for pointing me in the right direction.
  17. vagrantauthor

    ASDG Joint Rails

    Thank you, Robalo. Here is the latest .rpt: arma3_2013-11-08_13-30-19.rpt Edit: I tried playing around with my load order to no effect. I am still unable to place FHQ accessories on RobertHammer's M4's/M16's.
  18. vagrantauthor

    ASDG Joint Rails

    Help me understand, please. With this mod and the appropriate sample configs, I should be able to place one of the FHQ accessories on one of RobertHammer's M4's, correct? Assuming this is correct: Why am I not able to? Everything is installed properly or as properly as I am aware to install them. I am not new to Arma, but sometimes things work a little differently from typical. Configs for the weapons mods I have are in place. I have activated the mods from in-game and restarted as prompted by the game. What am I missing? Assuming this is not correct: Nevermind. I was mistaken as to the purpose of this mod.
  19. vagrantauthor

    ASDG Joint Rails

    Does this mod only work with the DEV branch? Some of the posts I'm reading in this thread seem to suggest this. My reason for asking is I am unable to attach FHQ accessories to RH's M4's using the sample configs provided by Robalo alongside the rails mod. I have tried it from both the latest version of VAS (2.1) and by pulling accessories directly out of crates.
  20. vagrantauthor

    FUTARM: Altis/Stratis Inspired Digital Camo

    BIS is still in the process of changing carry capacities. I wouldn't regard the default items as a good basis for anything at this point. Of course, I say this in spite of a previous post asking for uniform capacities to be updated.
  21. vagrantauthor

    Zeu_CFGAIskill

    There are two Zeus AI skill mods, and this one is the newest. The older one still works for me on both my locally hosted server and on the dedicated run by the group I play with. I tested this one out as a potential replacement to the older Zeus AI mod because of how its touted, but couldn't get it to work after an hour or two. The older mod was practically plug'n'play and didn't require anything more than a bit of light reading to adjust skills to desired levels. I'm still betting it has something to do with the DEV build, though that's my usual assumption for problems.
  22. vagrantauthor

    FUTARM: Altis/Stratis Inspired Digital Camo

    Very, very good work. Keep it up, BloodoftheScribe. You're on a roll.
  23. vagrantauthor

    =BTC= Revive

    I don't have anything to add to your post, Sniper_Party, except to say that I have disabled BTC_respawn_gear and re-enabled VAS' Load On Respawn in the missions I develop/support for this very reason. I think the issue may have something to do with yet another DEV build update, because this function did work correctly only days ago without any changes to BTC scripts before or after the problem arose. Hopefully, BIS will settle down with background changes (as they should have during the Alpha) and we'll be able to stabilize the functionality of these scripts and other addons. As a reminder, Giallustio's group plays on the Stable branch, so these scripts are not really designed for DEV build in the first place.
  24. vagrantauthor

    MK18 Mod 1

    This earns a sad face: :( Truth be told, though, BIS hasn't exactly inspired me to play this game considering the way they've handled its development and release. I think some addon makers have been waiting for the final release before doing much else with their own plans, and I think they're going to continue waiting because little has improved. BIS is just as likely to change things to the breaking point now as they were in the Alpha.
  25. vagrantauthor

    FUTARM: Altis/Stratis Inspired Digital Camo

    Awesome. I'm very excited for your next update.
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