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Everything posted by Rich_R
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Pretty much this. Shame really, I was always amazed at the talent and effort of the Arma community. Think positive thoughts though!
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Just as a sidenote to the conversation, it's great to see activity on these otherwise quiet forums 😏
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You might have better luck asking over here. ARMA 3 - MISSION EDITING & SCRIPTING - Bohemia Interactive Forums
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Had a quick look around the new DLC. great job and thanks for everyone's work on this. A few questions. Found the gallery itself, but it doesn't appear to have a roof? I thought it was a glass ceiling at first, but saw the light tracking through the roof. Is the gallery itself added to the platform for those who don't own the dlc to see/use? Read the 'Art Gallery Objects' were added to the platform but wasn't sure if that included the gallery itself. Will the templates be released or enough info for groups to create their own customs dress uniforms? Saw the PBOs were locked. Nice DLC and great cause. Thank you for the opportunity to choose our tier and help out where we can!
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RQ-11B RAVEN for Arma 3 - RELEASED!
Rich_R replied to Feint's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's been nearly two years since the last post, or the modder was even on the BI forums. FYI. -
[Release] GOM - Aircraft Loadout V1.35
Rich_R replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What issues are you having? -
[WIP] Jedburgh Outfitters... formerly known as Black Hornet PRS
Rich_R replied to Nichols's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for all your hard work on this! -
Congrats on the release!
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[WIP] Terrain "Traira Operation" - Amazon tropical rain forest map.
Rich_R replied to Ogrinho's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
He hasn't been on the BI forums since 2018 so I don't think you're going to get a reply. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Rich_R replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We are trying to update our settings and take advantage of some of the new features. Quite frankly its a little confusing As example would be the following setting worked for view distance before the update. We want players to be able to set their own View distance; The confusion lies in which we should be overriding, both the mission and the client, or just the client? You can see from above we had to leave the server option of overriding the mission blank to make it work which seemed counterintuitive. Adding further to the mystery are the indication of the meaning behind the red and green x's and checks, which have different meaning depending on where they're placed. Anyone have an easy walkthrough or suggestions for this? -
RHS Escalation (AFRF and USAF)
Rich_R replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Our group appreciates the hard work and insane quality of the RHS mod pack:) thank you for everything RHS team.- 16539 replies
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I'm guessing you're referring to this link? Just as a FYI for @bdenny
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Al Ayadiya, Al Kut & other Iraqi terrain stuff
Rich_R replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Seen, thanks! 75 FPS with the denser layout and without lod’s, nice! -
Al Ayadiya, Al Kut & other Iraqi terrain stuff
Rich_R replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Those are some impressive looking shots! what frames were you getting with the density of buildings seen in the pics? -
https://youtu.be/mH-hL6IUZYk
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Rich_R replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found this on the ACE 3 website, not sure if it works Advanced Fatigue Framework · ACE3 (ace3mod.com) -
I wasn't sure if this should go here or in the ACE3 thread but its really an operational question and not a mod question. In the final stages of pulling together equipment etc for a possible new group and I've come to the topic of advanced GPS units. Have always been fond of the DAGR since Arma 2 days. Played with the MicroDagr but wanted the ability to punch in 8 digit grids for waypoints. I know you can click on the map for up to 10 digit grids but operationally, its great to present squad members with the actual grids to punch in. First question, am I missing something here with the microdagr? Second question, is the Dagr itself meant to still have the option of getting a grid coordinate using the Vector 21? Tried it and cant get it to work. Watched old tutorials and cant seem to find any new ones. Third question. I remember when this type of Dagr mod first came out there was the ability to share a set of waypoints among players, is that still a thing? Finally, is it my imagination or would the waypoints roll, when you reach your destination the gps would flip over to the next? Thanks for any help, pointers to tutorials that may help with the above. Watched a ton for the Microdagr but as mentioned cant find any decent ones for the Dagr.
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AI players appear when human player restarts mission
Rich_R posted a topic in ARMA 3 - TROUBLESHOOTING
In the last few weeks we've had the following issue on our MP server. Bear in mind, we have no AI in our squad. Everyone spawns in at the beginning of the mission. For whatever reason, player Joe restarts the mission. An AI takes over Joe's ingame character. When the real Joe comes back in game, we have one AI Joe and one Human Joe. We cannot delete the AI Joe with vanilla zeus. Tried googling this and couldn't find anything about it. Any help would be appreciated. -
I was a big fan of Murkspawn but had to find other solutions when it was no longer updated. It was pretty easy to transition over to JEBUS as they're used in nearly the same manner (JEBUS has more options TBH). Jebus - Just Editor Based Unit Spawning - ARMA 3 - MISSION EDITING & SCRIPTING - Bohemia Interactive Forums
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Agreeing with much of what’s been said here. Like the idea of CDLCs keeping the game fresh, but the way they’ve been rolled out and are managed really segments the player base and diminishes the reputation of the title. it’s simple things like being able to easily host the new content on a server, sharing assets and making sure the quality is there. Honestly, if BI are drifting away from the Arma series, they should let everyone know. Don’t harp on the celebrations or nostalgia of the series if it’s being put out to pasture. It would be a shame to leave the series in a bad light out of apathy or lack of effort.
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Al Ayadiya, Al Kut & other Iraqi terrain stuff
Rich_R replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
These look soooo nice!!! Great work! -
terrain Bastek - A middle east terrain with Arma 3 assets!
Rich_R replied to Vectif's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks good! Thanks for the hard work! -
Help modifying a mod pack
Rich_R replied to The_Thickness's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
First, this post should be over in this part of the forums - https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/ Second, you can’t directly edit bin file, but need ‘de-bin’ it. Then you can save it as a config.cpp file and edit away. if this is yours or your friends file, not only should they be able to give this in a cpp format, they should know this. If this isn’t your mod, make sure you’re not stepping over any lines in regards to the original mods creator(s) and their work. I would head over to this part of the forums to learn more about creating mods - https://forums.bohemia.net/forums/forum/162-arma-3-addons-configs-scripting/ and here for the tools you’ll need for modding - https://forums.bohemia.net/forums/forum/163-arma-3-community-made-utilities/ Good luck! -
Broken cTab - THREAD UPDATED WITH FIX
Rich_R posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
The latest update, and I think more specifically the addition of BIS_fnc_mapGridSize, has broken the awesome cTab. When starting the game and mission the following error appears It appears to work fine in-game When I peek under the hood this is the part of the config the error is referencing class RscTitles { titles[] = {}; class cTab_mapSize_dsp { idd = 13673; onLoad = "uiNamespace setVariable ['cTab_mapSize_dsp',_this select 0]"; fadein = 0; fadeout = 0; duration = 1e+011; controlsBackground[] = {}; objects[] = {}; class controls { class mapSize: cTab_RscMapControl { idc = 1110; type = 100; x = "safeZoneXAbs + safeZoneWAbs"; y = "safeZoneY + safeZoneH"; w = 0.01; h = 10; scaleMin = 0.001; scaleDefault = 0.001; maxSatelliteAlpha = 0; ptsPerSquareSea = 10000; ptsPerSquareTxt = 10000; ptsPerSquareCLn = 10000; ptsPerSquareExp = 10000; ptsPerSquareCost = 10000; ptsPerSquareFor = 10000; ptsPerSquareForEdge = 10000; ptsPerSquareRoad = 10000; ptsPerSquareObj = 10000; }; }; }; Anyone have an idea how the above needs to be changed to meet these standards? I'm going to reach out to the authors stated in (at least my version) of cTab and see if a) they have an idea and b) if someone can suggest a fix its okay to release an updated version. Thanks everyone!