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Everything posted by taro8
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M2 Slammer Firepower Upgrade Project v6.1
taro8 replied to taro8's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, should I leave it in? -
M2 Slammer Firepower Upgrade Project v6.1
taro8 replied to taro8's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure if it actually works. -
SOLVED: Got it working with this config: http://pastebin.com/B4i1TfjA Hi, I'm trying to create an upgunned version of the Slammer BLUFOR tank, while I was able to get it working through editing ACE, I cannot do so with a standalone version. When I try this config the changes to the weapons simply do not take effect. I'm running only this mod for testing.
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[Modded] Sometimes units placed in the editor have ERROR side
taro8 replied to taro8's topic in ARMA 3 - TROUBLESHOOTING
My guess it's because 2D editor does not load so much stuff when you place units. For me when I have ACE and some other big gameplay mods, the first time you place a unit there is a long pause before Arma starts responding again. -
[Modded] Sometimes units placed in the editor have ERROR side
taro8 posted a topic in ARMA 3 - TROUBLESHOOTING
I'M USING MODS! Lately I noticed that, sometimes, when I place a unit or a group in 3D editor they get bugged. Their groupd symbol is brown and when I check saved mission their side is listed as "ERROR". When group gets bugged like this A3 is very likely to crash when you try to change type or copy. When I preview mission with bugged group they all kill each other. Not group specific, when placing single units (as separate group), they can get bugged too. Problem happens regardless if player is set is part of the group or not. Sometimes first group with player in it gets bugged, sometimes its units placed later. Problem never appears in 2D editor. For one I know it is not "3den enhanced" editor mod's fault. Happens on multiple maps, including Stratis and Altis, so maps may not be a problem either. I'm using ACE, CUP, C2, MCC and several other mods. I would love to pinpoint the issue, but it doesn't always happen. So, I can't be sure if I disabled the source of the problem, or if the issue just failed to appear. -
[Modded] Sometimes units placed in the editor have ERROR side
taro8 replied to taro8's topic in ARMA 3 - TROUBLESHOOTING
No, its not native to single mission, usually it happened when I just fired up the 3D editor and placed some units. After disabling C2 mod problem seems to not occur anymore, although it may be false positive. I will try to cause the error again and maybe crash Arma and get and RPT log from that. I had a look into mission.sqm before (deleted it later, damn), the bugged units group side was defined as "ERROR", I could change it manually, but usually it got bugged again when doing stuff in the editor after loading the edited file. IMHO, BIS should reconsider removing 2D editor, it's at least stable and such problems do not occur. -
I think this mod functions properly. I just played the tank showcase mission and RA made HUGE difference. Instead of loosing my whole platoon in first 2 minutes I was able to finish the mission without any casualties at all.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
taro8 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think it's the Missile Guidance pbo. -
So, is this mod even functional now? It seems it is, kinda, the tank did reorient itself to face the enemy, not 100% of the time, but it appears to work at least partially..
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ACE3 - A collaborative merger between AGM, CSE, and ACE
taro8 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just a random idea that popped up into my head: a short advanced medical training scenario, similar to medic training in first America's Army. You are a CLS that goes for a routine retraining presentation and test (full with bitching about it). After that there are some practical tests. The finale is when you return to your post and some friendlies are caught in IED blast and ambush, they fight off the enemy, but they have casualties. You need asses the wounded and dead, render aid and keep as many alive as possible until CASEVAC arrives. All with Advanced Medical on. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
taro8 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Question: should a commander need Fame to buy vehicles? I'm asking as somewhere in this thread I read that he shouldn't, but I still have respect requirement when trying to buy a vehicle while in construction mode (or when trying to use the billboard). EDIT: I have modified the addon to remove Fame requirements. I'm happy with this setup.. -
So, does this mod work on vanilla and CUP? It's not that clear for me.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
taro8 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Im sorry, but my searching-fu is failing me: how can I script in a steady resource income? I know I can plop 3 capture zones at my starting position, but I would like something more elegant. Oh, is there any way to gain prestige without the survival turned on? The vault is unavailable otherwise. -
:banghead: Who came up with the bright idea of changing the format of the author? This forces us to change every addon created until now. Note that not every creator is still around, or has time to update his scripts/addons in order to abide this change. Honestly, this is just stupid, even if you roll back the changes, some actually changed the format to new and then they would need to change it back to old format. I can't even really roll back and use the 1.58 legacy as some addons got updated, am I supposed to hunt for the old versions in order to get everything running properly again? What was the reason for this? Why was it so important to do something like this? Did the old format cause so much problems it had to be changed? Could some legacy compatiblity tweak that would accept the old format as well? Does leaving the author in old format will cause script errors and such? Aside from "author/' is not a value". My only wish is that I would want a small program that would go through every damn addon in order to change the author without the need of me manually unpboing every single pbo file.
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How many FPS we gained from this change? Has the scripting engine been massively improved by this author format change? If it was just a cosmetic internal code change it wasnt worth it at all. At least give us a legacy setting wih will accept old format.
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
taro8 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Since 1.60 When I try to set up a campaign the resource missions fail to be properly created, no markers, no crates, only couple of units get spawned. After 1.60 some scripts barely work if at all. Suggestion: could you "Infantry Kiosk" with would allow for recruiting AI using resources? Im really missing this (unless its somehow in already). Would be nice if the infantry buildings in RTS mod had option for player to recruit them like buying vehicles directly. As for C2, just giving you heads up. -
Small unit tactics mini-scripts
taro8 replied to dakaodo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You do not actually need to create new groups for flanking. A simple color assigned team is enough. That's how I command my AI: 10 people including me, 3 into team red and green, 3 and me in team white, team red flank left, team green flank right, team white either take cover or advance. This causes my team to nicely fan out, then I either order to flank more or to advance. With FHQ Combat mode disable addon I usualy set the flanking groups into aware state to turn off their combat mode and have them flank faster. -
I get undefined variable in expression in a simple if-else scripts. Loads of errors pop up now after 1.60.
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I noticed that I get a LOT of "undefined variable in expression" errors after 1.60, in places that worked perfectly fine before. After reading some of this thread I will try copying all of the mods back into arma folder from the workshop folder and see if it helps. PS: Addon author name thing: WHY!? Why do you force us to change EVERY ADDON CREATED TILL NOW?! Why was it so important? Couldn't there be a legacy setting with would accept the addons with old style author format?
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ai command dlc C2 -Command And Control
taro8 replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There is slight incompatibility between C2 and MCC Sandbox. When you use MCC squad management menu (it lets you create and join squads) and have C2 enabled, when you join a squad, you get immediately kicked out. I suspect there are some shenanigans regarding player group done by C2. Would be nice if C2 was compatible with MCC as its great tool for on the fly scenario customization as well as it has lots of cool features. -
Ah-64D, Super Hinds. Got ACE along with compatibility patches for CUP and ACE. That and the DragonFyre sound mod along with some other random mods. Will do more testing later.
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Man, this addon rocks. My only suggestion would be an option that automatially prevents combat mode by default (with ability to turn old combat mode back on). This is how it should have been all along BIS.
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Is it just me or some helicopter a cannons give script error when fired, something about missing bis_effects_heavycaliber config or something. Noticed only in editor, as in normal gameplay error reporting is disabled I guess. My guess that the source of the problem is in "CUP_Weapons_Ammunition" with ammo that have this: muzzleEffect = "BIS_Effects_HeavyCaliber";
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
taro8 replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, I had MCC installed for quite some time, but till now I only used it to generate missions, open Zeus and such. Now I discovered the advanced stuff like construction, roles etc., but Im having some problems How can you load crates if you have ACE installed? When I press interaction menu while in truck near HQ get logistic icon, but nothing happens when I click on it. EDIT: Figured this one out, turns out the default starting position setting is for OPFOR. Also when I test MCC in editor and try squad panel I cant join any squad, my character is removed nearly instantly. EDIT2: Figured this one out as well: C2 causes the removing of player from squad. It's sad tC2 and MCC have that incompatibility issue, C2 is incredible AI commanding tool. BTW: Would there be any way to tie resources to ALiVE? Like: Civilian objectives give food, construction and medicine, while military objectives give construction, fuel and ammo. -
launcher doesnt store mods where i told it to
taro8 replied to Tankbuster's topic in ARMA 3 - TROUBLESHOOTING
So you make things harder for us and when we offer you ideas how to make things better you just go "nope, too much work".... Anyway, the idea of linking local mod with cache sounds good. How about a tickbox, or something, called "Use local version" with would switch out the workshop version with the local version. This way you could use customized local mod, the cache would be untouched. If possible when cache get an update you would only get info that the local version is outdated with an option to resychronize with workshop.