SerialMum
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@Ares - Modules expanding Zeus functionality - Release Thread
SerialMum replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello, great addition to Zeus, thank you for that. I can confirm the conflict between mcc and ares. With only one of them every addon-units show up in zeus. With both only vanilla. Must be something with the wait-for-zeus-function i guess... cu SerialMum -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
SerialMum replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, i am using the script-version. Thanx for still distributing them. If i get it right the given parameters are overridden, if the game is multiplayer. We play often in small Lan-Games and there is no problem with higher parameters. So i always comment the relevant ismultiplayer-parts in your scripts out. Works fine. But, (wich is great) you often update your files and i am lazy :). So i am asking, if u could provide some flag in the core, to overrun the restriction. cu SerialMum- 5767 replies
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- single player
- realism
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Poseidon: advanced text editor for Scripts & Configs
SerialMum replied to Tom_48_97's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Last Update: Avira Antivirus calls TR/Dropper.MSIL.Gen8 in install.exe Update before was no call. Can It be ignored, can you explain that? -
Hi, worked for me: No lag in main menu, no lag in mcc-missions. Thanks! cu SerialMum
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Hi, can't test the results, have deleted previous version :) But i am also pretty sure the problem is the launch by mcc resp. zeus. If u put the module on the map there is no lag at all. If mcc launches it, it is. Same with the menu. Start Arma with -noworld: no lag at all. If background sequence is running (treated like mission) mcc has already launched (u can see that by the same error-message of mcc like in singleplayer) that results in same lag. Hopefully someone can give u testresults. Take your time. cu SerialMum P.S.: we are not talking about a lag of 1 or 2 seconds, first time i thought arma was frozen...
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Same here. Huge lag in menu and also in mission-beginnings, if mission has mcc, but no lifter-module.
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@A3MP - ArmA 3 Map Pack - Additional Pack
SerialMum replied to alduric's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, a big thanx for your fantastic work. A few wished a fix for Aliabad. I just want to join :) cu SerialMum -
Aliabad Region - Version 1.1 Released!
SerialMum replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, yes please! I love this map. Let me guess: cleggy has arma3 too - because the errors he reports - are the effects in arma3. It is a long time ago Grillop3 asks for it. I'll hope you did not give up this project... Please update this fantastic terrain. cu SerialMum -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
SerialMum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, thanx for the fast answer. - ["mccIgnore",true] That is a workaround i can live with (btw: there was no changelog in my download) Good to see you plan to seperate the SQM. No Zeus-Modul. Ok. How to configure additional setups (like restricting editing area, import other addons etc.) then? cu SerialMum -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
SerialMum replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, thank you for this great update. And thanx WarfighterOne for the warning. Otherwise all mission editing would have gone out of the window. MCC really should only SQM what is build in runtime! Merging was a fantastic option for mission making. Second Problem: Zeus. In some Missions it worked (meaning spawned units by mcc are shown in Zeus), in some not, and i did not get the reason yet. What are the Prerequisites, that it is working as shown in the video. Usually i use a playable unit in my missions called s1, linked with the mcc-access-module. And a zeus Module restricted to s1. And i don't use the Game-master-gameplay. Can i start directly Zeus or have i to start it through the 2d-editor in mcc. Or should i leave off the zeus-modul, cause mcc lanches it. Please help me out. cu SerialMum -
Hi, this mod is a must. Thank you for your work. One Question, comment to the new Fast Roping: It works as described if the player is pilot via action menu and it works perfectly with ai via mentioned script. I did not check yet, what happens if player is pilot using the menu and another player is cargo (but regarding kgino1045s post it did not work also) But I tried player as cargo - and it ended everytime with the dead of the player. I got the action menu as cargo - that failed. I used the script - that failed too. Does it work as Cargo, if so then how? cu SerialMum
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
SerialMum replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, first, thank you for still delivering a scripted version, i am using parts of it. My question goes to the TPW Radio: The script should regard, if there is already music playing. It kills the immersion, if i play music in the mission, which is suddenly interrupted by ambient radio. Any hint appreciated. cu SerialMum- 5767 replies
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- single player
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
SerialMum replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi, Great tool. Minor issue: I have to close the program manually, if i want changes to be saved. If i, as i like it, use the option - Close at game launch -, no changes at all will be saved... cu SerialMum -
ShackTac Fireteam HUD (STHUD)
SerialMum replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, thanx - but i was looking for a script-command, not the GUI. I found a solution. In Debug-Cam-Mode the Compass is off. So, If you use the DebugCam-Variable (BIS_DEBUG_CAM) in a Camerascript, you can switch the Compass OFF during the sequence. cu SerialMum