SerialMum
Member-
Content Count
25 -
Joined
-
Last visited
-
Medals
Everything posted by SerialMum
-
-
@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
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
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
-
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...
-
Same here. Huge lag in menu and also in mission-beginnings, if mission has mcc, but no lifter-module.
-
@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
-
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
-
- single player
- realism
-
(and 1 more)
Tagged with:
-
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 -
ShackTac Fireteam HUD (STHUD)
SerialMum replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hi, is there a script-command to deactivate and reactivate the HUD, like in the Menu. In Camerascenes it is annoying... Great Mod by the way. thanx SerialMum -
Hello, (Excuse my English) I want to start a discussion about the new target system of the Apache. In connection with a little Bug i discovered, i recognised the new targeting with Apache and Hellfires after Patch 1.59. I updated from 1.57, so I do not know if the new targeting came with 1.58 perhaps. And I can see the approach – the Apache was too powerfull. Ok by me. It was able to lock People with hellfires, never used it, unrealistic – Change ok by me. It could lock Enemies, it never saw – Change ok by me. Particularly it was able to lock Vehicles of unkown side (yellow dot), but the ai gunner shot only at yellow dots, wich are enemies – way to powerful – change ok by me. But please, why the hell is it now unable to shoot light armor, trucks and vehicles with Hellfire – even if they are in clear site and recognized as enemies? I think it is the pilots decision, if he wants to use an expensive Weapon to engage these Targets. And there is a very very bad side effect on this change. Now enemy trucks and cars are always grey dots like already engaged vehicles or empty vehicles. If you really want this unrealistic change – no shooting with hellfires at cars - then you had to invent a new color (light orange perhaps) for the Apaches radar. Because in a large battle, when all enemy-cars are grey dots, even if they are close and spotted clearly as hostile – you do not recognize them as a thread, especially when in Hellfire-Mode. You only recognize the Danger if you switch to cannon and the ai-gunner shoots the hell around you on grey dots! I would like to hear other statements about this issue Cu SerialMum
-
Modules Official Documentation Links
SerialMum replied to comarsky's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, i read the WiKi about the Strategic Reference Layer, but I have to say I did not understand the further use of it. Does someone worked with it - What exactly is it for? cu SerialMum -
How to Fully use Gita (Town Generator)
SerialMum replied to gossamersolid's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello, Can this be used somehow to change existing towns? I want to change the Mapname of Zargabad - Can anyone help me with that? cu SerialMum -
Hi, That is my bad english... BTR and UAZ - that seems the point: Sometimes I could not lock them. I have the feeling, this happens, if noone (no other player no other AI of own side) sees them. Then i could only lock tank - if other ai is around, i can lock them. It is a feeling, because it happens rare - and i am rare alone. Have to test this more in Editor. Otherwise i do as you suggest - reinstall... thanx and cu SerialMum
-
Perhaps. But before i can suggest anything i need to know what is state in 1.59 and what bug. Yes, but does that makes sense if not reproducible? Sure, there are addons out there - you can alter many things. But I was happy with Arma Vanilla. Just 1.59-Apache confuses me... You mean: Do not use Tanks and Helicopters in that game. Can not be.
-
Hello, said, i never used it, read it, but possible - THAT never worked. And you are totally right! A Laser-Guided-Weapon in real life can target erverything you want. My point was not the realism of targeting with laser - i am confused with version 1.59 and targeting type of vehicles. And due to sparse Info in Changes-log, i am still not sure if it is wanted or buggy. Let me explain: In the game i encountered three total different Issues with Apache and Hellfires since 1.59 - and we speak of clear Sight to Targets. 1) Lockable Targets flicker rapidly between Red and Grey - no possible targeting with TAB. Seems to be a little bug. 2) I can lock all kind of Tanks, but no trucks and cars. I thought this is the new state of 1.59. But funny 3) I can lock everything as in 1.57. And there has to be a reason, which of the three occurs - and i do not get it To exclude possible issues, wich are wanted - I first need exactly to know what is targetable and under wich circumstances with Apache and Hellfires in Version 1.59 Now help me... SerialMum
-
Hello, after Install of Patch 1.59 i can not lock targets anymore. For example Apache only shows grey or flickering grey/red targets. Pressing Tab as usual for locking does not work (Hellfire). I have seen no comments on changes of Locks in the Readme, so anybody an idea? Appreciate any help cu SerialMum
-
Locking targets after patch 1.59
SerialMum replied to SerialMum's topic in ARMA 2 & OA - TROUBLESHOOTING
Hello, yes found sparse info in the Changelog now... In my case it seemed to be session-linked, not mission-linked. I had this effect yesterday in all missions, was on different servers with different missions and in my own editor-missions. But I did not restart Arma. Because I patched before i thought it is something new, that i just did not get... Perhaps a too early alarm - but it is some bug, isnt it. But today, it is like you said, i can not reproduce it. So i wait until it occurs again and then log and describe everything exactly. By the way, i think the new lock-restrictions are to hard ->discuss it: http://forums.bistudio.com/showthread.php?t=117016 thanx and cu SerialMum -
Locking targets after patch 1.59
SerialMum replied to SerialMum's topic in ARMA 2 & OA - TROUBLESHOOTING
Hello, thanx for your fast answers: Ok. As [GLT] Mike says, i had clearly possible Targets. Dwarden: My Readme gave me no Information about these changes in targeting. Are cars lockable? If not, are they lockable, when ground force lasers? Is somewhere a list of lockable Vehicles? [GLT] Mike: What do you mean by that - per Game Session / per new Targets... I had the effect yesterday the whole time. Today I was able to lock a tank. So I am having Hope now... cu SerialMum