Jump to content

meaty

Member
  • Content Count

    59
  • Joined

  • Last visited

  • Medals

Everything posted by meaty

  1. ok i' still having issues with the long range radios, even using Azzas script above, for some reason its just not syncing them (sort range radios are fine though!) so i'm starting to think its a problem with my reskins, even though i cant see how it might be as they work just fine otherwise :huh:
  2. I took your last post to mean that you needed to do some testing to figure out the issue i was having with the longrange radios, sorry if i misunderstood! :) Also, i've been trying to make the: ["processPlayerPositionsHandler", "onEachFrame"] call BIS_fnc_removeStackedEventHandler; code work to disable TFAR for 1 mission, but i'm not having any luck at all, i'm guessing i need to do slightly more than putting it in the init.sqf?
  3. a good compromise might be making all the houses enterable (even if the rooms are completly void of furniture and just basic box rooms) and then have all the little sheds/shacks/garages etc non-enterable. That way you strike the balance of having buildings for cover, without the extra drain on performance.
  4. any luck on this at all? :)
  5. So i've got some questions on set ups etc. Our group likes (needs!) pre-set channels and freqs, this we've done with the modules (TFAR freq -" synced objects only") and a bit of scripintg, but it only works when the group has a team leader, which is a problem sometimes, specialy when we dont have many players and so we take an extra automatic riflemen from another group etc, as that person then has to configure all their channels. Now if i set the TFAR freq module to "objects in synced triggers", the freqs and script work perfectly SW radios, however the LR radios dont have the pre-set freqs at all. Any ideas on whats causing the LR radios work?? We do use group markers so maybe thats the issue? but if so then why do they work fine with the modules set to "synced objects only"? Heres one of the mission templates we use, includes all the scripts etc etc https://dl.dropboxusercontent.com/u/34537696/SHQ_MissionTemplate_AAF.Altis.rar
  6. Just a heads up, seems the new forum layout has broken ALL results that show up in a google search, it just takes you to the fourm homepage, same with any links to old posts, mayjor issue when looking stuff up!!!
  7. Hi, when trying to pack a project i'm doing with pbo project i consistently get the error "faulty/unkown wrp or p3d format". If i remove the p3d and remove the reference to it, everything works as expect. Now the p3d itself is just a box, no textures, no lods, just a box. I've even tried with an object from the arma2 samples (with all textures etc removed to avoid missing files issues) and i still get the error. I've checked and i'm running the latest pboproject files Any one have any ideas??
  8. meaty

    Stars blown out

    For future references and searches, the problem is that the map config doesn't have the class LightingNew; section under class Weather :)
  9. Just a little question that i havnt been able to find the answer to, Is it possible to disable TFAR in a particular mission so you can just use TS as normal, then, for missions after it, switch to the "serious" mode? My group runs a "warm up" mission for about an hour or so before the main session whilst we wait for everyone to join and it'd be handy to be able to hear people not in-game in case they have tech issues etc.
  10. meaty

    The New Sounds are Pretty Good.

    like the new sounds! :) Is it just me though or are the sounds for the vehicle AA guns very quite??
  11. I'm a bit stuck, in arma2 i had this nice little bit of code that showed the players name, rank, and (rough) location in the lower right hand corner, introTItle = toUpper(format["%1 %2",rank (player), name (player)]); introLocation = toUpper(getText (configFile >> "CfgWorlds" >> worldName >> "description")); I've been trying to get this working in arma3 but havnt had any luck, has something changed? I've done a search but all the stuff includes fadeing screens or text you have to change on a per-mission basis (which for a server with many missions, isnt all that practical :( ). Also is there a way to display the mission name as well?
  12. thanks guys, will have a play about :)
  13. As per the title really. Is there any way to show several LODs in the object builder viewports at once?? so say you can display the pilot LOD whilst working in the memory LOD, it would make place points far far far far far far far easier.
  14. thanks da12thmonkey, never knew about the pin stuff, usefull info!
  15. trust me, the terrain pack isnt dead, it might not show up again as "aia" but it WILL show up and be supported.
  16. Having a little fun with difficulty settings on a server. What where after is turning off the enemy positions on the map, whilst keeping the players positions visible. Yes i know we can turn the map info off but that removes the players marker, and where only a semi-serious group who need a couple of crutches, but enemy on the map we haven't "seen" (but our arma3 avatars have) and someone going "the map shows an enemy .." isnt really one of them. So is there any way to accomplish this? be it via server config or mission script/setting :confused:
  17. thanks for the info, will give it a try :)
  18. It'll be in AiA eventually, never worry :)
  19. the AI could and couldnt see through the A2 and A1 objects. Whilst most the objects did have a view geomarty lod (VGL from now on), they didnt cover the whole object (eg, a tree would have the trunk in the VGL but not the leaves). I've gone through all the vegitation models in the AiA terrain pack and added VGLs to all of them that cover the entire object. However its not perfect, and thats due to arma ... heres why - Say an AI spots you, and is in a group of 6, he reports your posistion to his 5 other team mates, who now know precisly where you are, even if they can see you. Now the team leader of that groups orders them to engage, so they they fire onto your reported posistion, even if they cant "see" you, which leads to a bunch of bullets coming through the leaves from posistions it'd be impossible to see you from. Now if you stay in that same spot they'll close in and kill you, however if you move away from that spot unseen by anyone, they wont know you've moved, and wont fire on you ... rinse and repeat the same process for every firefight. So whilst the new VGLs will stop the AI "seeing" you through the trees/bushes etc, you will still get that one member of the AI group going prone and shooting through a bush he shouldnt be able to see through, because his leader told him to shoot there! You can see the process if you make yourself part of an AI group, then take note of the nice little red target box that pops up behind stuff, humans wouldnt shoot cos they couldnt see what they were shooting at, the ai shoot cos they've been told to !!
  20. found an issue, if your in a helicopters FFV spot, it wont kick you out :confused:
  21. I've heard that the error of wound textures not showing when you've changed the rvmats was fixed/can be fixed, however i cant find any info about it anywhere, was i misinformed :confused:
  22. I've heard that the error of wound textures not showing when you've changed the rvmats was fixed/can be fixed, however i cant find any info about it anywhere, was i misinformed :confused:
  23. FIXED!! - Load up the task manager and go to "services" tab - scroll down till you see "IswSvc", click on it and then click the services button on the bottom right - Scroll down in the new window till you see "ZoneAlarm Toolbar IswSvc" and select it - Right click and press properties - In the "Startup type" drop down select "disabled" - Reboot and verify arma3 game files in steam - click play, click allow on the ZA pop up and enjoy arma3 :)
  24. yea thats game mode, but it doesnt even get that far. I click play in steam, the pc thinks about it, then nothing, no error messages at all. However steam says i have played it! I've turned ZA off and it still happens.
×