Kerc Kasha
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Everything posted by Kerc Kasha
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So... not to defend him but changing server key doesn't break any license.. you have to do it if you intend to maintain a modset and ensure people are playing with the exact same mods of as each other. Anyone that runs a private server knows that.
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This is some minecraft level bullshit, atleast the minecraft community has the excuse of being mostly prepubescent but I'd like to assume the people involved here are adults, at least physically.
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RHS: Armed Forces of the Russian Federation A3 WIP Thread
Kerc Kasha replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's part of the make arma not war contest so the 28th seems pretty likely -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
Kerc Kasha replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I guess noone can use CWR2 in multiplayer because A2 mp is steam now, or have they ditched their anti-steam agenda and made it a anti-a3 one? -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
Kerc Kasha replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its this kinda crap in the community that disappoints me. I can understand this reaction if evro re-released the maps with his changes in place so that they work in A3 but all he did was make a config patch that makes them work better (they already work in AIA). It's absolutely absurd that people can dictate who can make independent config mods -
That means you aren't using the hotfix. Are you sure you installed it correctly? Are you using something like playwithsix ?
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Veteran mod (VTN) - announcement and WIP
Kerc Kasha replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think you need to re-read that post as if you got that from it I don't know what to say. It was stating they'd test out mods to ensure compatibility with their mod and list those that work well with it probably with an optional config to enable VTN systems on the mod. This is similar to what ACE did -
Probably ignore whining
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Where are the MP editor folders located that still have the blue name in the editor!
Kerc Kasha replied to avibird 1's topic in ARMA 3 - MISSION EDITING & SCRIPTING
my documents -> arma 3 - > mpmissions or arma 3 other profiles -
Yes while there's massive gaps in the current faction line up what they actually planned to do was add cold-war content.
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Who could ever take complaints like this seriously? 'Remake the game' like anyone sane would pay attention to comments like that
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[RELEASE] T8 Units - a less dynamic AI creator
Kerc Kasha replied to t-800a's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think it's pushback returning true now which is breaking the count loops edit: whoops you already posted before I did -
JSRS: DragonFyre -- WIP Thread
Kerc Kasha replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think he more meant that when a unit is 'killed' it doesn't necessarily mean they're dead, just out of the fight -
Have you waited awhile after uploading the video? Usually youtube says its video is done 'processing' well before it actually is, and as a result only allows for the lowest resolution video
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I can give you a hand with that, I already fixed the script for myself awhile back. I'll PM it to you when I get home
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Would IFA3SA work with AIA TP?
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You need to remove the hiddenselection definitions in the config. Only the textures need to be defined, not the selections as they should inherit it from the NATO units
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ACRE2 Public Beta Release
Kerc Kasha replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That's definitely not the case for me and the rest of the people I tested ACRE2 with. We had to set the volume in teamspeak as high as it would go, and between missions be nearly deafened by how loud we all were only for it to be incredibly quiet ingame we ended up having to set acre's global volume to be something like 1.5 times volume for us to comfortably hear each other. -
comparing ARMA to PR is stupid. PR is more for public 'jump in and play' while it's possible to do that in ARMA it doesn't work as well nor is there any popular scenarios that are worth the effort. Most ARMA PVP is just king of the hill, wasteland and battle royale servers and none of those fill the niche that PR public play does
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Are you actually running aggressor mod? because it's complaining about not finding classes from that mod
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Kerc Kasha replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you using that lighting/sky fix mod for A3mp? -
JSRS: DragonFyre -- WIP Thread
Kerc Kasha replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yeah I did - maybe throw a check if 'explosive' is 1 and buff the calibre a bit? IDK, going to be hard to do without going through it manually and assigning it to ammo classes. I mean that could work even modded RPGS usually inherit from Rocketbase or something similar -
JSRS: DragonFyre -- WIP Thread
Kerc Kasha replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
some sort of algorithm of damage and calibre maybe? -
No Third Person, No Map Checker, No fire till triggered
Kerc Kasha replied to silentwisher's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If they have a GPS im pretty sure the map works aswell -
ACRE2 Public Beta Release
Kerc Kasha replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's just too quiet in general. ACRE1 had the volume levels nearly perfect