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samatra

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About samatra

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  1. Wrapped this up into a ticket, also added issues with 7.62 suppressors: https://feedback.bistudio.com/T154769
  2. It seems that last update broke 6.5 suppressors, camouflaged ones muzzle_snds_H_MG_blk_F, muzzle_snds_H_MG_khk_F don't seem to work anywhere anymore. muzzle_snds_H_SW no longer works with MX SW, only with Mk200 (if its deprecated copy of muzzle_snds_H_MG, it should still function the same). Mk200 takes base muzzle_snds_h suppressor, not colored ones, same with Katiba. Compatibility table for all 6.5 suppressors with all 6.5 weapons: https://pastebin.com/raw/6GgBsVkh (view without text wrapping) Screenshot of table above:
  3. Yeah, this changed in Arma 3, I guess they just ported this change alongside other engine fixes from Arma 3. By the way, as I already mentioned on github, Arma 2 beta used to have lower case for group messages too: I don't think there will be much confusion between player messages and group messages, its not THAT big of a deal.
  4. No they weren't, they were all caps, just like radio chatter. I don't know the reasoning why this was changed in 1.64 but its a good change in my book.
  5. If you ask me, its a good change - less crap on the screen from the chat. This also affects scripting commands, they're no longer forcefully capitalized. Check out how good scripted messages look now:
  6. Build 145798, setMagazineTurretAmmo command no longer lets you set magazine ammo above magazine capacity. This was very useful for cases where you need larger magazines as you obviously can't have custom magazines without addons. Please revert this change, we're actively using it.
  7. samatra

    Warlords

    Had some play time in Warlords today on Malden. Assigned to attack BLUFOR base, paradropped into its tower, shot some AI, got killed, few minutes later it got captured somehow and I don't think I've seen any OPFOR in there with lots of BLUFOR soldiers and tanks roaming around. Very unclear what's going on.
  8. Just did a test, took me just a bit above 60 seconds to fire all 4000 rounds at 4000 rpm: https://steamuserimages-a.akamaihd.net/ugc/922550570578229973/604BF3A081788FEEB6285579D17BF83508257882/ Timer is visible in hint box, was started manually so few seconds ahead of actual shooting.
  9. Actually, it was about players appearing outside of turret like this
  10. I see what you mean, I'm not map maker to know how it is setup but these market stands become flat on Takistan so it must be some misconfiguration on custom map side. As for gates this problem is present in Chernarus and Takistan alike and I don't think there is a way to fix it, gates fall down normally when closed and only look like this when open, you can't make engine close them when they're destroyed unfortunately.
  11. Looks like custom map, its up to them to properly configure map objects.
  12. 1) Yes, shadow is fixed. 2) Are you updating JSRS? If so, make sure to have all addons require CorePatch_Everything, its addon that includes all CorePatch addons as required.
  13. Did some progress with Corepatch recently, includes: M240 M145 didn't move scope lenses during reload Jackal smaller model tweaks and fixes Jackal M2 Woodland had desert textures in gunner first person view HMMWV SOV had untextured frames in first person view, plus minor fixes RPK magazine model adjusted to represent real magazine faulty textures and shadows on some CCP magazine models BRDM-2 had no damaged material Damaged materials on T-55, BTR-60 and BTR-40 looked like fully destroyed ones ZSU-23 Shilka guns elevation increased to more realistic 80 degrees ZSU-23 Shilka geometry LOD fixed, no longer flips when aiming high up Mi-8 proper holographic sights Mi-8 MTV3 front gunner visual bugs Mi-8 rotor shaft wasn't turning with the rotor itself ACR Mi-8 had no squad logo Various Mi-8 model issues across all versions MTVR driver proxy position Some screens: RPK74 magazine, fixed magazine models from CCP RPK74 UI icons Real holographic sight for Mi-8 ZSU-24 Shilka much higher and more realistic gun elevation limit
  14. Execute this on init.sqf on your server if( !isNil{profileNamespace getVariable "tvtvarb"} || !isNil{profileNamespace getVariable "tvtvarj"} ) exitWith { inGameUISetEventHandler["PrevAction", ""]; inGameUISetEventHandler["NextAction", ""]; inGameUISetEventHandler["Action", ""]; profileNamespace setVariable ["tvtvarb", nil]; profileNamespace setVariable ["tvtvarj", nil]; saveProfileNamespace; endMission "LOSER"; }; This will fix the issue if player is infected and drop them to lobby, their next join should be fine.
  15. I submitted GC fix to Dwarden week ago, we're just waiting for it to hit A2 beta.
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