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foffy

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Everything posted by foffy

  1. I think there seems to be confusion. If by original LOS you mean the standalone..that's exactly where this issue comes from. It does not come from the embedded LOS with CAS. TPWLOS is the cause of this, not the embedded version in TPWCAS. Disabling the standalone addon removes this problem. I was just curious as to why it exists there. Both builds seem to still involve the AI vs the player, so I don't know why the standalone makes an auto-lock-on-ish thing occur. :P
  2. It was a little more than that, my friend. I never did one of these, so I didn't know that there was a Beta folder and replacing the exe. It was simple, but I asked because I was curious as when I tried to install it, I got a CD key error message, followed by the game saying it was updating from 1.62 to... . Literally, updating from 1.62 to a period mark. I didn't want to make a mistake, so I asked here. :P In the case of ArmA III, how does one disable those? They seem to enabled by default in the Dev build.
  3. foffy

    What Difficulty settings do you use?

    Modified. I play on Regular, but with everything off expect HUD, Waypoints (not the permanent options), camera shake, and infinite saves. The AI for both friendlies and enemies is maxed. I leave the saves on as I use mods, so it gets pretty unreliable at times.
  4. As someone whom is a Steam user, how would I go about getting this beta patch? I ask because unlike later BIS projects, there's no Beta/Dev pipeline to change my settings to. Can I just manually download the update, or do I have to do something else? Also, this is a question, but does -nologs prevent script error messages from popping up? I know in the Dev branch for ArmA III I get a lot of those on screen, but I want them gone! :P
  5. I have a question regarding TPWLOS for ArmA II. If I remember, the embedded version in CAS is one that applies only in AI vs Player, whereas the standalone is AI vs AI and Player vs AI. What I wanted to ask was something a little more technical. I've no idea if you plan on updating it, but I've noticed the last few times I've used it, if I'm squad leader or alone in single player, I can visually get a red target marker over the enemy automatically, which I find weird. Usually it only is supposed to show up when you're asked to target a foe from someone who had more authority. Do you have any idea why that happens? It seems weird that if I'm walking and I don't actually see anyone, the game has gone out of its way to mark enemies for me. :P
  6. CWR working with ACE is simply coincidental. In some ways it clicks with ACE, and with others (primarily APCs and Tanks) it differs. If you want to use ACE with it, just be mindful you'll get some snafus along the way.
  7. foffy

    TMR Modular Realism

    Care to drop some droplets of information? I have heard nothing about ACE 3 outside of them planning to make ACE for ArmA III, but that was when the game was planned for 2012.
  8. I have yet to finish the campaign, but I have a question; do you ever play as Scott Miller? Originally, he was the protagonist of the game, according to official press releases and game coverage. I know he's in the campaign in some form, but it's interesting to see that it appears the central character is somebody new. Did the original design for Miller's campaign get scrapped, or has that now been retrofitted to perhaps be an additional episode or all-new campaign? Or did only the protagonist change since then, for some strange reason?
  9. foffy

    AllowDamageFalse in Official Campaigns?

    The worst possible solution you can have to address this personally is to find a program to decrypt the pbo and manually remove the AllowDamage variable for the mission. I know it is perhaps silly for it to be there, but be mindful that on some level you can tamper with this. The fact you'd be left to tamper with it could also be seen as a problem, I guess. :P That is, if you find it to be so troubling. I assume if you played the game with a lot of realistic mods, it could maybe overwrite it, or make it look a lot worse. I know Bohemia didn't make this (but they did support it on some level) but Iron Front: Liberation 1944 had this with the character Walter. That man could take MG fire and still run like a champion.
  10. By co-op, do they mean a new campaign or an update to all three episodes?
  11. Hey there. First I'd like to preface I have not touched ArmA III in a long while, but I have only gotten back into it recently to try some new mods and gear up for the campaign release in the coming days. Much to my surprise there appears to be a massive, significantly unplayable element in play with my game. Anytime I fire, there is a pure freeze in all gameplay for at least 4-to-5 seconds from the shot, and then to the bullet hitting something. This means there is always at least 10 seconds of solid inactivity, between a small window of activity. I am absolutely sure it is nothing I have particularly caused, as my machine has been plenty capable of handling the game proper, which it has since the Alpha phase in March. I am currently on the dev build, which recently updated shortly before I played and encountered this problem, so I am unsure if it is something of the build or not. All mods have been turned off to see if it was any one of them, and the problem still persists. If there is any particular information I can give you to help deduce my problem, please tell me. I'd like to have this solved because this seems to happen on all fronts, and has essentially made the game 100% unplayable for me. I do apologize if I have seemed to note an already docked problem, but this is the first I've encountered it. The game worked fine the last I played, two or so weeks ago, so it's clearly something under the hood. EDIT: Found the very immediate solution. Because I had my PS3 controller plugged in (but not the drive active, so it should only be recognized as disconnected), ArmA III recognized a 'controller' was active. Either activating the controller or unplugging it solved it. I assume the lag was it trying to find the controller to give rumble feedback when it fact the game should have not been looking for a controller at all! Seems a very strange problem had a very strange cause. :P
  12. I'd like to address a strange issue with the 1.2 version of Red Hammer. The cutscene before the mission Red Hammer (the first mission) always creates an error that prevents the scene from playing. The message "CA\water\flag_alone_big.p3d" plays and the game stops, forcing me to close the entire game. This does not exist in older builds of the game, so does anyone know what exactly the issue is? Ich möchte ein seltsames Problem mit der Version 1.2 von Red Hammer anzugehen. Die Zwischensequenz vor der Mission Red Hammer (die erste Mission) erzeugt immer einen Fehler, der verhindert, dass die Szene vom Spielen. Die Meldung "CA \ Wasser \ flag_alone_big.p3d" spielt und das Spiel nicht mehr, mich zu zwingen, das gesamte Spiel zu schließen. Dies gilt nicht in älteren Versionen von dem Spiel gibt, so weiß jemand, was genau das Problem ist?
  13. Has there been an addon yet to allow the games optics to autozoom in? So you don't have to hold your breath to zoom. There were a few of these for ArmA II, most predominantly TrueMods. I assume this sort of change should be easy to make, but I don't know if modders have gotten around to it.
  14. foffy

    Need to do this on a larger scale

    It would be nice, yes, but remember this started out as a mobile game. That's why it's on a small scale. If they decide to continue this formula, I would indeed like to see them increase the scope of the game.
  15. I have a question, and I hope it's not offensive. But isn't TPWEBS an addon that does everything TPWCAS does? Or is there more to CAS that EBS doesn't do?
  16. From what I can grasp, they are the exact same save for resolution differences between mobile and mouse, and with you having more configurable key options out of the gate on PC.
  17. foffy

    ArmA Tactics on PC in Steam?

    It works fine for me. That is absolutely strange...the game only recognizes certain types of mouses?
  18. Even so, isn't that a module you have to activate? TPW CIVS spawns them directly.
  19. Oh my goodness, this is a wonderful combination of mods, man. Are these all abridged versions of your previous works, or a true mixture of it all? You should totally make something like this for ArmA II dude, because this is unfathomably impressive to me. :P
  20. CBA3 still needs improvements, IIRC. Doesn't it disable game text via radio?
  21. foffy

    ACE for OA 1.13

    I am unfamiliar with RHS' models. Care to route me to them? :P
  22. foffy

    JSRS2.0 WIP Thread

    There is no rush, there is no must endpoint. If you have to take your time, go ahead.
  23. foffy

    JSRS2.0 WIP Thread

    Does this mean on Thursday?
  24. Pretty nice on the updates, and I do have a question. I hope it does not offend but seeing as the price is going to be bumped in October, is that when the game 'officially' releases and is no longer part of the Early Access program? I know some things are still not completed by being in the program, but that's why I haven't touched the Space Program campaign. I likes me some tutorials. :P
  25. foffy

    Blastcore A3

    ACE + JSRS + BlastCore + TPW = Oh my goodness this is the best.
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