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astrospud

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Everything posted by astrospud

  1. I'm trying to post a question for another thread, and I can't get my screenshots to insert from Steam Gallery. Could someone please assist in this? Thanks in advance.
  2. Hello all, I'm trying to put together a little Taru training mission for myself and need a repair facility. I'm using ACE and was hoping you could help me with an issue. I put down a helipad prop and tried linking that to the repair facility module for ACE. I set the damage on the Taru to about 25% and placed it on the helipad. When I ran the scenario, the Taru remains damaged. I then included a trigger and, instead, linked that to my repair facility module, with the same negative outcome. I'm sorry if I come across as noob in the extreme, but I'm not mission maker, but I thought I'd have a go, as I want to improve my Taru experience. Also, I'd like to post my screen grabs from Steam, but can't seem to get them to work, so if there is something I'm failing to include in my description, please let me know. I feel the screen shot will go a long way to clarifying my issues. Thanks in advance.
  3. Thanks for the rapid reply, JD! So it would seem that I need to fly as an Engineer class or Repair specialist, or assign those abilities to my pilot. Thanks for clearing that up. As for specialist scripts, I think thats way beyond my noobishness.
  4. Hi folks, I thought I'd have a go at my first scenario, and tried following dariusz1983's great tutorial on Steam. I've attempted to have the players starting position inside of the decent vehicle, as is makes it's decent to the LZ, but no matter what I do, the player position always seems to remain on the ground, watching the decent vehicle coming down. Here is a dropbox link to my .SCN file: https://dl.dropboxusercontent.com/u/14694053/ToM/Cydonia_survival.scn If anyone can clarify what needs fixing, I'd really appreciate it! :)
  5. I apologise for digging this one up, but I've tried to start the Apache up using the prescribed procedure in the manual and I can't get the rotors turning. Sequence tried: battery APU ENG 1 & 2 start (watch pressures and EGT's) move throttles to idle extinguishers on advance to full throttle. release rotor brake nothing. P's & T's remain at operational levels, but no rotor movement or engine sounds. Pls advise.
  6. I started an MP game today for Gale Crater and the default 3D printer at game startup doesn't want to install. Any ideas?
  7. astrospud

    MP Co-op cannot install default 3d printer.

    Hey Dram, thx for the reply. When I spawn in, my marstronaught has a cordless drill in his hand, so I immediately thought he would use it. I'll look at equipping the tool. Thanks again.
  8. Hi Dram, You've probably already sussed this out, but the VTOL "aircraft" has a slight COG issue. Depending on what you've got planned for it, it might warrant a loo at putting the rear lading gear toward the back. Obviously not a deal breaker, but it makes coop interesting when the ship starts up of it's own accord to account for the tail down position (auto-correcting itself?).
  9. I had a crash tonight, and tried to post on feedback tracker with attachments, but got the following message: Any ideas? EDIT: checked issues, and every time I posted a report, it was successful, regardless of the above message. Weird. EDIT 2: Attachments not going through. This is what's causing the problems. I need to include crash logs here but cannot: http://mars.takeonthegame.com/feedback/view.php?id=461
  10. Hi Dram, thanks for the reply. I just thought it would be a good idea to post an all-in-one thread showing where to find log files and how to post feedback. The post relating to location of crash logs was 2nd page on the original thread, so I thought you could combine the above feedback link and crash log location on post #1, page #1 of the sticky. You know, for new folks! :) Thanks again.
  11. I'm having a hard time finding crash logs to include in feedback tracker entries. It would be good for some new players to detail how to contribute to the dev process. A sticky thread will go a long way, I think. It may have been posted else where, but if it were in a sticky, users (including myself) would be encouraged to contribute in a meaningful way, instead of having to trawl through countless pages.
  12. Since splendid camera isn't available in MP, shooting video of our coop missions can be done with zeus, but the watermark in the bottom left doesn't make it suitable for inclusion in our promo videos. Is there a way to remove the watermark, leaving a bare external camera view? Thanks in advance.
  13. astrospud

    Mobile Curator Area

    Umm...use a UAV?
  14. astrospud

    Zeus Feature Request Thread

    Probably already a request in the thread, but "save composition". Useful in so many ways, but in my mind gives life to a possible dynamic MP campaign.
  15. Thanks guys! Sorry if the question was asked before. I usually check for similar responses. Cheers.
  16. Hi Dram, this module is looking sweet! One question though; I try and manipulate objects, like the drill (want to see about assembling hab unit), but cannot grab anything (LMB). Wha tam I doing wrong? Also (ok, two questions!) Spacebar doesn't make the marstronaught jump. is there a special keybind for that? Cheers! :)
  17. Ah, ok. Thanks. I'd renamed it to a description of the mission (IED_Factory.sqm) Cheers, I'll try that tonight :)
  18. Great initiative Shay and great product! One question: I'd like to use MCC as a 3D editor for placing objects precisely,esp. in buildings. I tried using the "Save to SQM" feature, pasting it in Notepad++ and then saving as an appropriate map file (in my case Takistan). For some reason, when opening this SQM in the editor, it says "Warning: File is Read Only". I click OK and nothing is where I placed it. Any ideas?
  19. Ah, that makes sense now, Thanks Alwarren. I've tried re texturing in photoshop, but I'm not getting the results I want, and was hoping that Substance Painter would get me into skinning models quicker. As for Blender itself, I'm using 2.69, and hadn't had too much experience with it yet, still fumbling my way around it. Cheers for the quick reply!
  20. Hi Alwarren. I apologise if this question is a repeat, but I get the error message as follows; I'm trying to bring in armor_f_epb\APC_Tracked_03\APC_tracked_03_cannon_F.p3d, but I get no joy. I'm want to bring in the FV-720 Mora so I can retexture in a Allegorithmic Substance Painter (on Steam, check it out!). Am I unpacking the model correctly using PBO manager? (Can't see how I can stuff that up!) EDIT: Revisiting the manual, I can't seem to get the Properties palette that configures Arma Tools. I can only find this: And I can't change them to point to O2.
  21. OK, got the Logistics sorted. Turned out I needed to place that module last, and sync From OPCOM to ML, not the other way around. Also, I found that spawning armour seems to locate quite close to each other. When a unit of Slammers or scorchers spawn (out of the virtual space) they tend to bunch up and get locked together: Any ideas? It occurs 95% of the time.
  22. Thanks for the quick response. I have noticed the ML module issue in the past and have placed them according to available military installations, so they're all fine. Will try out the re-sync method. Thanks also God-Father, I thought that might be an issue. In addressing the sync solution above, I will also make a point of syncing in this order.
  23. Hi folks, I firstly have to say a big thank you to the ALiVE team - what an awesome mod! I'm no mission editor, but for the most part, ALiVE really does make it easier to put epic scenarios together. That said, I'm having difficulty with Logistics. I have put Military logistics modules down, and syncing them to the OPCOM, but when running the scenario, I get a message saying my links are broken, Module ML, OPCOM. this happens on multiple occasions, different factions. Any idea what I'm doing wrong?
  24. Put the word out that The Older Gamers (TOG) and Australian Vengeance Alliance (AvA) are actively recruiting for regular structured, but relaxed and friendly Arma 3 operations. Our partnership stems from a love of the game and what it has to offer, together with a mutual understanding that real life comes first, and that we are ultimately playing to have fun. AvA are members of the Day0 online community and offer a milsim experience in the Arm3 world frame. We offer training with a focus on teamwork and structure from Tier 5 up to Tier 1. Our missions at this stage are in line with special operations types and have ADF (Australian Defence Force) themes, making full use of the awesome mod ADF Uncut, as well as ACRE. With more members joining the ranks, role specialisation and a broadening in the scope of operation types will naturally follow. TOG are an online gaming community for 25yo and over players with nearly 47000 members, playing all types of games. We have a very active FPS division, with fledgling Arma 3 sub-division and are always looking to add to our ranks. Please be aware that applicants need to be 25 years and over to join The Older Gamers. All missions and training hosted by AvA are in the Australian/New Zealand PM time zone. If you want an authentic milsim experience with friendly, helpful and knowledgeable team mates, please post in the AvA link at the top, or alternatively in the TOG Barracks, under Forums.
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