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Elena

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Everything posted by Elena

  1. Could someone give me a step-by-step instruction on how to load a Medium/Light Tank in one of the Landing Boats? I've got an LVT (Don't remember the exact name, the bigger one of the two) and a Light Tank spawned at the Beach. All Modules are present. When i drive the Tank on the Boat, get out, and acess the Boat's Cargo Menu, i can select the tank as "source" (as in, i could probably load cargo from the tank to the ship), but i can't load the tank itself on the ship. I remember somewhere, that you had a Cargo Source "Ground", where Crates and Vehicles that are nearby your ship would be listed, and like that, i was able to load a tank upon a Landing Craft, but that was some while ago. Can't figure out how to do it. I know how to script it from mission start, but i'd like to do so mid-mission aswell, sometimes.
  2. Elena

    Missing Units

    Dang, i didn't check this. I guess i just throught must have had it turned on, because i used to play this mission with the BWMod enabled, and it worked with zeus. And now i kinda just forgot that this option even exists. Maybe i disabled the checkbox back when i removed the BWMod and went vanilla. I'll check it out as soon as i am back at my PC and will report back here if i figured something out. Still strange, though, if the option was causing the issue, why does the very same mission work with the units in singleplayer, but doesn't on a dedicated. Well, i'll check it out. Thanks for the idea.
  3. Elena

    Missing Units

    I can confirm that, according to my .rpt, the Addon is loaded on the Server. Specifically, i use all your .pbos apart from Mercs, and the Optional "AAF has no NVG's" config. The very same mission, when ran as a scenario, or when i host it myself, seems to work with the units, alas, i can place them via Zeus. On my dedicated server, this is not working. However, i can, without any problem play a mission where the units have been placed with the mission editor, and i can also equip and take gear (Russian Uniforms) out of the Arsenal Boxes. The issue has to be somewhere with Zeus, apparently.
  4. Elena

    Missing Units

    Hey, I'm using these Units to spice up my Zeus Missions - or, that was my plan, at least. While i can place and edit these Units via Zeus in Singleplayer (Both Scenario and Editor) and when i Host a MP Session by myself, i'm running into problems on a dedicated server. When i join on my dedicated server (that has no mods loaded at all, except for this here), these Units do not appear in the List of Units in my Zeus interface. Is there any known incompatibility or what else could cause this behaviour?
  5. Elena

    Marksmen DLC Weapon Feedback

    given all the Marksman Rifles have quite a low ( 0.000x) dispersion, and the ASP-1 has 0.00x, i almost expect this to be a typo, the real value intended to be 0.00029 maybe.
  6. Idea/Request: Enable Zeus to use the Arsenal on Vehicles as he can use it on Soldiers. So we can customize singular Vehicles in Zeus Scenarios :3 (Like: Arsenal Module dragged on Units open's their Arsenal, if you drag it on Vehicles it opens the Vehicle Customization.)
  7. Elena

    Jet DLC?

    I'd love to see some more aircrafts, such as a Transport plane. I am truly hoping for a few to come along with the Addon. We currently have no proper way of mass-deploying paratroopers (No, Helicopter-Based short range jumps don't count as "proper"). I doubt, however, that there will be any DLC for these kinds of things. And personally i don't need a interactive cockpit since i like an overall easily acessible system. Belive me or not, dear arma-veterans, but flying in arma seems to be quite hard for new players already. So, interactive cockpits could be a Feature, but no forced one. I'm fully agreeing, however, on a few more airplanes. I understand that due to the mapsize we don't need a huge mach-3 air superiority fighter. But small CAS/AA Patrol Aircrafts, maybe troop transports (where's the VTOL?) and bigger transport planes (C-130 sucessor) could come in aswell as a civilian machine. Islands like Altis call for a seaplane aswell. However, if at all, i suppose this would be part of the Addon, and not of any extra DLC.
  8. Elena

    Arma 3 - Marksmen DLC First Look Livestream

    Is there any recording avaliable? it's not listed on the twitch channel, at least.
  9. Elena

    Development Blog & Reveals

    Arma 3 badly need naval assets. i loved to play around with submarines and frigates on Gnt_Waves in arma 2. We need some quality stuff for A3 aswell. The Only ship with a high quality as a mod in A3 sadly is a WW2-Era battleship that has no point in an A3-ish setting, although the mod itself is spectacular. More Naval Assets! o/
  10. Elena

    JSRS3: DragonFyre

    Great to hear! Because of posts like this in the JSRS 2.2 Thread. Oh well, LJ himself said it is^^
  11. Elena

    JSRS3: DragonFyre

    Is there any known incompatibility with Zeus? Because Explosions of MLRS, Atillery et cetera are really quiet and boring, on a volume level where rifle shots nearly kill my ears. I'm talking about both, the Units themselves firing, and the placeable fire support modules. I was both, listening while beeing a unit, and in the Zeus camera. When starting a mission without Zeus, it sounds the same, though. I went back to JSRS 2.2 because this works without any issues and the sounds of weapons and explosion generally sounds more powerfull. Too bad this mod is discontinued (or is it?). Hoping one day DragonFyre will sound as awesome, i'm just rather surprised that it does sound infact less powerfull (after all, it's 2.2' successor), and i'm hoping that it is only a bug on my end that i can fix, given i'm a huge JSRS Fan. Mods Used: CBA. Blastcore (issue persists after removing Blastcore). Self-Made Zeus Missions, playing both as Zeus and Unit. Dedicated Server. Mission isn't scriptheavy at all (TAW Viewdistance script, that's it.) I'm using a 5.1 Surround Headset on USB. To be specific: As Infantryman, when i throw a grenade, the sound was about ~10 times louder than the Arty shells. Arty shells sounded the same regardless of distance. Arty shells had a volume that i'd expect them to have at 2+km distance. Sound Speed worked, as in, the further away the explosion was, the longer the sound took until i heard it. Directional sound worked aswell, as i was able to spot from which direction the sound came.
  12. Elena

    XENO - Taru Pod Mod

    Would it be possible for me to run this on my server and on my client, and players, which do not have the addon could see it when i attach the pod, or do all players need the mod installed? I need to keep my server vanilla, so i can't make my players download any mods. If that's not possible, any chance for a script version?
  13. I did exactly as you said. Still, it doesn't seem to want to work :\ My Mission now: http://www.filedropper.com/newdynamicaltis
  14. Hey all! I need a way to setup a Mission, in which the ZEUS (which is owned by #AdminLogged, the Mission is on a Dedicated Server) has a .init-Window at any unit he spawns. I've noticed that Zeus sometimes has a init line in the editor, and i was told that there would be an init line aswell, when you use #AdminLogged as Zeus owner, but apparently it isn't the case. I need this for various reasons, e.g. spawn Units with alternate Paintjobs (Black Taru or Wildcat), or ad a Virtual Arsenal with ANY object to a crate quickly. Thanks in advance, Elena.
  15. What exactly do you mean by "Unit Module" ?
  16. I have: a) Module: Gameplay Modes/Game master. b) Module: Zeus/Gamemaster that is set to owner #adminlogged c) A Bunch of Playable Units. I do not use the Zeus Gamelogic Unit, as i want Zeus to be Part of BLUFOR and i'm usually just playing as normal soldiers alongside my friends. @Jshock: I set it up exactly like this. It did not work for me on the dedi server. The Init line seems to enable thermal vision, but nothing about an init line. EDIT: Here is my Mission: http://www.filedropper.com/dynamicaltis
  17. As i told in the original Post, Zeus is set as #AdminLogged, so of course, to use Zeus, i have to be logged in as admin. And it does not work.
  18. Elena

    Development Blog & Reveals

    A fucking 12.7mm futuristic VSS. Aaaawh Yeah. Excited for Bipods, aswell. I wonder how these 5 new Rifles & 2 MG's will be given to the factions. And, are they *Marksman* Rifles only, as the DLC Name would imply, or are there Assault, Battle and Marksman Rifles included.
  19. I enjoy the setting. I accepted that Arma plays in an alternate Universe, and that it's one of the most advanced and authentic Wargames/Shooters/Action Games of our time, and not a Simulator. I rather play ArmA3 in the Setting it is meant to be, with not-so-widely known Weapons and Vehicles, then playing essentially what was Arma 2 - just with better graphics and a newer engine. Because, if we get what most people rant about (Modern-Age Content, Maps etc.), it'll just be what we had in Arma 2 and OA. Wheres the sense in that? Sure, the graphics would look better than in A2, but aren't those the guys who claim that graphics don't matter? *sighs* I like the setting and the content as-is, though i would not mind getting a bit more content. I like the DLC policy, i like the engine, and i look especially forward to the Marksman DLC, anticipating that we will get weapon resting and bipods, which, along with the sway, fatigue, and weapon inertia, customization and 3D scopes will make for the best weapon handling ever present in a game. (By the way - is there a discussion topic for todays Dev blog regarding screenshots of the new Marksman DLC weapons and so on? Sorry for the off-topic here.)
  20. Hi! I'm creating a simple Framework Mission to run on my Server. The basics: I have one BLUFOR Officer who is the Gamemaster and controls the whole Session. There are 10 Playable Units and a few Ammo boxes at the spawn with the Virtual Arsenal enabled. Nothing else is placed or scripted in any way. What i'd like to do:I wish to add a Respawn Template like in some of the Official Missions. The Wiki isn't very clear on this, as it gives me the Commands i need to use in the Description.ext, but not what variables are avaliable. In the Mission, there is a respawn_west marker, but i'd like to be able to use zeus-placed respawns aswell. Also, the players can use the respawn-tents in arma. The Template should pop up after the player died, allowing him to select where he would like to respawn. At either of the respawn_west markers, the Zeus-Places respawn markers, or any tents, aswell. They should be able to select their spawn location by themselves. Here is my current description.ext I hope that anything i'd like to be done can be done without the useage of scripts as i'd like the mission to be as vanilla and script-free as possible. PS: Is there a way to make people respawn with their previous loadout instead of the default one, without scripts?
  21. Hi! My Name is Elena. I am 21 Years old, from Germany. I am, as you could have guessed, looking for a Squad to join and play with. Here are a few Details: a) My Timezone is GMT +1. I can play within the week (Monday - Thursday), every afternoon & evening. Also, Sunday Afternoon and Evening. At the weekend, (Friday & Saturday) i'm visiting back home, where i can't play due to no PC. b) I enjoy man things in Arma. One of these is Naval Combat, be it Boat operations or Diving insertions. Also, i'm a huge fan of the Helicopters, and i'm a quite good pilot myself. So i'd enjoy playing either of these possibilities. When i'm fighting in an ordinary squad, i prefer a role as either Marksman or Machinegunner. The Reason is, i like to play supportive. I'm not that much into rushing ahead as a rifleman, and Medic is too "indirect" for me. I like to play a direct supportive role, either as Gunner, able to supress enemies and help my squadmates to make a move, or as a marksman, providing visual intel, and turning down immediate threats when required. c) I like to keep things clean, Mod-Wise. I have no problem with an occasional Mod, using MCC, STHud and other small improvements. I would not like a Unit that relies heavily on modded gear such as 10 different helmets and vest mods, just to look real. I do not worry too much about wheter i'm playing in a BIS-Made Uniform, or if i have a retexture with some flags and patches on it. Also, i am one of the few who like the 2035 setting, so i can play absolute vanilla arma + small improvements (and the A2 Map pack), rather than heavily modded missions. A few vehicles or weapons are fine, though! d) I absolutely love Zeus. I have a own dedicated server with 20+ slots that runs a Zeus Gamemode, and i love to play as Zeus and immerse other players in the story-driven missions i create. This server, and the missions, of course would be avaliable to the entire squad, should i join. So, if you have a squad that meets my likings, and would like to give me a chance, or if you are a player that feels like me, and you would be interested to found a unit, together with me, please contact me!
  22. Elena

    Firing from vehicles unfinished?

    before you keep flaming in such a tone, do us a favor, hop in the sideseat of a Little Bird, with an AI Pilot, tell him to fly circles over an AO with enemy squads and try to hit them. Not only is it close to impossible to spot them on the first overflight, but it also is extremely hard to hit something while traveling sideways. You're not gonna get FFV-Raped from people in vehicles because even if their aim is stabilizied, it's stabilized to the vehicle, not to their relative firing position, so every little twitch in the helicopter will affect your accuracy, the fast sideways motion will kick your bullet of it's straight ballistic path, your sight's aren't gonna be correctly zeroed - FFV from a littlebird really is nothing but a way to supress your enemies while landing near a hot LZ, or as a way of engaging other targets wildly. Think shooting on a convoy from a LB moving at the same speed than the convoy, or think about firing into the windows of a building you're landing next to, so people in there are forced to get into cover. You definitely won't snipe anyone from a moving LB. From a perfectly still-standing one, you might have a chance, but then, you are the easyest target ever, to be shot upon, anyways. And for sitting in the back of a Non-moving vehicle, i see no issue in that. At least you are sitting,resting your rifle on the bed of the truck, or on the tubes of the attack boat (although the latter is effected by waves, so no super accuracy either) so you can be accurate there. and as soon as the vehicle is moving, goodbye, accuracy.
  23. Hey Guys, one question, since the release of Helicopter DLC, whenever someone on my MP Server (dedicated server with Zeus Gamemaster Mode) switches his Weapon (via VAB or Virtual Arsenal or old-fashioned ammobox) everybody else can't hear him shooting anymore. Also, there is no Muzzle Flash - one can still see the bullet impact and hear the sonic cracks. - This only happens after weapon switch, when you spawn and fire with your spawn weapon, it works. - When you switch your primary weapons, one can still hear gunshots from the Pistol, and upon changing the Pistol, one can still hear the primary weapon. - the server is running CBA_A3, MCC4, but the issue persisted after we removed the mods, both client and serversided. This is such an obvious and present issue, that i was wondering, if it maybe is a bug on our end. Because i simply cannot belive, that such a huge and obvious error in the game would go unnoticed. Since i haven't found any ticket regarding the issue, apart from an old one from 11/2013. So, is this a known issue? Can it be an error on my end? Can anyone help me? regards, Elena.
  24. It seems to me, it was connected to Modded Weapons. The UTS-15 Shotgun, to be exact, which has still been used my some members, although i removed it from the server. These individuals had the bug, any anyone on the server wasn't able to hear them shoot, they were not able to hear anyone else shoot. I cam behind this bug when we were testing the issue with 5 People, and one of them, i was able to hear him fire. Then one of the other guys which i wasn't able to hear said "yo stop punching me" - that's when i knew these guys still had the Old mods (which included MOCAP Melee) in their game. Obviously i asked if everyone updated to the new mods, and all said yes, but to met it seemed as if they just downloaded the updated mods (whose armaholic links i posted in our forum) and pasted them over their old mods, not removing outdated modifications. Only the one guy i was able to hear deleted all old mods and downlaoded the new ones. Btw, just to clear things up, MOCAP Melee doesn't cause any bugs, i just mentionned it as at that point, i was aware of what the problem is. The weapon mod that caused the error was either the UST-15 or an outdated version of the Specialist Military Arms Mod.
  25. While i can't deliver a solution to your exact problem, i was wondering if anything stops you from de-grouping the units and make them all individual Units without a Group. If not, you can just do so, remote control each one and they should stay where they are.
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