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MrSanchez

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Everything posted by MrSanchez

  1. I loaded up the same mission with the same modifications on both 1.58 and 1.60RC The difference is nearly 3000kb (20,000 lines) of spam in 1.60RC, mostly about "invalid move" stuff. There is no spam however in 1.58 I have attached both rpt files in a .rar below http://www.mediafire.com/download/i37hlyl2gkldmcc/Arma+3+1_60_RC+Spam.rar Hope this helps somewhat, I would've tested with less mods but I don't enjoy switching between 3 gigabyte downloads on Steam every time to compare the results :S Kind regards, Sanchez
  2. MrSanchez

    Zombies & Demons 5.0

    Yeah use the zombie modules' option: Total Alive Cap, set it to 25 ;)
  3. MrSanchez

    Zombies & Demons 5.0

    There's no way to do this at the moment other than by using a little bit of scripts. If you scroll up you can find that the1krisrob's reply may work for you. He already replied the first time you asked this question. Kind regards, Sanchez
  4. Ah thanks for the heads up. The downside is that Unsung Charlie or any mod that uses Tanoa as a dependency will likely not be played as much by multiplayer communities. Forcing people to buy a DLC that only adds content and is not an expansion that enhances the game engine (like OA was and did) isn't viable for community leaders and would result in a loss of members or a split in the community. Don't get me wrong though, Tanoa is a great content pack and it's totally understandable BI wants to influence as many people into buying Apex. Business after all :)
  5. So yeah. That means noany improved Unsung Vietnam terrains :(
  6. Lol, got excited for a few seconds thinking that there's a way to remove legs n shit from an uni but I see it's just the uniform model that's missing and the vest-helmet models + head proxy are still there. D:
  7. MrSanchez

    Zombies & Demons 5.0

    I avoid singleplayer-only mods :D
  8. MrSanchez

    Zombies & Demons 5.0

    No idea what TPW_MOD is so you're better off asking it in the author's thread rather than here. Our zombies are by default available on sides Opfor and Independent.
  9. MrSanchez

    Zombies & Demons 5.0

    I don't think Ryan understood your question. He thinks that you're going to be adding in the dogs yourself for private usage. I'm pretty sure you're requesting Ryan (and me) to add in these dogs, right? In that case the answer to zombie dogs, quoted from Ryan on the Steam Workshop: :P
  10. I don't know who did it but please follow the forum rules. No one wants to see extremely graphic material. Thanks.
  11. This update is long overdue but it's finally here! v1.1 Changelog: ADDED: New head-remainder model (thanks to Ryan & Katie) FIXED: Compatibility issues with (ACE) revive scripts (no more headless walking humans) http://imgur.com/a/PbdQt (Yet again, the blood decal textures are part of the amazing Blood Lust mod by Zooloo. Dropbox & Workshop have been updated. Kind regards, Sanchez
  12. MrSanchez

    Line Drawing

    This.
  13. You're probably running some other mod that's conflicting. I remember a situation where I was running maxjoiners lapv mod and it caused vehicles of different mods duck up badly...Otherwise verify your pbo ain't corrupt..
  14. MrSanchez

    Zombies & Demons 5.0

    This is correct. It is due to BI's new limping feature. We've already fixed this a week back when we were testing the dev branch. The update came a bit unexpected (I personally thought it was to be by the end of the week). There may be an update of the Z&D rushed out tomorrow ;) Kind regards, Sanchez
  15. This project is temporarily on hold. Other projects popped up that take priority. I will return to this at some point this year :) What is Kingdom? Kingdom is an ArmA 3 grand-gamemode that can be played alone (SP), co-operatively (against AI) or player-versus-player with up to 60 players. The map/island is divided into various territories which can be captured and added to a kingdom. There can be up to three kingdoms, each lead by a King and his vassals. A kingdom can be maintained by a steady flow of supplies and wealth, which come from captured territories and trade. Each territory has its’ own pros and cons; it can be large and have lots of oil, but mountainous which makes it difficult to defend. The various Kings can set up alliances, such as trade alliances which will allow supply vehicles from one kingdom travel through the other without being stopped, which boosts the trade. Kings can also rival eachother; capture eachother’s territories and declare war upon eachother, which could cause for some very interesting diplomatic situations (for example: Kings A and B can be at war with eachother, leaving King C with a choice whether to ally himself with one of the other Kings, stay neutral or declare war on both of the other Kings(thus making it a free-for-all). A King can develop his kingdom by building military bases, factories, fortifications, all done using a custom Zeus-like "Hades" interface. Building military bases will increase the amount of (AI) soldiers a Kingdom can have enlisted. Factories will increase the vehicular capabilities of a Kingdom and fortifications aid in the defense of each territory. Unless the gamemode is played with > 30 players, the main fighting force of each kingdom will likely be AI forces. These forces play a huge role in the defense and capture of territories. Each Kingdom has their own vassals, which are players with privileges. For example, they can recruit an AI squad or request vehicle support. Additionally, they can aid the King in leading the territories. But ofcourse, they can also move on their own and fight the enemy. In multiplayer, the King is selected out of one of the vassals, either by random chance or by vote. The King has the ability to abdicate and point a new vassal as King. Within the gamemode, there can be various sub-modes such as: Territory Control - The first kingdom to capture a pre-designated amount of territories, wins. Conquest - The last kingdom (alliance) to stay alive, wins. Regicide - No respawns/abdication/heritance for Kings -> The last King breathing, wins. And more sub-modes can be thought of, later on. Inspiration For my ideas I’ve been somewhat inspired by the RTS ‘Empire Earth 2’, however I think that because this is ArmA, a 1st/3rd person game, it can be a quite new, unique experience. Additionally, some ideas are similar to ArmA 2’s Warfare gamemode. Development Roadmap Q1 2016 - Alpha version, tested internally with my group; Phantom Incorporated Q1-Q2 2016 - Beta version, first RC released to the public, receiving feedback (hopefully) Q2 2016 - Active development with updates dependent on feedback The Release Candidate-version will likely contain instructions for server admins & mission makers to customize the mission to their own preference. You will be able to change the units, vehicles, territories and even the island it’s played upon. Why? I find the development process of this gamemode a lot of fun as I enjoy coding, but also livestreaming and teaching people, so do feel free to hop in and ask some questions. At the time of writing this, I’ve been livestreaming the development for 8 days, you can watch the development & contribute ideas/support on my Twitch channel: phonicgameshd I don’t know what people will think of this gamemode, but even if the gamemode ends up not being popular at all, I'll feel like the development process has been worth it. Media Final words Now, the terms of this gamemode are deliberately based on the 15-16th century. It is part of the charm. However, there will be no swords & bows in this gamemode: instead ArmA 3 vanilla & (optional) modded military-equipment will be used. Any feedback is much appreciated! Have a nice day. Kind regards, Sanchez
  16. I haven't worked on it for about 2 weeks because I'm taking a small break. I'll resume working on it again shortly though :P Unfortunately I was unable to follow the roadmap :@ Kind regards, Sanchez
  17. Hahaha :D I've already had this fixed since the day after release. I've been meaning to do an update but just never got to it. Will try later today :)
  18. MrSanchez

    Bohemia, why you want to destroy your Community ?

    I know this is not the right thread but I can't resist myself saying this; monetization rules are sort of okay but they do actively screw over mod makers. According to a BI lawyer, a mod maker can not charge server admins money to host his mod on their monetized servers. In simple words; A server admin can go to a mod maker and ask; "Hey, can I go ahead and take your mod and host it on my monetized server so I get revenue off of it?" According to BI rules a mod maker can not reply with "sure, if you give me a percentage" or "sure if you give me 5 bucks first". So server admins get all the sweet $$ whereas mod makers are left with nothing but a small donation when the stars align. So monetization rules are good? Meh.. mod makers are getting screwed, this way I'd rather see no monetization at all, but I know, I know, that's not what this thread was about. Sorreh :P
  19. I've added a check to make sure the mod wouldn't work on the zombie mod ;) This mod was originally made for the Zombies & Demons mod and thus this feature is natively built in. In the next version of Z&D you'll be able to see that. To make sure the mod doesn't conflict, I disabled its functionality on the zombies. There's no way around this, you'll have to wait for the update of Z&D. Me and Ryan have both kinda been mixed up and busy but I reckon the next update will be within two weeks or less. (We're also working on a new model). Kind regards, Sanchez
  20. It is self initialized but in the official campaign you'd have to deal with the default settings which are: Caliber bigger or equal than .408 triggers head pop 100% chance of head popping (im changing this default value in the next version) 5 seconds of head gib and helmets don't matter Hope that helps ;) Kind regards, Sanchez
  21. Yeah I had already modified my first page yesterday to allow mirrors by PWS and ArmAholic :P I use PWS myself so it'd be great if it can get up there ;)
  22. I just tested with the RHS m240 vs CSAT soldiers using ACE 3.5.1.0 in both Advanced & Basic medical systems. It works just fine, the only bug is that sometimes units' heads burst when they are unconscious instead of dead, will fix that for next update. Are you sure you don't have some other mod running in the background? If able to a repro mission would be great.
  23. Here's your hint; Ironically enough, it once again has sumn to do with heads. edit: Fixed terrible grammar mistake xDD Goodluck :D
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