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brainslush

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Everything posted by brainslush

  1. brainslush

    US 75th Rangers

    Looks great. Will there be a saw version of the vest?
  2. I'm programing some modules and have following setting in the Cfg. scope = 2; // Editor visibility; 2 will show it in the menu, 1 will hide it. displayName = "Add Suppressors"; // Name displayed in the menu icon = "x\tss_units\addons\tss_units\data\ui\icon_m_supp.paa"; category = "tss_units"; function = "tss_units_tss_units_fnc_postModule"; functionPriority = 10; isGlobal = 1; isTriggerActivated = 0; isDisposable = 0; In my function I'm ckecking whether the synchronzied unit is local to the client and run the script to attach a supressor. To keep it short it doesn't work. It does work in single player but it doesn't in multiplayer b/c the locality check fails. DEFAULT_PARAM(0,_logic,objNull); DEFAULT_PARAM(1,_units,[]); DEFAULT_PARAM(2,_activated,true); { if(local _x && {activated}) then { // Do Stuff }; }count _units; In my testmission I have the player syned with the module so we get _units => [Alpha1_1] player => Alpha1_1 but according to the debug output (_units select 0) == player => false local (_units select 0) => false local player => true player == Alpha1_1 => true I think I'm getting insane. Pls help
  3. You need to be more specific. What version are you using? What scopes/attachments on which weapon? Have you considered installing the compatibility patches?
  4. I liked the real modularity of agm. Not that it was imposible to disable features in CSE but you never were able to get rid of unwanted config entries and unecessary stuff which was covered by other mods you prefered over CSE. The AGM style keeps your repository clean and reduces potential problems and side-effects when someone preferes to use other mods for which reason whatsoever. You know that you still have modules which you can place on the map to disable certain features? I would suggest you create a ticket in the ace bug tracker for missing modules to temporarily disable features.
  5. Version 1.0 has been released Download here Changelog #04/12/15, v1.0 Reworked some of the code Fixed: Names are now displayed in the correct height on the water an in buildings Fixed: Implemented the new cba keybinding system, requires CBA 1.1.20.150408 RC6 or greater Added: Zooming increases nametag size Added: Names are now displayed for a longer time Added: Init names can now be displayed in vehicles using the custom key Added: license information
  6. We also have quite some troubles getting our mod-set running. We focused it down to AGM, probably in combination with CBA. But since others reported that it works quite well, we are a bit frustrated. We can't pinpoint the exact source of the problem since we have other mods running using cba xeh and functions which cause no problems. Can someone who got their server runing using CBA/AGM state whether they use the latest stable or the dev of AGM and which packages they are using?!
  7. brainslush

    Advanced Ballistics (WIP)

    Again some feedback. I couldn't reproduce the last reported error so I assume it is related to the rpt entries causing lags.
  8. brainslush

    Advanced Ballistics (WIP)

    My fellow server admin found a problem with the current AB and the current release candidate of the marksman dlc. When firing some rounds get deflected in a totally weird way. Some are deflected directly after the shoot and others get deflected for no reason midair. To get a better idea here are some screens: http://cloud-4.steamusercontent.com/ugc/714159522755642951/5C6D875FFF01EC106877AC9B97E81E1C3328886B/ http://cloud-4.steamusercontent.com/ugc/714159522755686334/8E8493CDAD7418748608673A958C8613CE80D709/ http://cloud-4.steamusercontent.com/ugc/714159522755686177/6CF00D3BC6F0AE41E4AD7E0EB623A68B69ECC6A6/ http://cloud-2.steamusercontent.com/ugc/714159522755685938/7162A11F4C754FEB9283C28044B30B2554841A13/ I haven't confirmed the error yet and I'm not sure whether really AB is at fault here. We haven't found an error in the rpt concerning AB but I found others which might cause lags, resulting in a faulty projectile calculation.
  9. Congrats on the release. As usual expect personal feedback from our community.
  10. You don't have to explain how backups work. It's just extremly unhandy if you want to test the pref/prof with multiple people or even community, where some of them are lazy, not so techincally skilled or just not keen on touching the original files. It would be far easier if I could distribute those perf/prof via one of the community addon updaters and change the startup parameters in the launcher.
  11. Ok, just found the error why my version number didn't change. You need to overwrite the original arma3.exe. I just copied the pref/prof versions it into that folder and left the original arma3.exe unchanged. Is there a way to run those perf/prof with the -beta startup parameter as it was done in Arma2?
  12. Is it correct that even if I switch to one of the perf/prof binaries that my version number doesn't change? Is there a way to check what version I'm running apart from looking at the executable?
  13. brainslush

    JSRS3: DragonFyre

    Not sure if this has been reported yet. We get a script error on the map Bystrica from the AiA map pack. 21:33:13 Error in expression <-30,1]); _index = floor(random (count _fArray)); _soundV = _fArray select _ind> 21:33:13 Error position: <_fArray)); _soundV = _fArray select _ind> 21:33:13 Error count: Undefined variable in expression: _farray 21:33:13 File DFyre_A_Core\scripts\ES_forest\forest.sqf, line 12
  14. brainslush

    Advanced Ballistics (WIP)

    I expected that they would bring up the performance issue but if they would include and enhance the AB extension (dll) the performance decrease probably would be negligible. The only thing causing real performance issues with AB is the communication between the Arma script and the extension. A more understandable reason might be the issue that they either would have to teach the ai to shoot in windy conditions or somehow cripple the ai so the game stays balanced when strong wind is present.
  15. brainslush

    Advanced Ballistics (WIP)

    Config values do not influence AB since AB uses its own set of config values, so far they exist for the specific weapon/magazine. One could include these new BIS values into AB for weapons and magazines which have no AB config values. Do you have a source for that rumor that BIS isn't going to alter the drag? If they really aren't going to change anything concerning ballistics then this would be a shame. I know that Ruthberg offered BIS to use AB.
  16. brainslush

    Advanced Ballistics (WIP)

    Then they haven't done anything to the bullet trajectory yet. AB and all other more or less proper ballistic addons work the same way: Reverse the calculations done by the Arma engine and apply your own calculations. The removal of the Arma engine calculations is only possible since we know what the engine does: so far only drag calculations which are so extremely simplified that they are just simply wrong (see here). This probably won't be possible with the marksman dlc.
  17. brainslush

    Advanced Ballistics (WIP)

    Unless you have an on/off button as for the helicopter DLC I guess the marksman dlc will have a tremendous effect on AB. Let's hope BIS doesn't do anything by halves.
  18. brainslush

    TF47 Launchers [WIP]

    Did you somehow clear up the problem with the scripterror when using AGM? We are still on 1.1 since alot of people in our community run Arma with scripterrors enabled. Another thing I noticed was that the illumination rounds have a weird black box in front of it when they are lighted up in a close vicinity to the viewer but this might occur due to a another mod.
  19. brainslush

    Advanced Ballistics (WIP)

    1) This problem already has been reported by me. I already contacted the AGM Team but they won't do anything on their part to fix this issue. I already had a chat with Ruthberg about the source of the problem. AGM_Scopes and AGM_Wind must be removed which is obvious. AGM_overheating brakes the zeroing of the scopes and alters the muzzle velocity of the bullet which is already done on ABs part. AGM_recoil may cause problems when firing in semi-automatic mode since then again it can brake the zeroing of the scopes. AGM_ballistics doesn't have an effect on AB. When using AGM_Firecontrolsystem you need to make sure that in AB the vehicle function is disable otherwise AGM_FCS is rendered useless.
  20. brainslush

    (SMA) Specialist Military Arms

    To be honest I find the image ridiculous since it is quite a fuss for a 3 times magnification. A smaller nvg such as the pvs14 with a twist mount behind the magnifier probably would do the trick as well.
  21. brainslush

    (SMA) Specialist Military Arms

    I didn't expect to be taken serious and I understand your reasons. Usually one can't easily use headmounted nvgs to look through magnifying scopes since in real life some of them require adapters or need to be shifted to the front in order to prevent the optics to collide with your nvg. In some cases it works but still it will take you too much time to align your headmounted nvg along the centerline of your scope.
  22. brainslush

    (SMA) Specialist Military Arms

    Finally someone heard my prayers: An Eotech with magnifier. How about you a third version of the Eotech setup with a m2124 NV in front of it? http://www.eotechinc.com/sites/default/files/styles/product_preview/public/products/M2124.jpg
  23. brainslush

    ACRE2 Public Beta Release

    And again I have to thank you both for the effort. Two little questions: 1) We've one guy in our community who needs to push both the send button for the radio and the PTT-button so that we hear them over the radios. It seems that the radio-key doesn't trigger the PTT function. Any ideas? 2) Is it possible in some way that when the Zeus hijacks an ai that he can speak from the hijacked units position to other players and also can use the units radios?
  24. brainslush

    Advanced Ballistics (WIP)

    For all those who are using AB: The module AGM_overheating breaks the scope adjustments of AB. I'll contact them and if the developers of AGM don't care I will try to find a workaround.
  25. You can use both AGM and AB simultaneously but you have to delete agm_wind and agm_scopes.
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