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2 NeutralAbout Crapachi.M
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Glad to see you're still at it Whiztler, u r tha GOAT.
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3DEN created missions on dedicated server. Problems?
Crapachi.M replied to Crapachi.M's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Issue resolved. Obscure mod mismatch on dedicated server and a mission that used third-party unit type set to Playable. I'mmmmm astupidhead. Thread can be deleted. - Crap -
3DEN created missions on dedicated server. Problems?
Crapachi.M posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Anyone else having this issue? Mission is built with a handful of playable slots (~24). Attributes > Multiplayer is edited to taste with min and max player counts. I can be inside 3DEN and select "Play in Multiplayer (MP)" and everything appears in role selection just as it should. So I pack it all up (solo .sqm, binned or non-binned, exported via 3DEN or packed with Eliteness), put it on the dedicated server, and load the mission like I've done a million time before... And It gets to role selection but there are no slots. No slots at all. No factions, no slots. Leave and try to rejoin server and get a max player count reached error. Tried overriding some settings, min/max counts again with description.ext to no effect. Dedicated server is latest stable via SteamCMD. Sound familiar? Thank you for your time, - Crap -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Crapachi.M replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In the Medical Settings module there are options for the "Medical Level" (of course) and "Medics Settings". As the documentation doesn't seem to go into much detail about that latter option, I'm curious if some combination of these and/or other settings may help us, as we're experiencing the following phenomena when trying Advanced Medical gameplay... * A head shot of any sort permits field healing but revive is [near] impossible (unless PAK'd?). * A leg shot of any sort permits field healing but the player is stuck moving very slowly afterwards (unless PAK'd?). * Bruises/contusions cannot be bandaged. While these all seem like reasonable/realistic consequences for these types of injuries, and can necessitate full use of the medical support roles, we're wondering if: 1) These are indeed actually intentional, by design, and not bugs. ...and... 2) Would a setting like "Medics Settings" and/or others may allow us to remove some of these more strict conditions for smaller ops while still benefiting from the immersion of Advanced Medical field treatment. Best regards and thank you for your time, - C -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Crapachi.M replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd check your mission description.ext respawn settings (BASE) and ensure you have appropriate respawn marker(s) in your mission map... https://community.bistudio.com/wiki/Arma_3_Respawn We're using ACE3 with the usual suspects and all is normal base respawn-wise. ---------- Post added at 18:18 ---------- Previous post was at 18:07 ---------- He's saying that in an all-out dynamic firefight, where you're firing a lot and at multiple moving targets, you're not going to want to take the time to fine-tune scope adjustments for every shot. You're basically sticking to zero, or a base elevation set for a common range and merely moving your crosshairs around to compensate for relative winds (Kentucky windage), or range/bullet drop (Arkansas elevation). ---------- Post added at 18:21 ---------- Previous post was at 18:18 ---------- A downgrade to CBA v1.1.20.xxx should remedy most of these interaction issues. CBA v1.1.21.xxx and later cease to provide extended event handlers to third-party units that don't have them already mod-side, breaking these features in many cases. ---------- Post added at 18:44 ---------- Previous post was at 18:21 ---------- A mil is more a measurement of angle. There are basically ~17.8 mils to one degree (you'll see this with the ACE3 Mk6's digital compass in mils). As a rule of thumb, at 1000 yards (3000 ft) 1 mil would span 1 yard (3 ft). For a target at 300 yards (900 ft) a 1 mil adjustment would equal 0.3 yards (0.9 ft) or about 10~11 inches. The same 1/1000th rule applies to meters as well. However, a bullet's trajectory is never really flat and is going to be entirely up to the equipment discharging it, the type of ammunition used, and environmental factors. Best bet, aside from learning the Atrag, or using Koffe's old AGM web app (http://koffeinflummi.github.io/Arma3Spotter/#/spotter), would be to grab a rifle on a relatively calm day, quite a few practice rounds of what you're going to use in the field, and a rangefinder; and find some trees or abandoned structures at regular intervals of range and create a range card that you can jot down elevation settings on for those various ranges. Then later in the field in a firefight, you can quickly recall these base settings either directly off the card or by interpolation, and be in the neighborhood of effective fire from the start. -
Thanks for the prompt update Leight, eagerly awaiting its appearance on PWS! FYI, KillSwitch was saying over on the CBA thread that with their latest (RC7) updates CBA no longer provides extended event handlers to units that do not have them already. This is apparently the reason we're having difficulty interacting in ACE3 with LOP Taki civs and the like. If XEH hasn't been applied in this update, is that something that seems practical and easily done in a future update? - C
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Crapachi.M replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Apologies, meant 1.1.20.xxx. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Crapachi.M replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Downgrade CBA to v1.20.xxx, that worked for us. -
Thank you for your efforts, Leight! FYI from what I've seen the IND > LOP_AM and IND > LOP_ISTS factions, as well as a couple others, seem to be spawning enormous ~13x EI groups in ALiVE. One thing I have also noticed in Zeus since LOP v1.0 with these factions is that only the "Sentry" group under Infantry is defined. The "Squad", "Support Team", "Anti-Tank Team", etc. groupings from v0.81 have ceased to be. This make Zeus sad. As a sidebar, there is a CBA and ACE3 conflict that I've mostly observed with civilian and vehicle interactions. Downgrading CBA to v1.20.xxx has resolved many of those issues for us. The above broken groups however appears unrelated. Even with only vanilla A3 + RHS + LOP + CBA v1.20.xxx, or later, the groupings are gone. Happy hunting! - C
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Excellent, thank you again for your time man.
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First of all: You're the man, Robalo. ASR AI 3 is absolutely indispensable. Thank you for all the time & energy you've put into it. I noticed the 0.9.16 patch notes earlier today while troubleshooting AI difficulty with Zeus in play (using ASR AI 3 0.9.17). Like T there, we too are experiencing some almost super-AI'ish behavior despite the Zeus client having the same default ASR AI 3 settings. Granted it could easily be something else like RHS, AiA + Isla Duala, AGM, etc. and I'm probably beating a dead horse here, but am I reading right that in the case of say, Zeus clients and theoretically headless clients where AI is spawned off-server, that setSkill isn't getting executed...at all? Or still is getting executed on server somehow and/or for those remote units? We're still testing, but might we be better off rolling back to 0.9.15 until the Arma 3 1.40 update? Or is that where the issue lays, with the current stable 1.38, and BIS has it sorted for next release? Thanks again, man.
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By what I'm reading this release is entirely standalone. 2.x should be obsolete and removed/disabled from your modset. Awesome work, Jarhead. Your work has given me hours and hours and hours of constant eargasm. Wishin' ya better health and recovery from your crunch. Donation incoming. - C
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TAW View Distance Script (Addon Version)
Crapachi.M replied to tonic-_-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Love ya' Tonic, but there's a teeny tiny errsy in the config.cpp for the display name of the 'Low' grass setting. Ref your screenshot above, 'Normal' appears twice, though functionality is correct. - C -
Affirmative, At least I had done it via directly replacing the .dlls from battleye.com to no avail. Having played OA a bit last night, and having prompted Steam itself to reinstall the client a couple times again after your recommendation, ACR seems to be installing fine this morning without the error showing up! :D Thanks again for the suggestions, - Cloud
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Affirmative on the error message. After deleting the config again (now with BAF and PMC installed as well), indeed the 3D_Performance value did get written to the config. Not sure why this wasn't happening with the plain A2OA fresh from Steam. So that error message is resolved, but the "!!! Missing string" error still remains. Thanks for your assistance, - Cloud