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Onto

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Everything posted by Onto

  1. Hi guys, I can't connect on my friends server. If he or I hosts our own session the other one can't join. This problem appeared since the last patch. I can't join his session and he can't join my session. We tried -to open ports for Arma 3 (2302-2305 UDP/TCP) and for Steam (27000-27050 UDP/TCP). It still doesn't work. -to run with admin -also tested with different firewall settings You can see the game via Steam at gameinfo in the DropDownMenu in your friendlist. With ping and players. You can invite the other one but then the errormessage "Can't connect to server." shows up. You can't find the game via Serverbrowser in Arma 3. Neither the option "Steam" nor "Gamespy" works. Still no session visable in the browser. We used "host own session" to test our selfmade missions. We never had problems with it. Until last patch. We didn't change anything. Neither of us has a new computer or something like that. We paused 2 months creating own missions and now we started working again and connecting sessions won't work. Really confusing O_o. Any ideas what the problem could be? Thx for help! Edit: Addons running: JSRS 2.1 and CBA Edit2: Normal Version of Arma 3. No Dev. Edit3: I know this thread: http://forums.bistudio.com/showthread.php?176877-Can-t-Connect-to-server Didn't help.
  2. Onto

    RHS Escalation (AFRF and USAF)

    http://doc.rhsmods.org/index.php/BM-21 Read that in the documentation. It's not possible to fire all rockets at once ingame, isn't it? I tried it ingame and it seems you can't fire all rockets at once. Or am I doing something wrong? Edit: Btw great mod. I really really enjoy playing with rhs. Srsly guys, outstanding job!
  3. Yep that is true. But some unit mod makers already stated that they don't want to do the config adjustment. No time or whatever. It wouldn't be that hard if some ALIVE modules would have a field where you can enter the classnames. Things would be much easier. Especially with unit mods.
  4. One suggestion: Would it be possible to add some kind of function to the civ/mil placement module and CQB module to add units which the module should use? For example introduce an option to enable syncing costum units from mods so the module knows it only should use this units. Another option would be a field in the module itself where you can enter all the classnames of the units from mods you want to use with the module. It really bothers me that you can't use ALIVE + many unit mods. Would be really really nice if you could improve ALIVE compatibility with unit mods
  5. Seems the Cherno Summer Version is not signed with the server key from 09 07 ? Or am I missing something here?
  6. Great work! Love dem sounds! One thing bothers me though. The firefight and shooting in the distance should be way louder. You don't have the feeling you are in a freaking warzone where everybody is going crazy ;) I would like to hear the sounds of machineguns up to the .50cal as well in one of your next videos :) I'm really looking forward to the first release of JSRS DF!
  7. Nice Mod and one of the best Addons out there! Keep up the good work! I'm just curious. Are there any news about Alive and The CSAT Modification Project? Would love use units with different camo with ALIVE :)
  8. When I uploaded the new serverkey for the new version I couldn't join the server anymore. I deleted the new key and went back to the rc3 hotfix key and it worked again and I could join the server. When I use the rc4 key following messages pops up in the log:
  9. Before I open a request in github and it's dublicate again, I wanted to ask if you plan to change the 40mm grenade ammunition? Or maybe you already did? But I could not find anything like that. Right now the 40mm grenade is a bit weak. Especially for a foot soldier it doesn't make much sence to play grenadier because it's only usefull in some urban warfare situations. Would it be possible to buff the 40mm grenade a bit? Change the penetration for example. Older ones have about 50mm rha penetration. Newer 40mm ammunition about 70-76mm rha. Another option could be a new 40mm grenade item. HEDP or AP to damage light vehicles. Modified version of the 40mm in game. So no new model needed.
  10. Onto

    Patch 1.24 (Bootcamp Update) Feedback

    I like the new fatigue system and weapon sway. If you stop carrying useless stuff, manage your gear and behaviour on approaching the enemy you can get a huge advantage over other players. Played a lot PVP since the update and it makes me just laugh to see many people are not able to hit anymore. Easy kills there. Just trow away your useless stuff and you are just fine. I never use helmets for example. In most situation they are useless. Most helmets weight is 40-60 mass. Thats 4-6 6.5 magazines more. Use the new Arsenal and plan your gear and your equipment. People should start to rethink and stop crying about the new feature. Arma 3 has improved a lot and is pretty user-friendly. No need to go more and more casual. I pray to god they don't change it. It's time to separate the wheat from the chaff.
  11. https://community.bistudio.com/wiki/Arma_3_Unit_Insignia There should be also a clantext on vehicles. Is this still WIP? It's not working. At least not with our clansign.
  12. Onto

    Wrong color with .paa files

    I have the same problem. I created a picture, edited it, saved it to png, used TexView2 to get the paa. It has a bluish colour now in the missionoverview. I only have this problem in the overview. There isn't a problem with mmages in the mission and in the loading screen. ---------- Post added at 17:34 ---------- Previous post was at 17:20 ---------- Update Found a solution. Used Paint.Net and saved it with colors 32bit and used 1024x512 format. Doknow which of these two changes helped but it works now :) But I guess it was 1024x512 format because https://community.bistudio.com/wiki/Mission_Overview
  13. We tried it again and it works now via IP. Didn't work before but now it works for some reason. We opened the ports and "Run with admin". Then connected via IP. I hope they fix this. Join via Steamfriendslist is way easier and more comfortable
  14. Hi, I wanted to turn off the lights in my custom base I made in the editor. https://community.bistudio.com/wiki/switchLight I added a generator in the editor with this Init-Line: I want to add an Action where I can turn of the lights. bul7 is the generator. lampdir180 is the name of the light. When I preview the map or try to use the addAcation I get this error: http://cloud-2.steampowered.com/ugc/3318331657276660588/A45AF7DF507A0739BF39FBC59639472ECBB4A35C/ (539 kB) I have no clue where the missing ) is. Can you help me guys? Thank you :)
  15. Awesome! Thx the error is gone. Now I faced the problem that the sethit command didn't work out. So I tried to setdamage and it worked. To clear some things up for people with simular problems: I placed a object in the editor with the init: "Land_LampHalogen_F" is the lamp. I've got the classname from the configviewer. Then I placed the generator (with name bul7) where I wanted to add the Action to turn off/on lights with the init: I set "LB1 allowDamage false" to the lamp because it only has 0.05 damage left and I don't want that the lamp gets destroyed by looking at it. It doesn't interfere with the setDamage.
  16. I have the same problem. With and without mods... Edit: Maybe there is some loading issue with the loadout of the soldier? Cause I used the 5.56mm rifle from the AAF because I had nearly no ammo after an intense firefight. Edit2: Ok thats not the problem. Tested it.
  17. First, nice campaign guys! It is really awesome :) I have finished the first two missions and when I try to load the third mission "Maxwell" the game doesn't proceed after the loading screen. The game finishes loading but I'm stucked in the loading screen. The game is not frozen.
  18. Hi, I face a quite simple problem in the editor but I can't solve it. Therefore I need your help. I want to place a H-Barrier on top of a another H-Barrier. It should look simular to this: But that doesn't work. It looks like this: Thanks for your help.
  19. So first of all thx for your help. I tried "this setPosition (this modelToWorld[0,0,10])" and also "this setPos [getPos this select 0, getPos this select 1,1];" This works in the 2D Editor but not in the 3D Editor in the init expression. I don't know why. If I put it in the Ini Expression this error pops up There is no missing ";". It works in the 2D-Editor. I'm not really in the mood for building a big Base in the 2D-Editor again. I did that in Arma 2 and it took several days. It's a pain in the ass. Pressing preview. Quit. Preview..... Only cause you wanna see if the objects are in the right position. Building walls, towers, etc. would be so much easier with the 3D-Editor. I tested "RemoveallWeapons this;" same error message. The Initline in 3D-Editor is the "Init Expression" right? After "Info Age"? Seems the Init in the 3D-Editor doesn't work at all? Or am I such a silly? O_o Edit: ASL Height or disable collsotion won't work either.
  20. I appreciate your suggestion but thats not a persistent solution for the problem. I can't replace all loading screens for every mod I use and I also want a functional custom loading screen mod because it will be uploaded on our Addonsync when it finally works. I'm not the only one who will use this custom loading screen mod. It's part of a big modcollection. Therefore it should work without replacing loading screens of other mods.
  21. I have the same Problem. You posted your problem a few days ago. Maybe you can help me if you solved the Problem on your own. Otherwise it would be nice if somebody can help us. I used this script: class CfgPatches { class Team13_Loading { units[] = {}; weapons[] = {}; requiredVersion = 1.0; requiredAddons[] = {"CAUI","CAFonts","ace_c_ui"}; }; }; class CfgAddons { class PreloadAddons { class SL_Monitor { list[] = {"Team13_Loading"}; }; }; }; class RscText; class RscPicture; class RscDisplayLoading { class Variants { class LoadingOne { class controls { class LoadingPic : RscPicture { x = SafeZoneX; y = SafeZoneY; h = SafeZoneH; w = SafeZoneW; text = "\Team13\1.jpg"; }; }; }; class Loading_West1 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\2.jpg"; }; }; }; class Loading_West2 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\3.jpg"; }; }; }; class Loading_East1 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\4.jpg"; }; }; }; class Loading_East2 : LoadingOne { class controls : controls { class LoadingPic : LoadingPic { text = "\Team13_Loading\5.jpg"; }; }; }; }; }; class RscStandardDisplay; class RscDisplayLoadMission : RscStandardDisplay { class controlsBackground { class LoadingPic : RscPicture { text = "\Team13_Loading\6.jpg"; }; }; }; class RscDisplayStart : RscStandardDisplay { class controls { class LoadingPic : RscPicture { text = "\Team13_Loading\7.jpg"; }; }; }; class RscDisplayMPPlayers; class RscDisplayClientWait : RscDisplayMPPlayers { class LoadingPic : RscPicture { text = "\Team13_Loading\8.jpg"; }; }; class RscDisplayClient : RscStandardDisplay { class controlsBackground { class LoadingPic : RscPicture { text = "\Team13_Loading\9.jpg"; }; }; }; And ACE is "overwriting" my custom loading screens when I start the game. Every mod with loading screens seems to overwrite the custom loading screens. The script would work if i can fix this problem because for a very short time the custom loading screen appears. But after a sec the ACE loading screen appears and overwirites it. I would appreciate it if anybody can help me/us to handle this problem :) THX
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