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Everything posted by NorX Aengell
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XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
StiwiWonder : Thx for your message, i'm happy you love the mod ;). At this time i tried to reproduce the bug but i can't... Could you provide more information ? You play in vanilla ? CBA, AGM ? I tested in vanilla with the following procedure: Spawn a taru and a bench pod. Fly to the pod, Sling load and attach it. Land somewhere and get out of chopper. Let infantry go in pod an i return as a pilot and...nothing, no bug no jump and roll... I tried with the covered pod too... Need the mods you use and if possible a vid of the bug would be nice :). -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
NorX Aengell replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Okay I will try to better explain :p. Actually mods available in the event addons selections aren't the mods in my all Arma 3 folder but just in my repository (unlike the addons tab). All mods manually added or steamworkshoped (or simply not in my mod repository) are not shown... Because of this i need to manually add them in the modsets I use on the Addons tab. I would like to have the same possibility in the Event addons selection as the default (Availaible addons) in the Addon tab. I hope i've explain better this time...If not I'll provide some screen to explain even better my little problem :). -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
NorX Aengell replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hi Major_Shepard, thx for this awesome launcher, i can't launch arma3 without it :). If i could request, it would be more easy for my event mod set if i could add mod not in my repository but in my Arma 3 folder too. Cause at this time I need to tell my mate what mod they need to add for the preset cause i can't add them directly in my event preset... With this it will be really perfect :). Ty again. -
Lordprimate Yeah i know to thx ^^, its exactly because VcomAi as it that i want to see how ASR AI could implement this :).
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For my request if it can help you their already some bis function : For Unpack : https://community.bistudio.com/wiki/BIS_fnc_unpackStaticWeapon For Pack : https://community.bistudio.com/wiki/BIS_fnc_packStaticWeapon Thx again for taking a look at this :).
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XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep normally it's compatible ^^. Thx Jonpas :p -
Astrell I don't know if it could be related but MCC doesn't use is own AI mod (GAIA) ? I'm not sure GAIA and ASR could be great friend... Robalo I play with few friends on listen server, with the new option, all have to run the mod or just the host ? If it's possible i would love to see IA team with mortar, HMG or GMG to deploy their backpack when their in battle and repack them after...These group are so useless for the moment :s.
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XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dark_Spectre its client side ;). Thx kecharles28 for the update :). -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thx Foxhound ;). New update : 1.3 : -Added : Hotfix for the ATRQ Rotor bug until bohemia resolve it : http://feedback.arma3.com/view.php?id=21343#bugnotes I think now the mod will work without problem. -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah i see and hope too ;). Until its fixed i have an update who come when armaholic upload it, who hotfix this ;). -
Happy birthday :) !!
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XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jonpas no problem mate :). And i think i've found some workaround to resolve the issue with the ATRQ rotor until bis resolve it by his side... Need more test to be sure but its promising :). So expect another update soon...You could thank bis for this issue ;). -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah I see, the bug is Arma related but he is more reproducible with my mod... http://feedback.arma3.com/view.php?id=21343 Vote up if you want the bug to be resolved ! I think i will work on some sort of solution until the bug is resolved by bohemia himself... -
It seems that slingloading some pods with the Taru could expect to a critical damage to ATRQ rotor. http://feedback.arma3.com/view.php?id=21343
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XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New update :). 1.2 : -Fixed : The way weight are calculated, should not pose problem in RotorLib now. -Added : Compatibility with the JNS Skycranes by Jonpas Mod -Fixed : Server Key, I hope... -Added : Italian translation Thx FoxHound and kecharles28 ;). -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
DO you use the addon builder ? Or do you sign it after you packed it ? Are you sure your signature work with a server who check signature :p ? I use the addon builder with the option for sign the PBO, so normally all should be fine...But not... -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah i see this...And have you tested to reproduce the bug without the mod ? :). 'Cause in fact the bug exist in vanilla game too... http://feedback.arma3.com/view.php?id=21343#bugnotes I will certainly add a video to the feedback tracker and report him on the dev development thread. For the .bikey... I don't know how this thing work...I have my private key and i have made the .bikey and I don't know why its not good... If anybody know how it works (why it don't work ^^), it would be cool if a can fix it for the next update -_-... -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Rotorlib fixed...I have changed the way the weight is calculated and added, its more accurate and you should fly with no prob now :p. Added the compatibility with your mod, but if you want to include the script himself you can as long as you credit me :). If you need assistance to integrate him ask me. For your code i have already planned to add the black version of the Taru to CSAT for the 1.2 but thx for your proposition ^^. And yeah update soon :). -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thx kecharles28 for the update, add it to the first post ;). Jonpas I don't have tested it with the rotor lib :s... Its normal it don't work by default with your mod, cause it detect the helicopter by his classname, and he should be different with your helicopters ^^. I can make it compatible, for your question it's globally with an attachto and some particularity... When you slingload a pod or whatever the mass is added to your heli, but when you attachto him the mass disapear and I need to add it with a custom weight, For the RotorLib I will find what is weird... Nice mod by the way, i want to do this after this mod to add the black variant to the CSAT himSelf...Don't know why bohemia don't have done this as with the kajman or the other light helo... -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thx FouxHound :). and thx ToxicSludge for the video presentation. New version up. 1.1 : -add : Weight of pod when attached to the Taru. -add : Possibility to drop your pod who fall with a parachute (Height >= 70 m). -Fixed : Invulnerability of the Taru when a pod is attached. I've always need to know if the .bikey work ;). -
Petition to add eventhandlers to ammunitions defined in cfgAmmo
NorX Aengell replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
Signed too :). For The Lord, Lord Jarhead!!! -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ty for the video Drakeziel, add it to media :). In fact i have made an update who add the weight of the pod to your helico (thx to GiPPO for idea and command :)) and the possibility to Drop your pod with a parachute... But my Addon Builder is fucked up with missing prerequisites, i will find a way to package the mod and up the update. By default i Have other translation like Russian,Italian,Spanish,German,Turkish,Czech, who have the default english translation for the moment, if anybody want to give me translation for this own language feel free, 'cause otherwise i will google translate them ^^. -
XENO - Taru Pod Mod
NorX Aengell replied to NorX Aengell's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tebsuuu in fact, there two version of the Taru, one with all the pod directly attached to the helicopter and you couldn't do nothing, my mod is for the second version of the Taru, the one with nothing under him...And the pod could be find under the support categories ;). I hope i have answered has your questions. Thx for PlaywithSix Sonsalt6 ;). And if anybody could confirm it work for Him ?. It's always a problem when you create an addon, you could never know if it really works for other :). -
Vcom AI V2.0 - AI Overhaul
NorX Aengell replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm really enthousiast for this mod, i use the mod version and i have a few recommendations or bugs to highlight. I play the headhunters scenario on stratis in Local with the AI. As i mod i play with -showScriptErrors. I have sometimes this who pop 12:38:11 Error in expression <call VCOM_fnc_classVehicle;_parents = [_class,true] call BIS_fnc_returnParents;> 12:38:11 Error position: <_class,true] call BIS_fnc_returnParents;> 12:38:11 Error Variable indéfinie dans une expression: _class Sometimes when i hit an AI they jump , its a bit funny but i dont think its a normal behaviour :p. And for the last I have seen, i am dead and i have repop in my AI mate, and i was suppress, my unit throw a smoke grenade without i do anything...Maybe check if the unit isplayer true ^^ before do the standard behaviour ;). That's all for the moment. In fact i usually use the ASR AI for my plug and play Ai Mod, but i have seen that your mod add a feature that i really find interresting, "Weapon Utilization" of the team who have static weapon on bag...I'dont have tested it again but seems promising. And for the final i don't know if you know well your "concurrent" but could you explain why i should use your mod and not the ASR AI. I dont want to start a war with "yeah mine is better bla bla bla" , i just search which could fit better my expectations:). For your mod has what I see "Weapon Utilization" seems really nice and for a request i would love to see units who can repair vehicle do this ^^. Cheers ;) -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
NorX Aengell replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
But in fact addons from WS are at the root of arma 3 folder. I can choose them from the window "Avalaible Addons" in addons and put them in an addon group as any addon. Its not a problem to launch them with Arma3Sync. Just if i want to create a modset with them in i cant cause they not in addon selection in the events tab... I think in the modset tab you can choose addon from your repository and its logical because before WS all your mod come from your repository (in fact not systematically...Now i'm thinking of it, all mod directly dropped in your arma3 folder can't be in your modset...), but now we can have from workshop and repository... If we can have an option to choose from where (Repository main folder location or the list of available addon) we want to get our mod for our modset it would be cool :). I hope i have not failed to explain what is my problem XD and i hope you can do something. Thanks again :).