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16 GoodAbout BetterDeadThanZed
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You might want to edit or remove your Discord link in the first page. It's over run by Russian spammers advertising porn.
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Namalsk for Arma 3
BetterDeadThanZed replied to lappihuan's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I can't wait for the update! Hopefully soon! :)- 122 replies
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- Namalsk
- Namalsk Arma 3
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BetterDeadThanZed started following Dedicated Client / Headless Client feedback (dev branch), Namalsk for Arma 3, Winter 2035 and and 4 others
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I've seen snow scripts before and I find that either they cause it to snow inside buildings and cars, or when you get into a car, the snow disappears completely. How does this snow work in these situations?
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MrSanchez' Headlamps
BetterDeadThanZed replied to MrSanchez's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'd like to use this with the Exile mod. If I spawn one of the headlamps and try using it, it doesn't turn on. In my class CfgRemoteExec I added this: class SAN_fnc_ToggleHeadlamp { allowedTargets=2; }; class SAN_fnc_sendJIPinfo { allowedTargets=2; }; Not sure if that's correct. What do I have to do so they work in Exile? -
Exploding vehicles since Arma 3 1.68
BetterDeadThanZed replied to BetterDeadThanZed's topic in ARMA 3 - TROUBLESHOOTING
Just going to bump this up in the hopes someone has a suggestion. -
Arma 3 1.68 has this in the changelog: My servers run the Exile mod and it's got persistent vehicles. Since 1.68 came out, we've had a HIGH instance of vehicles blowing up on players. This tends to happen when simulation is enabled as a player gets near a vehicle. It's my belief that when simulation is enabled, that "new Hull hit point" has a chance of being damaged (the vehicle has some damage already on it in the database) and the vehicle blows up because of that. Would there be any way to reverse that new "feature"? I'd imagine this is affecting any mod that has persistent vehicles, such as Epoch. Maybe there's a script I can use to disable that feature? I've tried telling my players to make sure their vehicles are fixed at 100% health before logging off, but I also have persistent vehicles that spawn around the map with some damage so they sometimes suffer the same fate.
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Faces of War [WW2]
BetterDeadThanZed replied to giallustio's topic in ARMA 3 - ADDONS & MODS: COMPLETE
A little off topic here, but is the team working on Hell in the Pacific the same ones that made the Hell in the Pacific mod for the original Medal of Honor game? -
WIP - Esseker - post apocalyptic map
BetterDeadThanZed replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hopefully if the dev ever updates it again, he'll fix that. For now, if you turn off logging, you won't see that message. I noticed that too. It seems anyone using the version from the website with Exile doesn't get loot spawning. -
Community Upgrade Project - CUP Terrains
BetterDeadThanZed replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The drop box link isn't working. I'm downloading to my dedicated server so I have to deal with Armaholic's super slow 400kb/s download speed. :( -
WIP - Esseker - post apocalyptic map
BetterDeadThanZed replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Update has been released for Esseker. Updating via Steam Workshop right now. Changelog: * Couple of new locations * A lot of work on existing towns * Aded first section of the railway * New location "Villa Victoria Hotel" * Reworked satellite map and color scheme to fit new Arma 3 visual update I hope there's a server key in the download. -
WIP - Esseker - post apocalyptic map
BetterDeadThanZed replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is the map author reading this thread anymore? Armaholic's version is 0.7.3.1.2. Different from Steam workshop's 0.7.3.1 version. Will Steam Workshop get updated? -
Dedicated Client / Headless Client feedback (dev branch)
BetterDeadThanZed replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
I'm having an issue with a HC set up with an A3 Epoch server. The HC connects to the server but it doesn't get past the lobby. In my mission.sqm, I added this for the HC: class Item105 { dataType="LOGIC"; class Vehicles { items=1; class Item0 { position[]={1127.307,148.41647,10095.988}; id=0; dataType="LOGIC"; vehicle="HeadlessClient_F"; player="PLAY CDG"; leader=1; skill=0.60000002; text="HC"; forceHeadlessClient = 1; }; }; }; This is the output from the HC window when it connect to the server: 16:49:32 Dedicated client created. 16:49:45 Client connected: 127.0.0.1:2302 16:49:46 > Player headlessclient connecting 16:49:46 > headlessclient uses modified data file 16:49:46 > Welcome to Esseker. 16:49:48 > Player headlessclient connected Any suggestions? Is my code in the mission.sqm wrong? -
WIP - Esseker - post apocalyptic map
BetterDeadThanZed replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I noticed the last update for Esseker on Steam Workshop was 30 March and is version 0.7.3.1. Is that a different version than the one on Armaholic? If so, can we get Steam Workshop updated? -
WIP - Esseker - post apocalyptic map
BetterDeadThanZed replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, I don't know what is different but I reinstalled the server and now vehicles don't go into the ground but I've got something else I'd like to ask. Why aren't there direct download links or torrents for Esseker? It's not practical to install Steam on my dedicated server so I can download Esseker and download the files from my PC to my dedicated server takes a lot of time. It would be awesome if there was a link for me to download Esseker directly. -
WIP - Esseker - post apocalyptic map
BetterDeadThanZed replied to ronhillultra's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am setting up an Exile Esseker server and I've got something very odd happening. It seems vehicles are spawning underground or going underground when someone gets in it. I have 2 other Exile servers and this doesn't happen. If I spawn in a vehicle with Infistar, the vehicle spawns and if I get into it, it goes under ground. Even the dynamic spawned vehicles appear to be spawning under the ground. Any advice? Here's a video of what happens. https://youtu.be/riCwuH7RI84