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phoenix_za

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Everything posted by phoenix_za

  1. phoenix_za

    Arma 3 Headless Client

    I'm not aware of any profile name requirement, though I call my ones Headless_client. I need to run my ones in online mode, otherwise they get kicked.
  2. I noticed your new main town, looks like a nice layout for a wealthier town. I have however, not noticed an improvement in performance with the grass :(. Though its still ok for me, and other players which play with lower graphics settings don't noticce much of a hit. I would also like to point out, that there is a huge mismatch in ground texture color, between the close range and mid range ground textures, during the early morning hours, particularly 06:00. This was the case since your first release.
  3. Actually my FPS is much better in the large town than outside of it, so I think the performance issues is really just the one bottleneck of grass, which you worked on, so it should be fine. Your main town size Is a good size for Arma islands IMO. I think smaller, more detailed towns may be in order for new towns, to balance detail with size. But thats just my preference.
  4. Awsome! Thanks! Just curious about something: Does "Wamako, african island still under development." mean that you updated it but its still not finished, or that is hasen't been updated yet for this version? I'll have a download and check nonetheless.
  5. Also, I don't think using '&' in a mod name is a good idea. & is used to separate commands in windows batch files, among other things.
  6. Thanks for looking into it! If it's not too much, I'm wondering if it would be possible to add compatibility for the other M4 magazines from the FHQ M4 pack without adding dependencies. Those are: "FHQ_30Rnd_556x45_Stanag_Tracer_Red" "FHQ_30Rnd_556x45_Stanag_Tracer_Ir" "FHQ_30Rnd_556x45_Stanag_Tracer_Green" "FHQ_30Rnd_556x45_Stanag_Tracer_Yellow" I'm not sure if it would be appropriate or not, but it would be nice to share mags with those M4s and have all those tracer options. I kinda agree. It feels similar to how Arma 2 was. The biggest problem for me is that we are going up against very powerful 6.5mm ammo, so there is mismatch there.
  7. Awsome mod! There are two things I would like to ask/make note of: Is the HK 416 IRL able to take standard 5.56 stanags? If so, should the HK-430 take it? I'm referring to the 5.56 stanags that came in the game: "30Rnd_556x45_Stanag" Also, in case no one mentioned it, I noticed that if you try and reload the shotgun while prone, if forces you to stand up.
  8. phoenix_za

    Flashbang

    Thanks for fixing that array error!
  9. phoenix_za

    Arma 3 Headless Client

    Sounds right. As I said before, it depends on the script. Mine only consideres hasInterface and not the slot itself, so it doesnt matter where it is, as long as its connected to the server.
  10. phoenix_za

    Arma 3 Headless Client

    The way it works now, if he is auto assigned a slot, then that slot isnt local to the HC anyway. It really depends on the script.
  11. phoenix_za

    Virtual Ammobox System (VAS)

    I don't know if the script maker is aware of this, but these are some new script commands and some renamed commands that will be comming into the beta, one of which might break the script: http://forums.bistudio.com/showthread.php?147365-ArmA-3-Notepad-Syntax-Highlighting&p=2417363&viewfull=1#post2417363 Otherwise, great script! Indespensible!
  12. phoenix_za

    Flashbang

    Great mod, thanks! We've been missing this goodie...
  13. Excellent, thanks for the release! I'll try this out ASAP!
  14. phoenix_za

    Haadur 40km

    Amazing looking island, Keep it up!
  15. phoenix_za

    Arma 3 Headless Client

    I have a dedicated Steam account and Arma 3 copy for the server. With that one account, im now running 3 HCs and servers. It is a nuisance buying another copy, but since we will be using Arma 3 for at least 3 years, it may still come in handy even if they remove the requirement. One thing I noticed, is that if Steam looses its connection, then all the HC's get kicked immediately.
  16. phoenix_za

    Arma 3 Headless Client

    Is your Steam GUI online (for HC?) If not, then try that, as it seems to help sometimes with the steamuid kicks. On a side note, Im very happy with the last patch. I have 2 servers running with 2 HCs connected to both of them and working. Haven't had a kick yet. All 4 Armas have theyre own folders through SteamCMD, and I keep Steam online for the HC's. The only problem I have is this one: http://feedback.arma3.com/view.php?id=8647 (please let me know if its not just me, and if its not, then please vote up) Which happens sometimes and causes the HC to kind of desync (from the clients perspective) and drain performance from the clients. It is easily fixable with a mission restart though.
  17. phoenix_za

    Arma 3 Headless Client

    It works for me. The only thing I do differently compared to the last stable branch version is use the new (for stable) dedicated exe in the Arma 3 folder for the server
  18. phoenix_za

    FHQ M4 for Arma 3 (Prerelease)

    I found a minor error in the readme pdf: FHQ_M4A1_AFG_BLK occurs a second time under Class Names, where I believe FHQ_M4A1_AFG_SNW is supposed to be. You're naming structure is logical and predictable, so it's obviously not a problem.
  19. phoenix_za

    FHQ M4 for Arma 3 (Prerelease)

    Great work! Thanks for maintaining this mod.
  20. phoenix_za

    Russians

    That was not the intent of the message. If it appeared demanding then I apologize to Sudden (to whom it was directed to).
  21. phoenix_za

    Russians

    The last stable branch patch (0.58) broke the sound files for the pack. All the rifles have no firing sounds any more, making the mod basically broken. Please let me know if you intend on fixing this, so that I know if we should remove this mod from our mod line.
  22. It's because setVehicleInit and associated commands have been removed, largely as a result of anti-hacking measures I believe. Many mission makers, such as myself have modified UPSMON to work around the issue. My UPSMON edit is tied to a framework my group uses, so its not so straight forward to share, plus I'm not sure if I'm allowed to distribute it (edited UPSMON). My fix is basically to write a function that mimics setVehicleInit, so its a simple drop in replacement for any script broken by the patch.
  23. The issue is being discussed here: http://forums.bistudio.com/showthread.php?147535-CBA-Community-Base-Addons-ARMA-3-Alpha/page13
  24. The stable Alpha build was also updated today to remove SVI. From what I can tell, most of the CBA functions still work.
  25. Great looking mod! We'll probably adobt it as soon as it's out. However there is one thing I want to clarify about the medical system; Is there going to a more common unconcious state (instead of just being killed) that lasts at least several minutes, or from 0 seconds (dies instantly) to many minutes depending on either wounds or some sort of random distribution (sort of like poor mans revive in ACE 2)?
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