R4IDER
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CatBook-Yi23332 started following R4IDER
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Who are we? We enjoy playing ArmA3 in a tactical and professional way and ensuring at the same time a high level of fun is kept within the game. We use tactics and procedures from various armies and modify them to suit our own needs. This allows us to operate in the ArmA 3 platform effectively. Unlike most of the clans out there we do not play as the same army/faction all of the time. Our mission designers are given creative freedom which means in one campaign you may be playing as the Russian Army and then in the next you might be playing as the German Army. The creative freedom also extends to different era's and we have played a number of World War 2 and Vietnam campaigns. What do we offer? * Tactical CO-OP Game Play (No "yes sir") * Rank Structure * A variety of roles available -> * Forward Air Controller [Radio Operator] * Rifleman [Anti-vehicle Weaponry] * Grenadier [Support Role] * Assistant Gunner [Medic] * Automatic Rifleman [Heavy Gunner] * Pilot [Transport, CAS] * Training Sessions/Missions every Tuesday @ 1800 UTC and main operations/campaigns every Saturday @ 1800 UTC * Awards & Qualifications * Fun, Experience and Friendship What are our requirements? * Own a Microphone * Speak English * Age: 16+ * Must own ArmA 3 with APEX DLC What mods do we use? * ACE3 * TFR * RHS * All CUP content * In house mods Application Process Submit an application here -> http://www.gol-clan.co.uk/application We will review your application and then contact you via Steam. Questions? Add me on Steam http://steamcommunity.com/id/R4IDER-86 or you can join our teamspeak server using teamspeak.gol-clan.co.uk Our History Guerillas of Liberation was founded by a small group of people in 2003 in the game Operation Flashpoint Cold War Crisis. It originally did not have a set purpose or goal other than to enjoy the sessions we just so happened to play. However after about a year the attitude of GOL began to change to a more casual co-op focused style clan and then eventually to a serious tactical co-op clan. Since then GOL has been constantly improving itself over the years and when Armed Assault came around in 2006 the clan was far different from its original OFP days. GOL fell in love with the superb mod for Armed Assault, Advanced Combat Environment. This increased the realism of the game tenfold while making the game much more challenging. In the summer of 2009 BIS launched their third instalment of the game called ArmA II. The game has brought new challenges to the clan with a huge surge of new recruits and members. Therefore we have had to change the way to operate the clan in and out of game. ArmA2's time period allowed us to keep working on new ideas and new systems to allow the clan to operate more and more effectively. Complete with our ups and downs this clan has grown into something which was never expected back when the clan was first founded and has really impressed the masses with its very long and established history. The clan over many years has prided itself with its willingness to help others within and outside the clan regardless of who they are because the clan has a strong belief in good relations with everyone which in result makes just a better community for the thousands of players in it. Now with the arrival ArmA3 we continue to adapt to the changes and build upon the success of the clan the clan is now of well-oiled machine with excellent administration and great leadership in game. http://www.gol-clan.co.uk/ https://www.youtube.com/watch?v=YAJ4By-sLBY
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Does anyone know what causes this error message to appear? I have a feeling it might be caused by the CUP Weapons pack. This error is currently preventing the first load through of a mission on our Linux server which is a bit of a pain but the second time through the mission loads but this error message is still being displayed.
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I think you're correct it is the amount of mods loaded. I can load any of the single directories on their own without any problems but loading more than three results in the HC being kicked for failing the signature check. I have tried putting all the mods in a single directory but this doesn't work either. Not sure what else I can do really other than turn off signature checks which isn't really something I want to do even on a private server. Quite disappointed that this hasn't been addressed yet.
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I am having a really hard time working out some issues I'm having with HC. I have been running a Windows server with HC without any issues but recently I have decided to switch to running my ARMA 3 server and HC on a Linux server which is my personal preferred platform. The problem I am having is that I can't get HC to pass the signature check. I can connect to the server and I pass the signature check without any issues. I figured that the problem most likely is the case of Linux being case sensitive so I changed all of the file names to lower case and tried again without success. I next tried re-signing the mods because previously the key had a capital letter so I created a new private key simply called server.bikey. I have test this on a windows server to ensure its working but for whatever reason I just can't get the HC work with signature checks on. 17:48:08 Warning Message: Files "/home/steam/steamcmd/arma3/mods/@golislandsa3\addons\ibr_dualaobjects.pbo", "/home/steam/steamcmd/arma3/mods/@golislandsa3\addons\ibr_plants.pbo", "/home/steam/steamcmd/arma3/mods/@golislandsa3\addons\ibr_rn.pbo", "/home/steam/steamcmd/arma3/mods/@golislandsa3\addons\isladuala3.pbo", "/home/steam/steamcmd/arma3/mods/@golislandsa3\addons\mbg_generic_african_buildings.pbo", "/home/steam/steamcmd/arma3/mods/@golislandsa3\addons\panthera3.pbo", ... are not signed by a key accepted by this server. To play on this server, remove listed files or install additional accepted keys. Looking at the error above I can see that the path changes when loading the mod to \addons rather than /addons so technically this file won't exist if you attempt to 'ls' it. But the mods are loading correctly on the server so I am confused on how I can go about resolving this issue. It would be great if there was a way to allow the HC to skip the signature checks but if anyone could provide me with any advice on how to solve this issue that would be great. Thanks,
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Great mod our pilots love this we're using the addon version and I wondering if its possible to add support for RHS planes and helicopters? I can see its possible to sort this out ourselves but I am not to sure how the weapon positions work. Thanks.
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It seems that the desync issues still remain. I have noticed that the desync seems to get worse as the missions we play continue, at around the 3 hour mark it the desync makes the game unplayable with players all running off in different directions or not being able to see other players moving, for them everyone just stands still, everyone starts teleporting around also. Its not small amounts of desync either its 5000+ and towards the end full desync 10000. Whatever was changed or added in the latest update has really screwed things up and sadly the hotfix and the hotfix for the hotfix haven't made any difference.
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L_ExShake - Camera shaking for distant explosions
R4IDER replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nice mod really adds a lot to the game I can see that the mod works well in Single Player but it doesn't seem to be working in multiplayer when other players are shooting is this the same for everyone or have I done something wrong? -
Even if you start your game with mods it will crash during the load-up, currently there is a massive issue with the game.
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I expect there will be a small patch later on tonight or at the latest tomorrow because right now Arma 3 isn't working for me or any of my friends.
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I have noticed that if you run arma3.exe with or without mods enabled the game will start up but during the load screen you will get stuck on the ARMA 3 logo. If you try to use the new launcher and load up the game and enable mods the same thing will happen. Using the launcher without mods enabled works. Looks like the latest update broke things.
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Hi, I have created a function that handles the setup of player radios, I just wanted to post the code I am using just to get some feedback on it because I am having two issues right now. The function below will get called when a player spawns into a game or respawns or re-picks their gear. I have noticed that when playing as independent factions every so often you spawn with the default independent radio. I am not sure why this happening because I am using the below function to give players their radios and set the frequencies. The other issue that I have come across is players frequencies not being setup correctly, this doesn't happen very often but I would like to make sure that I have code that has no chance to fail. Please let me know if there are any improvements that could be made to the SetUpRadio function. Thanks tf_no_auto_long_range_radio = 1; tf_give_personal_radio_to_regular_soldier = false; tf_west_radio_code = "_golclan"; tf_east_radio_code = "_golclan"; tf_guer_radio_code = "_golclan"; tf_defaultWestBackpack = "tf_anprc155"; tf_defaultWestPersonalRadio = "tf_anprc152"; tf_defaultWestRiflemanRadio = "tf_pnr1000a"; tf_defaultWestAirborneRadio = "tf_anarc164"; tf_defaultEastBackpack = "tf_anprc155"; tf_defaultEastPersonalRadio = "tf_anprc152"; tf_defaultEastRiflemanRadio = "tf_pnr1000a"; tf_defaultEastAirborneRadio = "tf_anarc164"; tf_defaultGuerBackpack = "tf_anprc155"; tf_defaultGuerPersonalRadio = "tf_anprc152"; tf_defaultGuerRiflemanRadio = "tf_pnr1000a"; tf_defaultGuerAirborneRadio = "tf_anarc164"; tf_same_sw_frequencies_for_side = true; tf_same_lr_frequencies_for_side = true; tf_max_voice_volume = 25; tf_voiceVolume = 0.5; SetUpRadio = { _unit = player; _infirstsquad = (str _unit) in ["p4","p5","p6","p7","p9","p10","p11","p12","p23","p24"]; _insecondsquad = (str _unit) in ["p14","p15","p16","p17","p19","p20","p21","p22","p32","p33"]; _inaac = (str _unit) in ["p25","p26","p27","p28","p29","p30"]; if(golrole == 1) then { // Platoon _unit = player; _unit AddItemToUniform "tf_pnr1000a"; _unit AddItemToUniform "tf_anprc152"; _unit AssignItem "tf_anprc152"; waitUntil { GoLRadios = call TFAR_fnc_radiosListSorted; CountRadios = count GoLRadios; CountRadios >= 2; }; scopeName "main"; if (CountRadios >= 2) then { _an152 = GoLRadios select 0; _pnr1000 = GoLRadios select 1; //Setup 152 _an152 call TFAR_fnc_setActiveSwRadio; [(call TFAR_fnc_activeSwRadio), 1, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "50.4"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "50.5"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "50.6"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "50.7"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "50.8"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 9, "50.9"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_ActiveSWRadio), 5] call TFAR_fnc_setSwVolume; //Setup PNR-1000 _pnr1000 call TFAR_fnc_setActiveSwRadio; [(call TFAR_fnc_activeSwRadio), 1, "10"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "20"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "30"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "40"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "50"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2] call TFAR_fnc_setSwChannel; [(call TFAR_fnc_ActiveSWRadio), 5] call TFAR_fnc_setSwVolume; _an152 call TFAR_fnc_setActiveSwRadio; } else { breakTo "main"; }; }; if(golrole == 2) then { // FAC Radio Backpack is added in gear selection. _unit = player; _unit AddItemToUniform "tf_pnr1000a"; _unit AssignItem "tf_pnr1000a"; waitUntil { GoLRadios = call TFAR_fnc_radiosListSorted; CountRadios = count GoLRadios; CountRadios >= 1; }; scopeName "main"; if (CountRadios >= 1) then { _pnr1000 = GoLRadios select 0; //Setup LongRange [(call TFAR_fnc_activeLrRadio), 1, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 2, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 3, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 4, "50.4"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 5, "50.5"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 6, "50.6"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 7, "50.7"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 8, "50.8"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 9, "50.9"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1, 1] call TFAR_fnc_setLrChannel; [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1, 5] call TFAR_fnc_setLrVolume; //Setup PNR-1000 _pnr1000 call TFAR_fnc_setActiveSwRadio; [(call TFAR_fnc_activeSwRadio), 1, "10"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "20"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "30"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "40"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "50"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2] call TFAR_fnc_setSwChannel; [(call TFAR_fnc_ActiveSWRadio), 5] call TFAR_fnc_setSwVolume; _pnr1000 call TFAR_fnc_setActiveSwRadio; } else { breakTo "main"; }; }; if(golrole == 8) then { // Pilot _unit = player; _unit AddItemToUniform "tf_anprc152"; _unit AssignItem "tf_anprc152"; waitUntil { GoLRadios = call TFAR_fnc_radiosListSorted; CountRadios = count GoLRadios; CountRadios >= 1; }; scopeName "main"; if (CountRadios >= 1) then { _an152 = GoLRadios select 0; //Setup LongRange [(call TFAR_fnc_activeLrRadio), 1, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 2, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 3, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 4, "50.4"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 5, "50.5"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 6, "50.6"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 7, "50.7"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 8, "50.8"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio), 9, "50.9"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1, 1] call TFAR_fnc_setLrChannel; [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1, 6] call TFAR_fnc_setLrVolume; //Setup 152 [(call TFAR_fnc_activeSwRadio), 1, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "50.4"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "50.5"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "50.6"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "50.7"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "50.8"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 9, "50.9"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2] call TFAR_fnc_setSwChannel; [(call TFAR_fnc_ActiveSWRadio), 6] call TFAR_fnc_setSwVolume; } else { breakTo "main"; }; }; if(golrole == 3) then { // Squad Leaders/Team Leader _unit = player; _unit AddItemToUniform "tf_pnr1000a"; _unit AddItemToUniform "tf_anprc152"; _unit AssignItem "tf_anprc152"; waitUntil { GoLRadios = call TFAR_fnc_radiosListSorted; CountRadios = count GoLRadios; CountRadios >= 2; }; scopeName "main"; if (CountRadios >= 2) then { _an152 = GoLRadios select 0; _pnr1000 = GoLRadios select 1; //Setup 152 _an152 call TFAR_fnc_setActiveSwRadio; [(call TFAR_fnc_activeSwRadio), 1, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "50.4"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "50.5"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "50.6"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "50.7"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "50.8"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 9, "50.9"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_ActiveSWRadio), 5] call TFAR_fnc_setSwVolume; //Setup PNR-1000 _pnr1000 call TFAR_fnc_setActiveSwRadio; [(call TFAR_fnc_activeSwRadio), 1, "10"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "20"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "30"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "40"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "50"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_ActiveSWRadio), 5] call TFAR_fnc_setSwVolume; if((str _unit) == "p3" || (str _unit) == "p8") then { // First Squad Leaders Personal Radio [(call TFAR_fnc_activeSwRadio), 0] call TFAR_fnc_setSwChannel; }; if((str _unit) == "p13" || (str _unit) == "p18") then { // Second Squad Leaders Personal Radio [(call TFAR_fnc_activeSwRadio), 1] call TFAR_fnc_setSwChannel; }; } else { breakTo "main"; }; }; if(golrole == 4 || golrole == 5 || golrole == 6 || golrole == 7) then { _unit = player; _unit AddItemToUniform "tf_pnr1000a"; _unit AssignItem "tf_pnr1000a"; waitUntil { GoLRadios = call TFAR_fnc_radiosListSorted; CountRadios = count GoLRadios; CountRadios >= 1; }; scopeName "main"; if (CountRadios >= 1) then { _pnr1000 = GoLRadios select 0; [(call TFAR_fnc_activeSwRadio), 1, "10"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 2, "20"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 3, "30"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 4, "40"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 5, "50"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 6, "50.1"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 7, "50.2"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_activeSwRadio), 8, "50.3"] call TFAR_fnc_SetChannelFrequency; [(call TFAR_fnc_ActiveSWRadio), 5] call TFAR_fnc_setSwVolume; if(_infirstsquad) then { [(call TFAR_fnc_activeSwRadio), 0] call TFAR_fnc_setSwChannel; }; if(_insecondsquad) then { [(call TFAR_fnc_activeSwRadio), 1] call TFAR_fnc_setSwChannel; }; } else { breakTo "main"; }; }; //hint "Configuration Complete"; };
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Authentic Gameplay Modification
R4IDER replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for implementing the action cancelled hint message when reopening the menu. Would it be possible to have the name-plates script moved to a separate PBO? Cheers guys. -
The point I am making is that the DLC packs we have coming out are like those you would expect from a call of duty game. Marksman DLC for example, I don't claim to know what is in this pack but my guess is that its going to be a few sniper rifles and maybe a scenario to showcase them. To me a few weapons added to the game offers very little when we have mod packs which add real world sniper rifles rather than futuristic made up ones. Looking at the DLC offered in ARMA2 we had Army of the Czech Republic and British Armed Forces. This is two brand new factions with all the real world vehicles and guns. With ARMA 3 the amount of content available in each DLC pack is small in comparison to that of ARMA 2. Its like the BAF pack with just the helicopter, no units, no weapons and no vehicles. I enjoy playing ARMA because it offers game play that is completely different to every other game out there, its the only game which isn't just another FPS clone. Please don't view me as a troll or someone who just hates ARMA. I have been playing ARMA for a while now and my frustration is based entirely on how BI have handled A3. Remember its only been two months that the game has had a relatively smooth multiplayer experience. Prior to that client FPS would sometimes be going below 20. I find it very annoying that we're seeing DLC packs with Karts for example when I see that we still don't have any large fixed wing aircraft and there are still bugs in the game that have been in the game since the alpha such as the SLI PIP flicker bug. In terms of the maps, I've had plenty of debates with friends about this and I have defended Altis but I see the point my friends were making now that out of all of the maps we play Altis is actually one of the most boring maps we have. Its not as bad as Takistan which is what I was referring to with my "not another desert map" comment. But we were promised that all of the buildings would be enter-able and that isn't true. There are basically no forests in the map and no in-land water which while I can understand they wanted to replicate a real world island in terms of game play, the real world is boring and it doesn't work for interesting mission design. The beaches look completely stupid with the umbrellas setup everywhere. Altis doesn't look like a war torn island but instead it looks like a holiday camp. So tell me am I wrong to be annoyed at the DLC plans for ARMA 3 or should I just be happy with receiving the small amount of content in comparison to that of ARMA 2's. I am not actually looking forward to any of them and I only view the helicopters DLC as a fix for a flight model which is constantly being criticized by our pilots. My clan currently is split between ARMA2 and ARMA3, when ARMA3 first came out we switched to it and we all uninstalled ARMA2. One month later we ended up switching back to ARMA2 and no one even looked at ARMA3 for six months. I think it was when Altis came out that we started playing it again but we soon realized that the game was in a far from playable state. A few weeks later I managed to convince a few people that we could do a rotation between both games. This rotation continues to this day and every-time a discussion starts about switching to ARMA3 full time its always the same thing. ARMA3 isn't ready yet, being someone who wants to end this rotation and just stick with ARMA3 I find it incredibly annoying when I receive messages from people who are wanting to stick with ARMA2 and its simply a message saying "its hard to take ARMA 3 seriously when they're making karts DLC". What can I say to that? nothing, because they're right. BI is the only dev I know of that actually updates a version of their game daily and I admire them for that but in terms of their DLC content plans I don't agree with them at all. I want factions with all the bells and whistles not a couple karts and sniper rifles like something we would find in a call of duty game.
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I find it extremely annoying that BI continue to waste time on things such as Karts and the football thing, even Zeus. At the time when Zeus came out there were some massive issues with performance and there still is. Now they're working on Markman DLC, we don't need this because we have a community of modders who are constantly releasing content. We shouldn't even have something called Markman DLC as this should be part of game by default. A good DLC pack adds new factions such as the BAF for ARMA 2. The only DLC pack that I am interested in is the Helicopters DLC, again this shouldn't be DLC. It should be part of the game by default. I am hoping that the Helicopters DLC fixes the flight model because currently it is terrible! We still don't have any large fixed wing aircraft and there are no shotguns. For the expansion I wouldn't mind the cold war era being added to ARMA 3 along with a new island that isn't a desert. I expect however the most likely thing we will see in the expansion is space ships or something that we would see in a sci-fi movie. I currently don't have much faith in BI as they continue to work on things that are essentially April fools jokes.
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Great work on the mod so far I've really enjoyed using it. The Gatling guns on the ac-130u are really loud, I am sure they're loud in real life but in game they seem a little to loud. I have also found a problem with autopilot. While testing your mod out on a dedicated server I found that the plane would teleport from one side of the map to the other. I have taken a screenshot of the map, but just looking outside I could see features from both sides of the island as I was quickly teleported. There is also another sound which is like static, it happens everytime I get into the AC-130 and than randomly while inside, also when I jump into one of the gunner seats there is an missing file error or something. There is no error for the static sound I was talking about. Cheers guys looking forward to future updates. http://www.gol-clan.co.uk/R4IDER/2014-06-15_00003.jpg