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R4IDER

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Everything posted by R4IDER

  1. Thanks for your replies guys. After plenty of tests I have found that the below only causes the server FPS to drop by 2 which obviously doesn't effect client FPS. if (!isServer) exitWith {}; private ["_veh","_targets","_target","_count"]; _veh = _this select 0; _veh setVehicleAmmo 1; _targets = [t1,t2,t3,t4,t5,t6,t7,t8,t9,t10,t11,t12,t13]; _count = 0; _target = _targets select floor(random(count _targets)); sleep (0.2 + random 0.2); // Multiple scripts now much less likely to compete in the same frame while {(alive _veh)} do { _count = _count + 1; _veh doWatch _target; _veh action ["useWeapon", _veh, gunner _veh, 0]; sleep 0.05; if (_count == 25) then { doStop _veh; _count = 0; sleep 2; _veh setVehicleAmmo 1; _target = _targets select floor(random(count _targets));}; };
  2. Is anyone else having trouble with the respawn and abort buttons not working? Nevermind I can see X39_MedSys_var_Display_TimeBeforeRespawnAvailable_Death is the new setting.
  3. R4IDER

    EricJ Release thread

    We are actually using ASDG joint rails, however I am guessing that at the moment you have listed those magazines as being compatible with your weapons but because we don't have the RH M4/M16 pack we are receiving an error because the magazine class name doesn't exist.
  4. R4IDER

    EricJ Release thread

    We recently removed the RH M4/M16 pack from our server and now we're noticing an error regarding a missing magazine, we're not using this magazine in our gear selection but we still see the error about the missing "RH_30Rnd_556x45_Mk262". magazines[] = {"scar_mag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow","RH_30Rnd_556x45_Mk262"};
  5. R4IDER

    A-10C for Arma 3

    Well its a great mod I really hope these performance issues can be corrected in future versions.
  6. Here are the signed files. http://www.gol-clan.co.uk/keys.zip
  7. R4IDER

    A-10C for Arma 3

    I am not sure if anyone else is experiencing this issue but I have noticed a massive FPS hit after placing an A-10 in the editor, for instance my fps is usually roughly around the 60-90fps when in the editor but after I place the A-10 it goes down to 40fps. Also clicking items in the main menu becomes very sluggish. Mods CBA beta 5 - http://www.armaholic.com/page.php?id=18768 JayArmA3Lib ACRE A3MP ASDG Joint Rails AV IndUs - http://www.armaholic.com/page.php?id=21361 BWMod - http://www.armaholic.com/page.php?id=24147 CAF Aggressors - http://www.armaholic.com/page.php?id=24442 Russian Naval Infantry - http://www.armaholic.com/page.php?id=24087 Middle East Irregulars - http://www.armaholic.com/page.php?id=23308 C-130J - http://www.armaholic.com/page.php?id=24735 FHQ Accessories pack Arma 2 US Helicopters import - http://www.armaholic.com/page.php?id=24845 HAFM - ArmA 2 HMMWVs import - http://www.armaholic.com/page.php?id=24573 F/A-18 Super Hornet Su-35S Flanker E African Conflict - http://www.armaholic.com/page.php?id=21914 Mag Repack - http://www.armaholic.com/page.php?id=19692 NATO SF and Russian Spetsnaz Weapons - http://www.armaholic.com/page.php?id=21912 Russians - http://www.armaholic.com/page.php?id=18836 TMR Modular Realism - Alternate EricJ Weapons Pack - http://www.armaholic.com/page.php?id=23858 XMedSys
  8. R4IDER

    C-130J Port Release

    For those of you who want to use the C130 for a paradrop but currently can't due to the instant death when ejecting I have created a small script that allows you to jump out without dying. Add the following to the C130s' INIT this addAction ["<t color=#FF0000'>JUMP OUT</t>", "paradrop.sqf]; and then save the following file in your mission directory. http://www.gol-clan.co.uk/paradrop.sqf Make sure you have the parachute equipped :j:
  9. We will be playing another mission later on today, I will keep tabs on the disconnects and reconnects and work out how often its happening.
  10. Thanks for your quick response. It's not really a mission just a template that we use to create missions that we've been using to test. http://www.gol-clan.co.uk/GOL@38_Template_USMARINES.Altis.zip
  11. The problem is that JIP players don't get initialized correctly there for you can't interact with them and they can't interact with anymore or themselves.
  12. Following your advice from the previous page I am using the module to load up XMedSys however it seems there is a problem with players that JIP, is there currently a solution to solve this issue? or is it a case of waiting for the next version?
  13. One of the issues I have had with XMedSys is with players ability to survive an headshots, even when a player is on the ground you can repeatedly shoot a player in the head with little effect. Using the following you can make it so that players die if they get shot in the head. // Add this to your init.sqf player addEventHandler ["HitPart", { _this execVM "HandleDamage.sqf" }]; // Create a file called HandleDamage.sqf & add the following code. _unit = ((_this select 0) select 0); _DamageLocation = ((_this select 0) select 5); if ((str _DamageLocation) == '["Head"]') then { _unit setDamage 1; };
  14. Using the following line you can see the body part hit. this addEventHandler ["HitPart", { _EX1 = ((_this select 0) select 5); hint format["%1", _EX1] }];
  15. R4IDER

    EricJ Release thread

    Thanks for the update but you forgot to sign the JSRS config file :)
  16. This bug has been present since the ARMA 3 Alpha first launched, are there any plans to fix this issue anytime soon? http://feedback.arma3.com/view.php?id=436
  17. R4IDER

    EricJ Release thread

    Try this http://www.armaholic.com/page.php?id=14124 it should help you out. Just make sure you're running it as the administrator.
  18. Hi, Thanks for the time and effort you have put into this mod. I am trying to work out how to use the mod without using the module, reason being because when using the module an error is generated. I believe this may be something to do with a conflict with another mod. I have tried adding "player call X39_MedSys_fnc_initializePlayer;" To the init.sqf without success. Could you tell me how to get this working. Thanks
  19. R4IDER

    EricJ Release thread

    Sadly PlayWithSix haven't signed the lkr_u100_sound.pbo file. From past experience usually when files fail the signature check it is because of some error, what error I am not sure. I have managed to get the file to pass a signature check by repacking it, for anyone else who uses signature checks here is a download link to the signed file. http://www.gol-clan.co.uk/R4IDER/lkr_u100_sound.7z
  20. R4IDER

    EricJ Release thread

    Thanks for your mod and the frequent updates. I have tried signing the lkr_u100_sound.pbo file but for whatever reason it fails the server signature check is anyone else having this issue?
  21. R4IDER

    EricJ Release thread

    Thanks for your mod and the frequent updates. I have tried signing the lkr_u100_sound.pbo file but for whatever reason it fails the server signature check is anyone else having this issue?
  22. R4IDER

    A storm is coming (Arma 3 Zeus DLC)

    They waste so much time making stuff like this, people have already created mods that pretty much do this already. There is hardly any content in ARMA 3, for example there are no large fix wing aircrafts for paradrops and there is only roughly 6 or so building types you can enter and all of the factorys are locked. No meaningful medical system other than scroll wheel and return some hit points. Lacking content is one issue but then there are the bugs. For example the MX grenade launchers weapon is white at the end if looked at through a scope. If you have SLI cameras and mirrors flash making them impossible to use. There is no real armor other than the kind that protects the entire body. AI take up to 5 hits to be killed while you will die in 1 hit. There are so many problems with the game and there never seems to be any progress with the issues just stuff that we don't really need such as this.
  23. R4IDER

    A storm is coming (Arma 3 Zeus DLC)

    Personally I don't see this as much of an improvement, I have no idea why they are working on stuff like this when we still don't have any large fixed wing aircrafts and WTF? using lightning to blow up a tank I thought I was playing ARMA not world of warcraft.
  24. Hi, From my understanding there is a limit of 144 groups that can be active at anyone time in ARMA3 which has never really been a problem for me before until now. Using the following code I can spawn units in locations of my choice, the downside to this is that it creates a new group every-time the function runs. What I would like to do is have all of the AI spawn and join the same group. For the last few hours I have been trying to work out how to achieve this. I have been working on the idea that if I create a normal unit with the following in its INIT line "grp_badguys = group this;". I could then use join to make that unit leave the newly create group and join the new one. At the bottom of the function I added "[_soldier] join grp_badguys;" This gives me a undefined variable error so I tried entering "[this] join grp_badguys;" into the INIT line of the spawned unit but to my amazement this causes the game to crash. I have now run out of ideas to fix this so if anyone could point me in the right direction it would be appreciated, thanks. Fnc_SpawnUnit = { private ["_group","_marker","_soldier"]; _group = _this select 0; _marker = _this select 1; _spawn = (GetMarkerPos _marker); _direction = _this select 2; _position = _this select 3; _stance = _this select 4; _group = CreateGroup east; _soldier = "O_mas_afr_Rebel8a_F" createUnit [_spawn,_group,"this setDir _direction;this setposATL _position;this setUnitPos _stance;this disableAI 'MOVE';",0.5]; }; Here is an example of how I am calling the function. ["ZoneGroup_X", "zone2", 193.56, [14356.5,12658.1,5.87066], "UP"] call Fnc_SpawnUnit;
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