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R4IDER

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Everything posted by R4IDER

  1. With the newly added Fuel and repair trucks does anyone know how to configure the speed in which refueling or repairing takes place? by default the trucks are instantly refueling and repairing and I would like to add a delay on this.
  2. Hi, I have been playing around with the repair and refuel trucks in arma 3 and I have noticed that refueling and repairing is something that happens instantly when you drive a broken vehicle next to the repair truck for example. It looks kind of strange having a vehicle that once had no front wheels suddenly bounce up and be magically repaired so wouldn't it be better if a delay could be added to these particular vehicles? for example every 20 seconds or so, 10% of the vehicle would be repaired or refueled.
  3. Hi, I have noticed a pretty big bug in the latest dev build which prevents other players from seeing players uniform. If you disconnect from the server and reconnect the same player who was running around in his underwear now shows the correct clothing so it seems to be caused by some synchronization problem. There is a bug tracker posted for this issue. http://feedback.arma3.com/view.php?id=13798
  4. Hi, I am currently putting together our clans mission template for arma 3. The gear selection is working perfectly however to other players you appear be be running around in your underwear even though if you look down you can see your own uniform. If you reconnect to the server you then see the players uniform its as if the server is out of sync some how anyway, I have created a feedback tracker for this problem because I think that it is an issue with the game rather than my gear selection script but just to rule that out I thought I would post it here for people to run their eyes over to see if there is anything that could be causing this to happen. When a player spawns into the server I am running this in their initialization. null = [this] execVM "scripts\remove_gear.sqf"; this addEventHandler ["respawn", {_this exec "scripts\remove_gear.sqf"}]; Here is the code from remove_gear.sqf. _unit = _this select 0; sleep 1; removeallweapons _unit; removegoggles _unit; removeheadgear _unit; removevest _unit; removeuniform _unit; removeallassigneditems _unit; removebackpack _unit; _unit addweapon "ItemMap"; This is the code I have on my gearbox initialization. box = [this] execVM "scripts\gearbox.sqf"; Here is the code from gearbox.sqf. // Start Gear Box _gearBox = _this select 0; // Empty Gear Box ClearWeaponCargo _gearBox; ClearMagazineCargo _gearBox; //No Damage _gearBox allowdamage false; // Provide Kit Selections _gearBox addAction [ "Plt > PL","scripts\gear.sqf",("pl")]; _gearBox addAction [ "Forward Air Controller","scripts\gear.sqf",("fc")]; _gearBox addAction [ "Squad > SL/TL","scripts\gear.sqf",("sl")]; _gearBox addAction [ "Squad > Rifleman","scripts\gear.sqf",("r")]; _gearBox addAction [ "Squad > Grenadier","scripts\gear.sqf",("gr")]; _gearBox addAction [ "Squad > Asst. Gunner","scripts\gear.sqf",("ag")]; _gearBox addAction [ "Squad > Automatic Rifleman","scripts\gear.sqf",("ar")]; _gearBox addAction [ "Echo > Pilot","scripts\gear.sqf",("pilot")]; // Add Gear To Box // Resources [ammo] _gearBox addMagazineCargo ["200Rnd_65x39_cased_Box_Tracer",250]; _gearBox addMagazineCargo ["30Rnd_65x39_caseless_mag",250]; _gearBox addMagazineCargo ["30Rnd_65x39_caseless_mag_Tracer",250]; _gearBox addMagazineCargo ["RPG32_F",250]; _gearBox addMagazineCargo ["RPG32_HE_F",250]; _gearBox addMagazineCargo ["9Rnd_45ACP_Mag",250]; _gearBox addMagazineCargo ["30Rnd_45ACP_Mag_SMG_01",250]; _gearBox addMagazineCargo ["1Rnd_HE_Grenade_shell",250]; _gearBox addMagazineCargo ["1Rnd_SmokeRed_Grenade_shell",250]; _gearBox addMagazineCargo ["1Rnd_Smoke_Grenade_shell",250]; _gearBox addMagazineCargo ["SmokeShell",250]; _gearBox addMagazineCargo ["SmokeShellRed",250]; _gearBox addMagazineCargo ["SmokeShellGreen",250]; _gearBox addMagazineCargo ["SmokeShellYellow",250]; _gearBox addMagazineCargo ["HandGrenade",250]; _gearBox addMagazineCargo ["DemoCharge_Remote_mag",250]; // Resources [items] _gearBox additemcargo ["FirstAidKit", 80]; _gearBox additemcargo ["ToolKit", 20]; _gearBox additemcargo ["MineDetector", 10]; _gearBox additemcargo ["acc_flashlight", 19]; // Resources [baackpacks] // _gearBox addbackpackcargo ["B_Parachute", 100]; Finally here is the code from gear.sqf. _unitrole = toLower (_this select 3); _unit = _this select 1; removeallweapons _unit; removegoggles _unit; removeheadgear _unit; removevest _unit; removeuniform _unit; removeallassigneditems _unit; removebackpack _unit; _unit addweapon "ItemMap"; // Resources [items] _nvg = "NVGoggles"; _gps = "ItemGPS"; _bino = "Binocular"; _map = "ItemMap"; _medkit = "Medikit"; _bandage = "FirstAidKit"; _toolkit = "ToolKit"; _compass = "ItemCompass"; _minedectector = "MineDetector"; _laser = "Laserdesignator"; _laserbatteries = "Laserbatteries"; _rangefinder = "Rangefinder"; _uavterminal = "B_UAVTERMINAL"; _democharge = "DemoCharge_Remote_Mag"; // Resources [weapons] _ar = "LMG_Mk200_F"; _rGL = "arifle_MX_GL_F"; _r = "arifle_MX_F"; _pilot = "SMG_01_F"; _pistol = "hgun_ACPC2_F"; _at = "launch_RPG32_F"; // Resources [ammo] _armag = "200Rnd_65x39_cased_Box_Tracer"; _rmag = "30Rnd_65x39_caseless_mag"; _rmagtracer = "30Rnd_65x39_caseless_mag_Tracer"; _atmag = "RPG32_F"; _athe = "RPG32_HE_F"; _pistolmag = "9Rnd_45ACP_Mag"; _smgmag = "30Rnd_45ACP_Mag_SMG_01"; // Resources [grenade] _HEShell = "1Rnd_HE_Grenade_shell"; _smokeshellR = "1Rnd_SmokeRed_Grenade_shell"; _smokeshellW = "1Rnd_Smoke_Grenade_shell"; _hsmokegrenadeW = "SmokeShell"; _hsmokegrenadeR = "SmokeShellRed"; _hsmokegrenadeG = "SmokeShellGreen"; _hsmokegrenadeY = "SmokeShellYellow"; _hgrenade = "HandGrenade"; _minihgrenade = "MiniGrenade"; // Resources [attachments] _ir = "acc_pointer_IR"; _fl = "acc_flashlight"; _reddot = "optic_Aco"; _greendot = "optic_ACO_grn"; _rco = "optic_Hamr"; _aco = "optic_Arco"; _halo = "optic_Holosight"; _mrco = "optic_MRCO"; _silencer762 = "muzzle_snds_B"; _silencer65 = "muzzle_snds_H"; _silencer56 = "muzzle_snds_M"; _silencerLMG = "muzzle_snds_H_MG"; _silencer9 = "muzzle_snds_L"; // Resources [backpacks] _uavbackpack = "B_UAV_01_backpack_F"; _squadlbackpack = "B_Kitbag_mcamo"; _riflebackpack = "B_AssaultPack_mcamo"; _grenadierpack = "B_AssaultPack_mcamo"; _assistantbackpack = "B_Kitbag_mcamo"; _pilotbackpack = "B_FieldPack_Base"; _parachute = "B_Parachute"; // Resources [radios] //_343radio = "ACRE_PRC343"; //_148radio = "ACRE_PRC148"; //_119radio = "ACRE_PRC119"; //_152radio = "ACRE_PRC152"; // Resources [clothing] //Platoon Leader _plhelm = "H_HelmetB_paint"; _pluniform = "U_B_CombatUniform_mcam_vest"; _plvest = "V_PlateCarrier1_blk"; //Forward Air Controller _fchelm = "H_HelmetB_paint"; _fcuniform = "U_B_CombatUniform_mcam_vest"; _fcvest = "V_Chestrig_khk"; //Squad Leader _slhelm = "H_HelmetB_paint"; _sluniform = "U_B_CombatUniform_mcam_vest"; _slvest = "V_PlateCarrierGL_rgr"; //Rifleman _rmhelm = "H_HelmetB"; _rmuniform = "U_B_CombatUniform_mcam"; _rmvest = "V_PlateCarrier2_rgr"; //Grenadier _grhelm = "H_HelmetB_paint"; _gruniform = "U_B_CombatUniform_mcam"; _grvest = "V_PlateCarrierGL_rgr"; //Assistant Gunner _aghelm = "H_HelmetB_paint"; _aguniform = "U_B_CombatUniform_mcam"; _agvest = "V_PlateCarrier1_rgr"; //Automatic Rifleman _arhelm = "H_HelmetB"; _aruniform = "U_B_CombatUniform_mcam_tshirt"; _arvest = "V_PlateCarrier2_rgr"; //Pilot _pilothelm = "H_PilotHelmetHeli_B"; _pilotuniform = "U_B_PilotCoveralls"; _pilotvest = "V_TacVest_oli"; // Other _blackshades = "G_Shades_Black"; sleep 1; switch (_unitrole) do{ case "pl": // Platoon Leader { _unit adduniform _pluniform; removeallcontainers _unit; _unit addheadgear _plhelm; _unit addbackpack _uavbackpack; _unit addvest _plvest; {_unit additem _bandage} foreach [1]; _unit addmagazines [_Rmag ,7]; _unit addmagazines [_pistolmag ,1]; _unit addmagazines [_hgrenade ,2]; _unit additem _uavterminal; _unit addmagazines [_hsmokegrenadeR ,2]; _unit addmagazines [_hsmokegrenadeG ,2]; _unit addweapon _r; _unit addprimaryweaponitem _ir; _unit addprimaryweaponitem _mrco; _unit addweapon _pistol; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _119radio; //_unit additem _148radio; _unit additem _nvg; _unit assignitem _nvg; _unit additem _gps; _unit assignitem _gps; _unit addweapon _rangefinder; _unit assignitem _rangefinder; }; case "fc": // Forward Air Controller { _unit adduniform _fcuniform; removeallcontainers _unit; _unit addheadgear _fchelm; _unit addvest _fcvest; _unit addmagazines [_Rmag ,11]; _unit addmagazines [_pistolmag ,1]; _unit addweapon _r; _unit addprimaryweaponitem _ir; _unit addprimaryweaponitem _mrco; _unit addweapon _pistol; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _343radio; //_unit additem _148radio; _unit additem _nvg; _unit assignitem _nvg; _unit additem _gps; _unit assignitem _gps; _unit addweapon _rangefinder; _unit assignitem _rangefinder; }; case "sl": // Squad Leader { _unit adduniform _sluniform; removeallcontainers _unit; _unit addheadgear _slhelm; _unit addbackpack _squadlbackpack; {_unit additem _bandage} foreach [1]; _unit addmagazines [_smokeshellR ,3]; _unit addmagazines [_smokeshellW ,3]; _unit addmagazines [_hsmokegrenadeR ,2]; _unit addmagazines [_hsmokegrenadeG ,2]; _unit addmagazines [_hsmokegrenadeY ,2]; _unit addmagazines [_Rmag ,3]; _unit addvest _slvest; _unit addmagazines [_Rmag ,11]; _unit addmagazines [_HEShell ,4]; _unit addmagazines [_hgrenade ,2]; _unit addmagazines [_pistolmag ,1]; _unit addweapon _rgl; _unit addprimaryweaponitem _ir; _unit addprimaryweaponitem _mrco; _unit addweapon _pistol; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _343radio; //_unit additem _148radio; _unit additem _nvg; _unit assignitem _nvg; _unit additem _gps; _unit assignitem _gps; _unit addweapon _rangefinder; _unit assignitem _rangefinder; }; case "r": // Rifleman { _unit adduniform _rmuniform; removeallcontainers _unit; _unit addheadgear _rmhelm; _unit addbackpack _riflebackpack; {_unit additem _bandage} foreach [1]; _unit addmagazines [_atmag ,1]; _unit addmagazines [_athe ,1]; _unit addvest _rmvest; _unit addmagazines [_Rmag ,11]; _unit addmagazines [_hgrenade ,2]; _unit addmagazines [_pistolmag ,1]; _unit addweapon _r; _unit addprimaryweaponitem _ir; _unit addprimaryweaponitem _mrco; _unit addweapon _pistol; _unit addweapon _at; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _343radio; _unit additem _nvg; _unit assignitem _nvg; _unit removeitem _gps; }; case "gr": // Grenadier { _unit adduniform _gruniform; removeallcontainers _unit; _unit addheadgear _grhelm; _unit addbackpack _grenadierpack; {_unit additem _bandage} foreach [1]; _unit addmagazines [_atmag ,1]; _unit addmagazines [_athe ,1]; _unit addvest _grvest; _unit addmagazines [_Rmag ,10]; _unit addmagazines [_HEShell ,5]; _unit addmagazines [_hgrenade ,3]; _unit addmagazines [_pistolmag ,1]; _unit addweapon _rgl; _unit addprimaryweaponitem _ir; _unit addprimaryweaponitem _mrco; _unit addweapon _pistol; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _343radio; _unit additem _nvg; _unit assignitem _nvg; _unit removeitem _gps; }; case "ag": // Assistant Gunner { _unit adduniform _aguniform; removeallcontainers _unit; _unit addheadgear _aghelm; _unit addbackpack _assistantbackpack; _unit additem _medkit; {_unit additem _bandage} foreach [1,2,3,4,5]; _unit addmagazines [_Rmag ,3]; _unit addmagazines [_armag ,1]; _unit addvest _agvest; _unit addmagazines [_Rmag ,11]; _unit addweapon _r; _unit addprimaryweaponitem _ir; _unit addprimaryweaponitem _mrco; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _343radio; _unit additem _nvg; _unit assignitem _nvg; _unit removeitem _gps; }; case "ar": // Automatic Rifleman { _unit adduniform _aruniform; removeallcontainers _unit; _unit addvest _arvest; _unit addmagazines [_armag ,2]; _unit addweapon _ar; _unit addprimaryweaponitem _ir; _unit addprimaryweaponitem _halo; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _343radio; _unit addheadgear _arhelm; _unit addgoggles _blackshades; _unit additem _nvg; _unit assignitem _nvg; _unit removeitem _gps; _unit addmagazines [_armag ,1]; {_unit additem _bandage} foreach [1]; }; case "pilot": // Pilot { _unit adduniform _pilotuniform; _unit addheadgear _pilothelm; _unit addmagazines [_smgmag ,2]; _unit addmagazines [_pistolmag ,1]; _unit addweapon _pilot; _unit addprimaryweaponitem _ir; _unit addweapon _pistol; _unit addbackpack _parachute; _unit addweapon "ItemCompass"; _unit addweapon "ItemWatch"; //_unit additem _152radio; _unit additem _nvg; _unit assignitem _nvg; _unit additem _gps; _unit assignitem _gps; }; }; A link to the entire template can be found here www.relaxedwebdesign.co.uk/GOL@37_Template.Altis.zip If I can't work out how to fix this issue then I am going to have to revert to just using the uniform that you spawn in with but I have changed some of the uniforms around a little so I would like to get the above working so if you can see any errors please let me know. ---------- Post added at 17:37 ---------- Previous post was at 17:01 ---------- After some research it appears this error is caused by using removeallcontainers on a clothing item. From the wiki page removeallcontainers should just prevent players from using clothing to store ammo. http://feedback.arma3.com/view.php?id=14389
  5. R4IDER

    ARMA 3 Uniform Synchronization

    After some research it appears this error is caused by using removeallcontainers on a clothing item. From the wiki page removeallcontainers should just prevent players from using clothing to store ammo. http://feedback.arma3.com/view.php?id=14389
  6. R4IDER

    ARMA 3 Uniform Synchronization

    Sadly this bug still remains in the full release.
  7. R4IDER

    Repair/Refuel/Rearm vehicle changes

    Yeah its all good, thanks.
  8. R4IDER

    Repair/Refuel/Rearm vehicle changes

    There is no ammo inside of the vehicle so you would need to add the ammo to the cargo what it does do is resupply vehicle ammo but again this happens instantly so like the fuel & repair truck it would be cool to add a delay onto this also. http://feedback.arma3.com/view.php?id=14200
  9. R4IDER

    Repair/Refuel/Rearm vehicle changes

    Maybe repair/refuel truck changes ---------- Post added at 17:25 ---------- Previous post was at 17:20 ---------- Repair/Refuel Truck Customization
  10. R4IDER

    Arma 3 Uniforms

    Thanks seems to be working well.
  11. Hi, Does anyone know if there are any NATO uniforms that don't allow items to be placed into them. Ideally I would like to just keep all of the ammo etc in the vest and backpack. Thanks
  12. Hi, I am trying to equip the V_PlateCarrier1_cbr using _unit addvest "V_PlateCarrier1_cbr"; however its not working is there some game bug preventing my from equipping this item? I am running the latest dev build of the game.
  13. Hey, I am trying to find the class name for the RPG-42 HE Missile. Looking through the classes on playwithsix I can see RPG32_F and RPG32_AA_F but I can't see the heat rounds. I have tried using RPG32_AA_F but it just appears as a blank item in my backpack. I can however see the RPG32_F but this isn't the heat round that I am after. I can find the heat round by adding ammo boxes but I would like to just add a single heat round into my kit selection script. Does anyone know the class name for the heat round?
  14. I started playing ARMA 2 at the end of 2010 and I have been aware of the poor CPU utilization since then, with the release of ARMA 3 I was expecting many of the issues that plagued ARMA 2 to be fixed but they haven't and it doesn't matter how many times people reply with "dude its an ALPHA" I am willing to bet that the same issues will remain when the game switches to BETA and then even the full release. If BI were really aiming to fix the utilization issue then it would be on the known issues page but its not there for the problem will be ignored like it was in ARMA 2, what we need in more threads like this so people can talk about the issues with the game and make sure BI know its a primary problem. I fear that to many people just think that the issue will be resolved when the game goes into beta and final release but I get the impression that the problem is being swept under a rug, there must be some real limitations with the ARMA engine preventing BI from fixing the issue there for I expect 4-6 years down the line someone will be reading this thread because the utilization issue is still valid.
  15. I am currently running the Landtex mod to make the textures look better, I really shouldn't need a mod to do this. Like with most things that come out of E3 recenty it looks like we have been served yet another misleading set of screenshots. I would also like to see better models also, being able to see the threading on clothing like battlefield 3 would be an improvement.
  16. R4IDER

    Forward-porting ArmA 2 content to ArmA 3

    I wonder if BI are planning to release something to merge the content.
  17. R4IDER

    Unit initscript for flashlight

    Try this, { if (side _x == east) then { _x unassignItem "NVGoggles"; _x removeItem "NVGoggles"; _x removeItemFromPrimaryWeapon "acc_pointer_IR"; _x addPrimaryWeaponItem "acc_flashlight"; _x enableGunLights "forceon"; }; } foreach allunits; put it in a trigger in the middle of the map with a size of 4200 by 4200 with activation OPFOR present
  18. R4IDER

    SLI benchmarks - My results

    I don't think there is a SLI profile for this game yet which is why there is no FPS gain. I have a i7 2700k overclocked to 4.5GHz every-time they release an update I check out the helicopter mission and so far I have only noticed a 2-4fps increase through patches and driver updates. I am running the game using ultra settings which is fine when I am running around its just when you go up high that the FPS drops down to a laggy state. I am using the following launch commands -cpuCount=8 -maxMem=8192 -exThreads=7 -skipintro -high -nosplash but I am not really noticing any difference with the performance.
  19. You will still only get 25fps on the helicopter mission using the auto detect settings :)
  20. I have a GTX 680 however on the helicopter mission when the smoke starts appearing my FPS drops down to 20-25, I have added -cpucount=4 to my launch options but I haven't really noticed any differences I was wondering if someone with a GTX 680 SLI setup would tell me how much FPS they are getting. I am using the auto detect settings in game to only option I have turned to low is PiP because my FPS is cars really does drop when the dust starts appearing.
  21. R4IDER

    Playing Arma III alone?

    Like the open poster I also play ARMA3 alone and I am having an hard time finding decent servers to join, most of the servers I join just have people running around the spawn points killing anyone that joins and if you don't get killed then everyone on the server is just at the base messing around. In the last week I have found maybe five decent servers to join.
  22. My Specs Intel Core i7 2700K 4.5GHz MSI GTX 680 Lightning 16384 MB DDR3 Dual Channel Settings Resolution 1920x1080 Visibility 3800, 3900, 50 Antialiasing: 8x PPAA: FXAA Ultra ATOC: All trees + grass Postprocesses: Very high HDR: Standard AF: Ultra PIP: Low Dynamic Lights: Ultra I get around 50-60fps when I am running around on the ground but that helicopter mission kills me once smoke starts appearing I am at 15-25fps.
  23. R4IDER

    Friendly Fire And You: Learn The Uniforms

    Lost count of the number of servers I have joined only to be killed by friendly fire right away.
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