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R4IDER

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Everything posted by R4IDER

  1. Hi, Usually when dealing with event handlers you can use select to get the bit for information you require however with the HitPart event handler it seems you can't select individual bits information but instead only everything. What I am trying to do is select the part of the body that was hit but I am not sure how to go about doing this when so much information is returned. this addEventHandler ["HitPart", { _EX1 = _this select 0; hint format["%1", _EX1] }];
  2. Hi, So something that I thought would be pretty simple is changing a team leader from one guy to another. Like most things in ARMA using SelectLeader works perfectly in the editor but in the multiplayer it doesn't. Like it says at the bottom of the wiki page a few seconds later it will revert to the old leader. I have been trying to get setLeader to work but because I have named all of the playable units p1,p2,p3 etc I am unable to get this to work because SetLeader reports that it only accepts a team leader and not an object. I am simply using _UnitLeader = leader player; to select the team leader and then _UnitLeader setLeader player; to try and set a new leader. I have been trying to work out a way of making this work for a few hours now so any help would be appreciated. Thanks.
  3. Hi, I am currently making a mission where I would like to limit the amount of items that a player can carry so for example I would only like a player to carry a maximum of 2 first aid kits how would I go about counting the number of kits in a players inventory?
  4. 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
  5. 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.
  6. R4IDER

    Arma 3 Headless Client

    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.
  7. R4IDER

    Arma 3 Headless Client

    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,
  8. R4IDER

    CCIP script for aircrafts

    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.
  9. R4IDER

    Dsync 100000 after update 1.26

    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.
  10. 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?
  11. R4IDER

    New launcher and addons

    Even if you start your game with mods it will crash during the load-up, currently there is a massive issue with the game.
  12. R4IDER

    ARMA 3 Crashing & Mods

    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.
  13. R4IDER

    ARMA 3 Crashing & Mods

    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.
  14. 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"; };
  15. R4IDER

    Authentic Gameplay Modification

    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.
  16. R4IDER

    The new ARMA 3 DLC system - debate

    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.
  17. R4IDER

    The new ARMA 3 DLC system - debate

    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.
  18. R4IDER

    United States Air Force

    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
  19. R4IDER

    Authentic Gameplay Modification

    Really enjoying using AGM it adds a lot of great features to the game. I just wanted post some feedback and suggestions. * I think agm_ragdolls may be responsible for desync at times. I noticed that sometimes when units get killed the it can cause desync happen which makes the shot unit either just stand still for a second then teleport to the ground or sometimes they teleport to 1 or 2 locations before coming to a stand still. This doesn't happen all of the time however I would say it happens 4 times out of every 10 kills. I am not sure if this is true but I think that unlike animals and the weather ragdoll effects are actually synchronized on a server to all players, so it might be possible to just run agm_ragdolls on the server only as right now I believe there might be a tug of war between the clients and servers agm_ragdolls. * If the interact menu is opened while the bar is going across it seems to cancel the current action, I am not sure if this is by design but its great and I like it however would it be possible to have a hint message stating that "X Action Had Been Cancelled". Currently it seems some people in my group are thinking they need to keep bandaging the same body part 3 or more times because they don't realize that the last action was cancelled. * In my gear selection script I have it so when a player selects the Assistant Gunner I run "player setVariable ["AGM_IsMedic", true];". This works perfectly however if this player then goes and selects a kit where I have defined "player setVariable ["AGM_IsMedic", false];" then this player retains the ability to still use epinephrine and blood bags and I am guessing this works the other way around also if the player was to go from a none medic to a medic, I haven't had chance to test this yet. * It was mentioned a few pages back but it would be great to get something a long the lines of bandage kit because in my group we make use of CASEVAC. This works perfectly big missions but if we play smaller missions where we don't have CAS then it requires our medics to fill their bags with bandages. Sometime down the line it would also be great to get something like a tourniquet to help medics deal with heavy wounds. * I am not sure how this happens but for some reason sometimes if a player dies he also gets removed from the group. I am trying to reproduce the steps that causes this to happen at the moment it seems completely random. Not much information here but I thought I would mention it anyway. Cheers guys for your great work on AGM its definitely taking ARMA 3 in the right direction we just need BI to release the helicopters DLC which I hope will fix the flight model that our pilots are always complaining about :)
  20. Basically when arguments pop up regarding ACRE & TFR one thing that always gets mentioned is the distance that direct chat travels, personally I think its fine but for those complaining I am trying to find middle ground. People say that the fade sound should come a lot sooner when talking normally. Whispering = < 1 metre Normal = 10 metres with fading starting at around 8 metres Yelling = 18 metres with fading starting at around 15 metres
  21. Really enjoying the stability that TFR offers so thanks for that. I am currently trying to work out how to decrease the range that the sound of direct chat travels and along with how quickly someones voice will start to fade. I have been looking at the documentation but the changes I've made so far haven't given me the desired effect. So how do I go about achieving this? Thanks
  22. Thanks for your efforts with these config files. I have noticed a slight problem with lkr_caf_ag_afr_mas_weps , lkr_caf_ag_eeur_mas_weps and lkr_caf_ag_me_mas_weps. I have the NATO SF Weapons pack and Aggressors however if I add these configs I get an error about turret or something. Has anyone else experienced this problem?
  23. R4IDER

    United States Air Force

    Great mod its really impressive, I thought I would just post my feedback. First of all would it be possible to reduce the sound of the Gatling guns because their currently really loud and finally would it be possible to get a stand alone version of the AC-130 to reduce the overall mod size? Anyway great mod, will be keeping any eye out for new versions if you need help testing stuff then my clan "guerrillas of liberation" are happy to help.
  24. I have been trying to work out how to go about turning off the runway lights and the small red lights at the top of the light posts at the main air field on Altis. Currently its simple to turn off all of the other lights by setting the damage to 0.97 but it seems runway lights don't take damage so that method doesn't work. It also seems that SwitchLight isn't working in ARMA 3 so I am sort of lost on how to solve this issue. Below is a list of class names that I am using for the lights, I don't think it is possible to turn off the lights since its not even possible to shoot them out. _lights = ["Land_PortableLight_double_F","Land_PortableLight_single_F","Land_FloodLight_F","Land_NavigLight","Land_NavigLight_3_F","Land_Flush_Light_yellow_F","Land_Flush_Light_red_F","Land_Flush_Light_green_F","Land_runway_edgelight","Land_runway_edgelight_blue_F","Land_Runway_PAPI","Land_Runway_PAPI_2","Land_Runway_PAPI_3","Land_Runway_PAPI_4","Lamps_Base_F","PowerLines_base_F","Land_PowerPoleWooden_F","Land_LampHarbour_F","Land_LampShabby_F","Land_PowerPoleWooden_L_F","Land_PowerPoleWooden_small_F","Land_LampDecor_F","Land_LampHalogen_F","Land_LampSolar_F","Land_LampStreet_small_F","Land_LampStreet_F","Land_LampAirport_F","Land_PowerPoleWooden_L_F"];
  25. R4IDER

    Runway lights

    Problem with that is it doesn't work in arma 3, the only way of turning off lights is doing a bit of damage to them. There has got to be way of modifying the runway lights, I am just missing something.
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