SageNTitled
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25 ExcellentAbout SageNTitled
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Rank
Corporal
Contact Methods
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Website URL
http://www.armasweden.se/
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Youtube
https://www.youtube.com/channel/UCo-JDIgYjVNXOp95K33kz3Q
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Steam url id
http://steamcommunity.com/id/SageNTitled/
Profile Information
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Gender
Male
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Location
Sweden
Recent Profile Visitors
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Server crashes after v2.08 update
SageNTitled replied to ChristianVoo's topic in ARMA 3 - SERVERS & ADMINISTRATION
These are the latest notes (since Friday): Switching to 64-bit fixed it for us. If you can't switch, try using profiling branch. -
Helmet Mounted Displays MOD
SageNTitled replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello! I tried this mod because I thought it would be useful in night vision scenarios, but NVG's still cover a lot of the HUD. Shouldn't the HUD be on top of the NVG layer? -
How to get "required addons" to show up in launcher
SageNTitled replied to flexgrip's topic in ARMA 3 - SERVERS & ADMINISTRATION
The servers are able to run lots of mods just fine. It's a launcher issue, where it doesn't propagate mods reliably to clients if they accumulate to a certain amount. It looks like this: This guy on Discord explains the issue: There is a network restriction in the launcher itself that makes it unable to capture large batches of data (e.g. many mods) from the servers. -
How to get "required addons" to show up in launcher
SageNTitled replied to flexgrip's topic in ARMA 3 - SERVERS & ADMINISTRATION
How do you do that though? You need the meta.cpp files for the launcher to recognize the mods, so you can't simply combine them into one folder can you? -
How to get "required addons" to show up in launcher
SageNTitled replied to flexgrip's topic in ARMA 3 - SERVERS & ADMINISTRATION
This is a really annoying limitation. Can't add more mods to our mod pack until it's fixed. :S https://feedback.bistudio.com/T127303 -
Keyframe animation system in DEV.
SageNTitled replied to jakeplissken's topic in ARMA 3 - DEVELOPMENT BRANCH
I hope some useful documentation about the feature turns up soon. I've turned the editor upside down, but haven't been able to get it working like in the gif. -
I need a solution to this as well. I want to do some changes in BIS_fnc_showRespawnMenu so that I don't have to mess with dependencies to related functions.
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OCAP - Op Capture And Playback (AAR/Replay)
SageNTitled replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
We switched to Windows for this reason only. Also still using 32-bit server to support OCAP. =P -
OCAP - Op Capture And Playback (AAR/Replay)
SageNTitled replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Please continue developing this awesome tool! We use it all the time in our community. I've been looking forward to your return. -
[Terrain] Chernarus Winter A3
SageNTitled replied to Arthyc's topic in ARMA 3 - ADDONS & MODS: COMPLETE
There's been a bunch of unofficial ones on Workshop. I'm also hoping to see an official upload. -
Custom splash screen
SageNTitled replied to SageNTitled's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
None of those I'm afraid. This is the screen I want to replace:- 2 replies
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- background
- loadscreen
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Swedish Army Mod 3 (SAM)
SageNTitled replied to mr. bravo's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hello, it's me again. It hope we can see some sort of progress update soon, however small. In the meantime, I'm just popping by with some feedback and bug reports. Here it goes... #1 The Ksp90 can't load the tracer box. #2 As you probably already know, since the Apex update there is no reload sound for the Ak5. #3 There are no preview images for the editor. #4 I'd like to see that the Psg90 and Hensoldt scope are configured for ACE, so that we can use advanced ballistics. #5 A bunch of items are missing from the Zeus inventory. I took a quick look and couldn't find any of the following: Ksp90 and ammo boxes Ak4 (any variation) & ammo Remington & ammo Psg90 & ammo Pretty much any attachment (Aimpoint CS, Aimpoint CS 3X, Hensoldt, silencer etc.) #6 Swedish unit groups can't be placed in Zeus. There's some weird behaviour; you can select them and see the icons, but nothing happens when you click on the terrain. #7 Units could need some categories in both Zeus and the editor. Split them up into desert/woodland/homeguard or whatever. It's messy to have all in the same category. #8 The mass of the GRG rounds could be revisited. I found that they are too light. I've made a spreadsheet comparing SAM with other mods containing the MAAWS, as well as information taken from the internet (the GRG backpack would also have to be adjusted). As always, thanks for a great mod! -
How would I go about replacing the splash screen with a custom one? The one that shows when the game starts (with the Arma 3 logo). I'm unable to find the proper config. Is it composed of several elements or is it just one image?
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- background
- loadscreen
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Question About Insignias
SageNTitled replied to FoxhoundBC's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The init script is only run once at mission start, hence losing the insignia when the unit is respawned. Try the onPlayerRespawn.sqf file. More info here. As for the virtual arsenal, I suppose the insignia defaults to one of the already existing ones. Not sure how to prevent that from happening, but you could probably check somehow if the virtual arsenal is closed, and run a script to add your insignia again. -
In several locations you are missing quotations ("). Double-check your code.