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Everything posted by evromalarkey
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Thanks for the answer, it's possible that it may be affected by hlc ak's which is ai using often or our ai setting on server.. or maybe agm ai is affecting something. We are using asr ai3 from the very beginning and maybe I missed something, I will try to tweak it somehow.
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any chance to get the old quarks sounds before 0.9.6 without beeping? Or at least ability to turn off the beeping? Sometimes it's so really annoying. :/
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Hello Robalo, would be somehow possible to globally alter spotting or engaging distance for AI? Because now in Arma 3 it's kind off op when AI with iron sights is engaging 400m from your position and you can barely see them and they can kill you very easily. It's kind of unreal that AI can identify you as enemy at such long distance and kill you without any problems.
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ALiVE - Advanced Light Infantry Virtual Environment
evromalarkey replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congratulations on 0.9 release! Anyway I wanted to ask if you planning translations into more languages at some point. If yes, feel free to contact me via pm, because I would gladly made translation into Czech ;) -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
serjames is right, please stop it already. It was sorted, we already know each other different opinions on this matter, don't start this all over again. I will gladly made configs for your maps, I will add them to my to do list :) Thanks again. Did you solve it? @namalsk_lite is basically @namalsk without few pbos. Needed pbos only for island should be: Anyway I will continue with this mod, will do new configs for another maps. I would like to ask permission from most authors, but it could be kind of hard task reach out some of them. So instead I will declare that upon author request I will immediately delete the config and map from the list. By the way my work should be at some point integrated into AiA itself, we talked about it with kju and it can happen. Collection all in one was updated with new maps: -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Jakerod Well, AiA ensures backward compatibility to CWR2 terrains and my additional config (code is shown here) did only added few additions. Like satellite pictures in screen selection, A3 menu intros and grass, adding CWR team as author and few lines to fix onscreen errors and crashes which could occur in Arma 3 and that was all. To end this matter I want to set the record straight. I wouldn't ever assumed that this little config could start such flame here. I started doing these configs as additions for AIA TP, so everyone could enjoy their favourite maps in Arma 3 (which is AiA already doing) with some further nice additions like satellite pictures. I have didn't asked, because I never assumed that I'm doing something wrong. I only did additions for something which AiA already do, backward compatibility. I don't even know now, if I want to continue with this little mod. I wanted to do satellite pictures and other small additions for most of Arma 2 maps which are can be used with All In Arma in Arma 3, but then I came to this matter. Before some one blame me that after removing CWR2 terrains I did it again and added OFP islands by Hotzenplotz without asking. I did ask and he has no problems with it. I don't know how can you even compare this to DayZ in Arma 3 matter. The difference is that someone took Dean's work, redistributed it and created servers with DayZ mod for Arma 3. And Again, I have not re-distributed CWR2, I have not ported CWR2, I have not edited CWR2. I only pointed out that also CWR2 is backward compatible with All In Arma, made config with some additions to make it perfect and told people where to officialy get CWR2 and how to use it in Arma 3. I never assumed that CWR team forbid use of their mod in Arma 3 and for that I'm sorry. People accused me here for porting some one work without permission, even accused me of redistributing it or marketing it in my own project. People started arguing here, attacking each other with insults and I am not happy about it. I am truly sorry that I wronged CWR team somehow and please accept my apology. But next time please declare straight in your terms that you don't want anyone to use your content in Arma 3 in any form, so no one could misinterpreted the message. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think that you made absolutely clear, that CWR Team doesn't want to see their mod released in Arma 3. So I didn't ask and respected that. So instead I only pointed out that CWR2 terrains are backward compatible alongside All In Arma in Arma 3 and made my own additional config. I have not re-distributed your mod, I have not ported your mod and yeah, i'm not BI, why do you even mention that anyway? And how exactly I'm marketing your products in my own project? You can't be serious. I'm very polite person and I was trying to solve this reasonable. I wouldn't ever assumed that you or your team would react this way, that's why I didn't ask. I thought that I'm not doing anything wrong or against your rules. I don't want to continue with this matter. I'm really disappointed from this, it cost me whole day and I'm really stressed right now. So I want this matter to be over, but on the other end I would wanted to know David's opinion on this. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@1212PDMCDMPPM Hotzenplotz versions may be little worse than CWR2 versions, but not bad and at least some alternative. Hotzenplotz also did 2014 version of Everon for Arma 3, check here. For these who already got the config or these who want to use CWR2 in Arma 3, hear this. I really do not recommend to use CWR2 maps in Arma 3 alongside All In Arma and my config, it's all working and looking great. But you know, prohibited by CWR team. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 1.3.1 released, 1 config removed, 1 new config added Download: Google Drive Changelog: - fixed random roads in Caribou config - 1 config removed due request by CWR team - CWR2 Islands - Everon, Malden, Kolgujev, Nogova - 1 new config added - Everon, Malden, Kolgujev, Nogova Everon - @everon_2010 - Armaholic, Play WithSIX - Issues: none Malden - @malden_2010 - Armaholic, Play WithSIX - Issues: none Kolgujev - @kolgujev_2010 - Armaholic, Play WithSIX - Issues: none Nogova - @nogova_2010- Armaholic, Play WithSIX - Issues: missing object pmc\ags_build\kw3.pd3; missing object pmc\ags_build\kw2.pd3 So after request from CWR team I decided remove my config for CWR2 Islands, because CWR team doesn't allow using their content in Arma 3 under any circumstances. But worry not, I decided to made config for more Arma 2 maps which are backward compatible with All in Arma in Arma 3 and this time it's Everon, Malden, Kolgujev and Nogova by Hotzenplotz. This config only adds sattelite pictures, Arma 3 style intros and grass. My old config with my own code will be still available for anyone on my GitHub, so you can binarize it and use it for your personal use. But be aware of that, CWR team strictly prohibit you to use this config with their mod in Arma3! First post will be updated. [table=width: 1200] [tr] [td][/td] [td][/td] [/tr] [/table] -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, fine. I was trying to be reasonable, but it seems I will not get anything else from you. I'm very disappointed that you (or CWR team) see it this way, but I will respect it and I will remove the config in the next update. But let me remind you that CWR2 maps are based on the maps from OFP and original authors of these maps are Czech people and Bohemia Interactive. And you should also respect that, it's quite arrogant from you to declare such demands, that these maps are no one but yours and can not be used in the BI game in any form. Let's be honest, most of CWR team is hating BI and A3, but you shouldn't drag this hatred into the community. After all, all of your work was done for the community :) This is my opinion on this. By the way, I also did all of this in my own free time, even this discussion. And I'm not exactly happy of it. And you should probably bother also PWS team, because CWR2 is listed under backward compatibility list when you use All In Arma. Cheers. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@serjames @colonel stagler well I didn't exactly agreed Since I have not done anything wrong, I wont remove it only from my good will. I'm very serious when comes to respecting people, so I want to show good will. But no unless CWR team answers my remarks on previous pages and clarify their decision. When I am told to remove something I want to know why. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, if this what's you want, I will respect that and remove it. But can you atleast answer to my remarks at previous pages? It's there no chance that your team won't consider to allow this under certain conditions? After all it's only backward compatibility matter, no one is re-distributing your mod. I don't know how you can judge someone on date of joining the forum, I joined the forum also in 2013 and I'm playing the games from OFP times with Czech communities. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
To be clear, my intention is really not to disrespect someone. I love CWR2 and really enjoyed it in Arma 2, because Operation Flashpoint is heart matter for me. Maybe I don't agree with CWR team, but I respect their decision not to continue with their mod in Arma 3. Their decision was quite explained on armaholic and it's understandable, but let me quote something. Well after releasing Arma 2 content in Arma 3 with All In Arma, there is not much work to do. CWR2 Islands are completly compatible and without bugs and errors and look amazing in Arma 3. Yes there needed to be added few lines in my config to make it perfect and without crashes, but it's working great and that's because these islands were produced with the best quality. So what exactly is the problem here? As I said earlier, it's not ported, only backward compatible. From my perspective I would be glad that at least the terrains are backward compatible with Arma 3. Now I eagerly await your reply colonel stagler, because this matter is quite silly. I have not done anything wrong and you threaten me with appropriate action? I hope we can sort this out eventually and come with reasonable solution. -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@LAxemann weird, will check that and fix @colonel stagler I'm sad to hear that. Basically as Lordprimate said I have not port anything, I only did backward compatibility config, which doesn't contain any of the cwr2 code, except few class names. It depends on what do you imagine under word "port", because I only pointed out that CWR2 maps are backward compatible with All In Arma in Arma 3 and made additional config, which adds satellite images, intros and minor additions. I understand and respect that your team doesn't want to port CWR2 into Arma 3 or anyone else port it as mod in Arma 3, but you can't expect from people to don't use your content alongside with backward compatible Arma 2 content in Arma 3. So what exactly do you expect of me? You want from me to delete the config and stop saying that these maps are backward compatible with All In Arma in Arma 3? -
Installing Task Force Radio on a Dedicated Server
evromalarkey replied to carpetburns's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try updating your userconfig and by the way this is a bad place to post it, you should ask in TFAR thread - http://forums.bistudio.com/showthread.php?169029-Task-Force-Arrowhead-Radio -
ASCZ A2 Community Map Fixes (for AIA TP/SA)
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Version 1.3 released, 1 new config Download: Google Drive Changelog: - fixed error on Caribou - deleted enviroment sounds on Fata, replaced with A3 ones - replaced rain sound on Namalsk with A3 one - 1 new config added - Everon, Malden, Kolgujev, Nogova Everon / Malden / Kolgujev / Nogova - @CWR2 - Armaholic, Play WithSIX !! Required pbos: - Issues: none Many people wanted these great islands from OFP in Arma 3, since CWR Team has no intentions to port it in A3, I decided to do backward compatibility config also for these maps (thanks kju for all additional help with this). It's important that you use only islands pbos from the CWR2 mod, the list is above. I haven't done config for winter version of Kolgujev yet, but it should work fine. Some screens below, these maps look splendid in Arma 3. First post will be updated. [table=width: 1200] [tr] [td][/td] [td][/td] [/tr] [/table] More in gallery EDIT: I forgot about new custom AIA config in opt folder. If you use it, it will delete the upper clouds which are in AIA TP (I personaly don't like them). As bonus it will add A3 style intro for all AIA TP maps. -
Authentic Gameplay Modification
evromalarkey replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just tested VTS and Mine Detector is under Launchers. But when you bought it, it's added as an item (can not equip it as launcher). And AGM Items can not be bought indeed, but I think this is problem in VTS (not recognizing type 4096?) -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
evromalarkey replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
lol, I always thought that this kind of date was US format :D @The.D you sure you have downloaded all files? We had full version on dedicated server and we never had such problems -
Yeah understand, good luck. I hope BIS will come up with something
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Kydoimos I can't find any of Resist missions on your workshop, except Road's end - http://steamcommunity.com/profiles/76561198007919065/myworkshopfiles/?appid=107410 Am I missing something?
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haha, I actually thought that it's an easter egg "steal the go-kart" :D
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
evromalarkey replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I updated my quote, correct link for the 1.5 GB torrent is http://gameupdates.org/details.php?id=5993 -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
evromalarkey replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
there are links for the patch in the first post now (including changelog) - -
Army of the Czech Republic A3 - ACR_A3
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
157 MB should be it -
Army of the Czech Republic A3 - ACR_A3
evromalarkey replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
https://github.com/evromalarkey/ACR-Mod/blob/master/Binarized/%40ACR_A3/addons/acr_a3_weapons.pbo try this, click on raw.