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Everything posted by serjames
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I like all the updates. That said night IS too dark. I've lived long enough to have a pretty good gauge and running around on a two hour Op in pitch black is just wrong. Even in the darkest of nights your eyes start to adapt and you will see around you. Not perfectly but the game leaves a LOT to be desired as it is. Luckily I had a scope so could help support the section. But most troops were with iron sights. I've seen other vids posted from the same op even darker than mine. Literally walking in black soup. That's not cool It's as if when it gets dark the dynamic range of the colours and luminosity is just compressed. Looks terrible
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ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
serjames replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just realised we've configured our 3CB units to be ALiVE compatible but neglected to ask you guys to add them to your list on the WIKI. -
Docu-drama surely.
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... Sadly @3CB_Tache is yet to be fully realised. More's the pity.
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Kex. Thanks for the feedback. Agreed it does seem to be the transition/delay that is causing this. Apparently Ares wasn't immune to this issue but it seems to be exaggerated with Achilles. Will check the version we use...
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OCAP - Op Capture And Playback (AAR/Replay)
serjames replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
;-) -
OCAP - Op Capture And Playback (AAR/Replay)
serjames replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Jamie, have we set it up so other people can create maps ? Just conscious that some units will use maps we never touch. I.e. Is there a way people can prepare their own tileset and email/transfer it to us for inclusion ? -
You can get close enough that you wouldn't look out of place at goose green.
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Heating up and imminent. Sorry for the delay but we must be sure to test and validate the small but significant changes that have been made. Thanks for your patience one and all !
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Community Upgrade Project - CUP Terrains
serjames replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Blimey. You've been saving that up.... It's been 3 years :-) -
Community Upgrade Project - CUP Terrains
serjames replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah, we've been running podagorsk as a public rotation map with Cup for ages.... not seen it recently. But no reports it's not working ? -
Nice... All you need now is some period WMIKs or something. Great scene
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I can assure you it's never any modder's intention to break missions. But sometimes class names have to change. When they do we publish the change. And then go and fix our own inconveniently broken missions. Hope you can understand some things are not foreseeable and some things like classnames can get changed at the last minute. We're diligent and do our best to provide legacy code to prevent missions breaking, but we don't always catch everything.
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Yep, we're aware.
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OPX - American Building Pack
serjames replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Now THAT is Tanoa compatible right there ! -
Just do what you would do in real life. Drop the mortar Ammo crate near to the mortar and the loader doesn't need to do anything with inventory ;-)
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Hi... me again... More missing modules. I.e. Smoke support. 22:09:15 File achilles\modules_f_achilles\cfgVehiclesModuleBase.hpp, line 51: '/CfgVehicles/ModuleChemlightBlue_F.scopeCurator': Missing ';' prior '}' 22:09:15 File achilles\modules_f_achilles\cfgVehiclesModuleBase.hpp, line 57: '/CfgVehicles/ModuleFlareWhite_F.scopeCurator': Missing ';' prior '}' 22:09:15 File achilles\modules_f_achilles\cfgVehiclesModuleBase.hpp, line 63: '/CfgVehicles/ModuleSmokeWhite_F.scopeCurator': Missing ';' prior '}' 22:09:15 File achilles\modules_f_achilles\cfgVehiclesModuleBase.hpp, line 71: '/CfgVehicles/ModuleIRGrenade_F.scopeCurator': Missing ';' prior '}' 22:09:15 File achilles\modules_f_achilles\cfgVehiclesModuleBase.hpp, line 72: '/CfgVehicles/ModuleTracers_F.scopeCurator': Missing ';' prior '}' 22:09:15 File achilles\modules_f_achilles\cfgVehiclesModuleBase.hpp, line 74: '/CfgVehicles/ModuleBootcampStage_F.scopeCurator': Missing ';' prior '}' 22:09:37 Warning Message: Script \achilles\modules_f_ares\Behaviours\functions\fn_BehaviourArtilleryCreateTarget.sqf not found 22:09:37 Warning Message: Script \achilles\modules_f_ares\Behaviours\functions\fn_BehaviourLandHelicopter.sqf not found 22:09:37 Warning Message: Script \achilles\modules_f_ares\Behaviours\functions\fn_SurrenderSingleUnit.sqf not found 22:09:37 Warning Message: Script \achilles\modules_f_ares\Spawn\functions\fn_SpawnSmoke.sqf not found
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Wow...
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If you can find us a model....
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Guys the enthusiasm is appreciated. But we don't have the ability to make the kinds of changes you're suggesting.
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We'll also get the naming right for it too next time. Eh Lifetap ;-)
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In testing we've been peppered with shrapnel from some crazy distances before so as Lifetap says be careful. In that video it looked like 250 m not 100-200 that would have Been stupid close to drop them
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We already run serious mode. Something has changed in the code of Achilles to the way it was done in Ares. Could you take a look for us please as it's a deal breaker for if we cannot get it resolved. :-/
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[WIP] Terrain "X-Cam-Taunus"
serjames replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Germany mate -
Hello, we used Achilles for the first time in a Zeus Op tonight. We noticed some weird effects with Teamspeak and TFAR. When our zeus players hop in and out of remote controlled units, they were momentarily getting kicked out of the TFAR channel and players could hear them in the clear over TS. Anyone else experienced this ? example in the video.. When I kill the sneaky insurgent and zeus leaves the dead body... you can hear him momentarily.... "scared them" http://youtu.be/fXyTYNzqx28?t=1h37m15s