zerith
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Everything posted by zerith
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RHS Escalation (AFRF and USAF)
zerith replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. Looking forward to checking it out.- 16574 replies
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
zerith replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That is related to the crashes on switching maps. I'm sure the next AiA update will resolve it. -
Arma 3 (release candidate) 1.36.128482+ stress-test MP (MultiPlayer)
zerith replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Nothing major. I think there was the typical desync/lag when AI were being spawned in but it passed fairly quickly. -
Arma 3 (release candidate) 1.36.128482+ stress-test MP (MultiPlayer)
zerith replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
I tried my best to round up Bourbon Warfare and Ltac guys friday night. We saw you on for a bit. I think we had ~16-20 on the invade and annex server. I know it's not the elusive 30+, but we tried. =/ -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
zerith replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@cuel - I am noticing the same thing on celle 2. We've had this map switch crash issue on an in-house map for the past 6 months, but no other maps were affected until I started testing AiA last night. I am running the data only pack along with single download for each terrain. I'm also seeing this spam in the rpt (on chernarus): Cannot load sound 'ca\sounds\ambient\meadows\wind-meadow-2.wss' Cannot load sound 'ca\sounds\ambient\forest\wind-global-2.wss' -
Custom map causes Arma.exe crash on exit
zerith replied to animander's topic in ARMA 3 - TERRAIN - (BUILDER)
So we're still having this problem. We have nothing to really go on except a bidmp file, which we can't check or look at. Would that be of use to anyone to see? The only other thing we've narrowed it down to is one of the A2 objects causing the issue, but it's a very time consuming process to figure out which object is causing the crash. -
N'Ziwasogo A3 terrain (Released)
zerith replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Definitely enjoying it so far. I hope the sound with Altis can be fixed at some point though. -
Canadian Armed Forces Modification ARMA III
zerith replied to ohally's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The 3d elcans do not seem to be working. Also anytime you load in with a CAF unit it gives a cfg error about the 3d elcan. -
ALiVE - Advanced Light Infantry Virtual Environment
zerith replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have yet to find any conflicts with F3 and ALiVE. Maybe nametags if you have them enabled in both systems, but other than that briefings and everything else work just fine. -
F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Guys this was a temporary fix for the F3 Mission Framework. Using it with other scripts may not work the way you want as it's calling functions and variables built into F3. -
F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Pabst code should temporarily fix this issue. Another thing to check is if you use FIA at all. The uniform classnames were changed. It should be "U_BG_Guerilla1_1". The old name was U_IG_Guerilla1_1 -
F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey Arctor, I noticed this as well. Looking into it. -
A few updates! Still rocking during our sessions. While generally our sessions only average about 10 people, since we're pretty casual and everyone has their own schedules. We get some good mission time in for sure. Plenty of TVT action and plenty of COOP action. However, sometimes this limits what missions we can run! So we've setup a joint op with a couple of other groups to test the waters. Our first try of this was last Wednesday (Oct 2) at 8pm central and we hit a peak of 28 players! The turnout was very good and the gameplay was even better. We're working to get this into our regular line up and may drop one of our sessions nights and replace it with the joint op once a week on Wednesdays. Check the first post for our regular session information. We are running the joint op for a second time this Wednesday, Oct 9 at 8pm central. If you are interested in playing with us or joining up with us to partake in the joint op fun, check out our website at www.noshamegaming.com. No application necessary, just setup our mods and come hang out! In the meantime here are some gameplay videos from one of our sessions AND two from the joint op. Enjoy!
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Basic info: Dedicated private server with mods: No Shame Gaming Private TS3: ts3.noshamegaming.com (PW is on our forums) Sessions: Wednesday at 8pm central and Sundays at 4pm central Website: www.noshamegaming.com Primary mods used: Mainly ACRE and a few other client mods (SVN available for setup, which streamlines the update process) Who are we? We are based out of the central timezone in the USA. Our group primarily consists of college students and working professionals, who participate in this community with their spare time. It's an atmosphere that is vulgar yet refined, and in many cases it appears to outsiders that we have no shame. The truth is this is a place where we can speak our minds and while some may take offense to what is said it is all said out of love. What are our goals? Right now we're setting a goal of trying to get around 40 or so active members to be able to consistently run tactical TVT and COOP missions. The goal is to get to a platoon level of membership and then move forward from there. New players to the Arma series are very welcome. We are not a hardcore milsim group, but we love a challenge so expect us to take our matches seriously when it's needed. Many of our missions will organize people into squads with command elements so it's not just every man for himself. Don't get me wrong we also have our fair share of goof off missions. Our private server consists mostly of in-house missions. This is a chance to grow a community together and become part of something bigger than just an Arma 3 group/clan. How do I signup? Justvisit our forums and follow the guide to get started with our mods. We play primarily on Tuesday/Thursday at 8pm central time. No formal applications or anything necessary at this time, we just ask that you be 17+ and willing to use TS3 and install our modset.
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F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's definitely something with Arma. http://feedback.arma3.com/view.php?id=15101 -
F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The ACRE related errors are from the mod itself. You can get around it though if you aren't using the 148 UHF radios. Comment out the following line in fa_ACRE_setFrequencies.sqf: // _ret = ["ACRE_PRC148_UHF", _longRangeChannels ] call acre_api_fnc_setDefaultChannels; -
A few things with the new system: 1) Whenever you "die" and are waiting on a revive you can crawl around. You can't stand up or move fast, but sometimes you are not tired/injured in this state and can prone crawl really quickly and have great aim. You are also invulnerable in this state. I'm not sure if it's like this for others or if I set it up incorrectly. 2) BTC_r_med_fa - For option 3, and really could apply for 2 as well, normal soldiers should be able to use their FAKS as bandages. You bleed out too fast sometimes to call a medic all the way to you. Epi/morph as medic only would still be ok. 3) Is epi supposed to be for an unconscious state or for the needs revive state? Seems a little redundant with transfusion, but I don't know. Can't think of anything else.
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F3 Mission Development Framework (F2 for ArmA 3)
zerith replied to fer's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hey guys, I made a "Part 1" tutorial on how to get started with the F3 framework. I loosely followed Fer's tutorial from the wiki. I spent a lot of time going over stuff in the description.ext and init.sqf for new people, but past that it's just an introduction to getting started and making a real simple TvT mission. Here is the link! I'm planning on making additional ones for some of the more advanced features, but no ETA on when that will be. Mostly when I find time. -
Come explore Altis with us on Monday around 8pm central time! Server: No Shame Gaming Public (First person only) Assuming Altis is released Monday on the dev branch (as stated here http://beta.arma3.com/sitrep-00022), we will be throwing together some missions (TBD) to get some gameplay going on the new map! Missions will try to mostly consist of PVP, but the occasional sector clear may be thrown in. So if you're still looking for a group to play Arma with come hang out. Server will be open to the public starting sometime in the late afternoon as long as there aren't any major issues with switching everything over to the dev branch. Our normal sessions are currently on Tuesday/Thursdays at 8pm central. So come back all week to see if we're playing!
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
zerith replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I use arma3server.exe and haven't had any issues with clients crashing. Only time there are issues is if the clients made an error in installing the mods or forgot to launch the game with the batch file. Here is how I launch the server. start "" /wait "C:\Program Files (x86)\Steam\steamapps\common\Arma 3\arma3server.exe" -port=2303 -config=server.cfg "-mod=@CBA_A3;@jayarma3lib;@acre;@zeus;@AllInArma\ProductDummies;C:\Program Files (x86)\Steam\steamapps\common\arma 2;C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead;C:\Program Files (x86)\Steam\steamapps\common\Arma 2 Operation Arrowhead\Expansion;C:\Program Files (x86)\Steam\steamapps\common\Arma 3;@AllInArma\Core;@AllInArma\PostA3" I'm not really sure how up to date this is. I haven't changed it since AiA came out, but it still works for us. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
zerith replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
No, just move it into the core\addons folder and you're good to go. Edit: Sorry I misread. Yeah, for the @JSRS mod you put that in your arma 3 directory and add it to your modline. -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
zerith replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks, Nou and others who helped. I just threw it on the server and I'm not getting script errors with the 148 anymore. I haven't mentioned this yet just because you haven't officially released ACRE, but in conjunction with All in Arma there is a small box that appears toward the left middle of the screen on Chernarus and some other maps like in this screenshot. http://i.imgur.com/Kl0QbKZ.jpg It was fixed with the latest version of CBA_A3, however, ACRE still causes the box to show up (Tried with just CBA_A3 and then with ACRE enabled). Kju said you could contact him or CBA people to fix it. Not sure if it's an easy fix or would break anything else just letting you know. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
zerith replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't know why people are removing AiA_DeactivateA3Models.pbo. There is a difference. AiA_Deactivate vs AiA_Activate. If you are using A3 models and don't want A2 stuff all you do is use the HideA2units as you have done. Removing AiA_ActivateA3models.pbo makes A3 units use A2 models. Assuming no typos or anything in your custom mod line your mods should show up though. -
All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
zerith replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All or nothing. Although you can disable the Arma 2 units if you want and still have access to all of the Arma 2 maps. -
Still going strong on Tuesday/Thursday. We finally have enough to do some TvT type scenarios. Still using All in Arma as well. Here's a video from Thursday's session.