Jump to content

mannulus

Member
  • Content Count

    141
  • Joined

  • Last visited

  • Medals

Everything posted by mannulus

  1. Been working on a workaround for this issue. As long as you make a cba folder in userconfig and put a empty settings.sqf file inside, it will solve one of the two issues. The next thing is to try to load the mission you want. It WILL kick you back to the lobby but all you got to do is try again to load it (DO NOT RESTART/STOP THE SERVER) and it will go through. I double checked this with my unit and we are now operational.
  2. Can confirm our server is having the issue as well. Currently working out a workaround in the mean time. If anyone else has an idea of how to fix it, please present it. :3
  3. Getting a ton of Warning Messages on my rpt file (over 700,000kb+ at the very beginning of the startup). Here is an example of it. 2016/07/13, 19:46:46 Warning Message: No entry '.libTextDesc'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.model'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.simulation'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.fireLightDuration'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.fireLightIntensity'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.fireLightDiffuse'. 2016/07/13, 19:46:46 Warning Message: Size: '/' not an array 2016/07/13, 19:46:46 Warning Message: Size: '/' not an array 2016/07/13, 19:46:46 Warning Message: No entry '.fireLightAmbient'. 2016/07/13, 19:46:46 Warning Message: Size: '/' not an array 2016/07/13, 19:46:46 Warning Message: Size: '/' not an array 2016/07/13, 19:46:46 Warning Message: No entry '.weaponLockDelay'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.weaponLockSystem'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.cmImmunity'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.weight'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.lockingTargetSound'. 2016/07/13, 19:46:46 Warning Message: Size: '/' not an array 2016/07/13, 19:46:46 Warning Message: No entry '.lockedTargetSound'. 2016/07/13, 19:46:46 Warning Message: Size: '/' not an array 2016/07/13, 19:46:46 Warning Message: No entry '.detectRange'. 2016/07/13, 19:46:46 Warning Message: '/' is not a value 2016/07/13, 19:46:46 Warning Message: No entry '.muzzles'. 2016/07/13, 19:46:46 Warning Message: Size: '/' not an array 2016/07/13, 19:46:47 Speaker ACE_NoVoice not found in CfgVoiceTypes 2016/07/13, 19:46:47 Unsupported language English in stringtable Not exactly sure what is causing this. I recently updated ACE, ACEX, CBA_A3 and CUP_Terrains onto the server. I had no issues clientside so I don't know what is causing it here.
  4. mannulus

    Co-op Campaign: APEX PROTOCOL

    Just finished the campaign after about...3-4 hours. Here is my thoughts. 1.) Viper units are OP as hell. 5+ shots to drop them, even in the skull. Yet they get to use 6.5 and can drop you in one shot, very accurately. Really irritated me when they began showing up in the campaign. 2.) "Those other guys". Essentially, everyone around you is firing weapons with 6.5 or higher caliber. These drop you normally in one hit to the chest which they do often. Add to the fact that its super frustrating walking for a long ass distance only to be shot very quickly with no time to react by a dude in a bush and having to wait 30 WHOLE SECONDS and then walk back is annoying. 3.) What is up with our equipment? Maybe it is just me but throwing a dude in the middle of the jungle who I assume is SOF should always have those thermal goggles. It's a damn jungle. 4.) The clearing island mission. **** that mission. Just **** it. Died 4+ times just trying to go up a hill because somehow the AI can see me but I can't see them. Again, refer to opinion 3. 5.) Useless damn AI. The final mission you are by yourself essentially, trying to defend the final objective and everyone but ONE AI is just sitting in the rear with their thumb up their butt. 6.) Stutters. Not sure if its because it is technically on multiplayer or the fact there is a lot going on, but throughout the cutscenes and missions, the game would freeze for a second or two and then continue with everything acting as if it did not freeze and thus were teleported to where they would have been (this has resulted in me trying to shoot someone only for the game to freeze and then unfreeze with me dead). With the cutscenes, the video and audio would go out of sync whenever it freezes which ruined it for me. 7.) Terrible intro. You had no idea who you were, who your allies were, who watchtower is, what you are doing, etc. The only person recognizable was Miller. ---- Overall, the tiny campaign was interesting but I was expecting more for 2+ years of development. However, I assume this was intentional and more of the campaign will be released over time. As for what I have seen so far, I give the campaign a 2/5 due to all the issues listed above. If it were not for those, this campaign would of been a solid 5/5
  5. Not sure if I missed it, but does this add the supposedly new grenade system to so you can throw grenades into windows and such easier?
  6. mannulus

    Achilles

    Shockingly enough, I used RHS and CUP as well. I tried with the Russian MSV, VDV, Etc. Even tried Army and a few others from GREF, no deal. How do you select the unit? I got no option popped up saying so how or anything like that.
  7. mannulus

    Achilles

    Just sharing what I am seeing so far to help make this even better. - Reinforcements are broken for custom factions. Something about line 236 of the fn_RscDisplayAttributes_Create_Reinforcements.sqf - Several spelling errors for the earthquake module. It is suppose to be spelled weak not week. (Which is hilarious when one of the options just says week). - The sitting module could use some explanation. Can't figure out how to use it. - Going back to the reinforcement thing, you have the Unit RP and Unit Behavior switched. So Unit Behavior's options include Random, Nearest, LZ Alpha, Etc while Unit RP is Aware, Combat, Etc. Awesome for everything else thus far!
  8. mannulus

    Achilles

    I can report the same. Starting up this mod loaded causes both it and Ares to not appear (Unless we are suppose to run without the normal Ares?)
  9. mannulus

    No roles in lobby

    It usually means you don't have a mod that the mission is depended on activated on the server. Check your server mods and make sure everything is activated.
  10. mannulus

    Tanoa discussion (Dev-Branch)

    The description made it sound like INSIDE the bay. Which makes me wonder. How big is this freaking thing?
  11. mannulus

    Visual Upgrade – Feedback

    I do believe that flares need a rework as well (Not sure if already said). ArmA 2 flares were awesome because they lit up large areas. In ArmA 3 though, they are very poorly lit and only really help when they get super close to the ground. I have seen actual flare usage and those things are bright!
  12. mannulus

    RHS Escalation (AFRF and USAF)

    I love you.
  13. mannulus

    RHS Escalation (AFRF and USAF)

    I don't really care about the Adv. Ballistics part (Because that deals with ACE and I already know the answer to that. I am more concerned about if RHS plans to release more sniper rifles. That and where I can find other high quality ones.
  14. mannulus

    RHS Escalation (AFRF and USAF)

    Would there be any possibly for a M24A2 or M24A3? (As well as a M40 for the USMC)? If not, could a recommendation for one of those in a different mod (preferably of high quality and usable in ACE Adv. Ballistics)?
  15. Task Force Athena A Semi-Realism Group Who are we? Task Force Athena was formed over 5+ months ago with a group of ArmA vets who wanted to create a unit to escape the hardcore milsim structure that has occupied other units. We strive to maintain a goofy, laid-back and comfortable environment throughout our unit. When we are ingame, we become serious tactical players who strives towards completing our objective(s). With over 15+ people now in the unit, we are reaching out to the outer community to begin expanding our branches and become a namesake in the ArmA community. What do we do? We run a variety of missions both on ALiVE and player created. The following are a few types of operations we have ran in the past: Reconnaissance Patrols (Combat, Deep, Etc.) Humanitarian. Direct Action. Supportive Operations (Supply and Troop movement, airstrikes, etc.) Much more! How do we operate? We try to keep the operation as simple as possible. We do this by doing the following: Joining - Members join the game and stand by. Briefing - Members gather together to receive orders from CO. TL's and SL's take notes. Organizing - Members are organized into squads/teams/elements as required. Kitting - Members equip themselves based on the mission, their team and their squad. Moving - Members move by foot/vehicle to the Area Objective. Completing - Members commit to the mission and complete it as needed. What do you use? We use basic mods like ACE3, TFAR, CBA. We also use RHS, CUP_Terrains, Nimitz, Etc. How can I reach you? Steam - http://steamcommunity.com/id/Mannulus/ Teamspeak - Athena.ts.nfoservers.com Requirements? No age requirement. All we want is members who are friendly, work as a team and be mature Legal copy of ArmA 3. A microphone / headset. Wanting to further the group and expand it. Current Role Demands: Crewman (Driver, Gunner, Commander, Etc) - MEDIUM Infantry (AT, RTO, AR, Etc.) - VERY HIGH Rotary Aviation (Pilot, Co-Pilot, Crew) - HIGH Fixed-Wing Aviation (Pilots) - HIGH Please note that while you WILL do these roles the majority of the time, you may be asked on occasion to do other roles (Especially for aviation / armor to do Inf).
  16. Update: 5/31/2016 It has been over 1-2 months since we opened our doors to the public and in that time, we have had many operations and seen many new faces in our ranks. Here is a quick rundown of the new changes and openings! Team Leader CPL. Dieter works on getting the squad's medic PV2. Spuds stable during an intense firefight in a sandstorm. We have been in numerous firefights of different sizes in different conditions. Because of this, our new members are now more experienced and there are now great stories to tell. We have fully opened our aviation wing (for both rotary and fixed wing). Most aviators will be in the skies during the entire operation (You will actually be busy doing recon, CAS, transport, etc. Not just flying around for 5+ hours or sitting in a hangar). Members from Alpha Squad take a M1A1 Abrams out for familiarization on the driving course. We also opened up our Armored branch as well, so for those looking to provide close armor support for infantry or moving through dangerous city streets or even having armor vs armor battles, look no further! Members of Task Force Athena get familiarization with the ACE Artillery / Mortar system (Such as doing math calculations, range tables, etc.) Our training has recently gone under a heavy rehaul. While still making it as short as possible (Because afterall it is still a game), we made sure SL's and TL's can cross train their troops in different parts of the infantry (such as Artillery shown here). Numerous other changes involving Land Nav, Firing Drills, Tactics, Etc have been revised and implemented into the new training course. So if this interests you, add me on Steam! (Still Mannulus with an [ATHENA] tag)
  17. Title pretty much explains it. Since the new 1.58 update, we have been unable to enable/disable certain options (Even with custom difficulty selected). We are always forced into a 1st person with no hud or anything no matter the difficulty. Any suggestions on this?
  18. Well I run the server. You use to be able to change the difficulty ingame for the most part. Now that option is gone and changing it in game options does not work.
  19. Squad name: Task Force Athena Timezone/location: EST USA Gamemode preference (eg coop or pvp): Coop Contact email: N/A Website address: https://units.arma3.com/unit/taskforceathena Short description: Semi-Realism unit focused on different factions in different campaigns to offer unique experiences. Language: English
  20. I cut out the modules and now use the exported settings instead. I also moved the spawn area (and respawn area) outside and away from things that could cause a collision issue and it seemed to possibly have remedied a lot of the issues. I can't confirm until tonight though.
  21. I am curious. Has anyone else had an issue with players spawning in as the ace modules before? I seem to have narrowed it down to when they lose connection and rejoin and/or when they get disconnected by the server due to mod issues. They also sometimes spawn as a seagull instead too...
  22. mannulus

    Naval Units in APEX?

    I am curious with all the changes to how vehicles handle water and "Potential water changes" (I forget where I read it), I am curious as to if anyone else here thinks that they will add naval units? I don't mean meager attack boats either. I mean like Subs, battleships, carriers and etc.
  23. I think these are all quite interesting and overall, useful compositions. Well done. :V
  24. mannulus

    Naval Units in APEX?

    A ArmA 3 version of a LSD would be kinda cool looking. I think they can do it. We already got patrol boats; Just make them like 100x bigger and there you go.
  25. Definitely going to DL this and check it out! How long did it take you all to make this?
×