3LSR(16aa) - Tradari
Member-
Content Count
25 -
Joined
-
Last visited
-
Medals
Everything posted by 3LSR(16aa) - Tradari
-
Panavia Tornado AWS
3LSR(16aa) - Tradari replied to pinaz93's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Should these script be running on the server all the time the planes are available even if they are not in use? [""Tornado_AWS\scripts\wings_sweep.sqf"",""Tornado_AWS\scripts\wings_sweep.sqf"",true,17],[""Tornado_AWS\sqs\init.sqf"",""Tornado_AWS\sqs\init.sqf"",true,54],[""Tornado_AWS\sqs\FX_SonicBoom.sqf"",""Tornado_AWS\sqs\FX_SonicBoom.sqf"",true,39],[""Tornado_AWS\scripts\wings_sweep.sqf"",""Tornado_AWS\scripts\wings_sweep.sqf"",true,17],[""Tornado_AWS\sqs\init.sqf"",""Tornado_AWS\sqs\init.sqf"",true,54],[""Tornado_AWS\sqs\FX_SonicBoom.sqf"",""Tornado_AWS\sqs\FX_SonicBoom.sqf"",true,39], -
F-16 Fighting Falcon Series Standalone
3LSR(16aa) - Tradari replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well i though i did but i don't see any files to indicate a version number (prob's me missing it) anyway went on dates and looks to be a couple of weeks out so will update and check, BTW great mod!! -
F-16 Fighting Falcon Series Standalone
3LSR(16aa) - Tradari replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Reporting a bug in version 1.31 2:44:34 Warning Message: No entry 'bin\config.bin/CfgVehicles.FIR_Afterburenr_SFX_Sound'. 2:44:34 Warning Message: No entry '.sound'. 2:44:34 Warning Message: '/' is not a value 2:44:34 Warning Message: SFX not found This occurs when engaging the afterburner -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
thought i would share a few pics from the update map James -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
James, thanks for the update to 1.20.02 this has fixed the above problem :) Your welcome to join us on an operation James if you would like a see us and the map in action? Let me know -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
little bit of feedback standing on the tappeh ka side of the river looking towards tappeh tark the buildings are shadowing through below is a pic -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
Thanks James great info and brill work on version 1.2. At www.16aa.net we have been using your map to play a campaign for the past few weeks now and its going well. We have just updated to 1.2 and will next be playing on Sunday so will let you know if there is any feedback. our numbers on each mission are typically around 90+ members so its a good performance test but version 1.08 was working ok for us. -
are you still getting the issue, were using a script file that prevents the problem but i was looking to remove it as i though it might be sorted by now?
-
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
well its working, thanks to Vking for the final push to the goal. here's the paste bin on what we did. https://gist.github.com/VKing6/681947b4e8e8ab1b7e310de14f174ed4 -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
im currently trying a PBO to overwrite the pr3_kz pbo and update the config to see if i can get it working - no luck yet work continues -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
Hi Icebreakr, yer i know its been a while coming but had no clue on the break issue as never use twitter :) PS - love your maps btw keep up the good work -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
ok cool ill give it a go thanks just need to work out the mapArea[] as its currently in long and lat - left as your example for now to see if it works can alter it after. further add unable to repack due to missing textures for the roads. -
1.60+ Terrain Config Update Example
3LSR(16aa) - Tradari replied to james2464's topic in ARMA 3 - TERRAIN - (BUILDER)
hi, tried the config above and it errors on the include sections when re-packing with pboProject Also the cfgNames.h is not included with version 1.08 which is current release -
TF47 Launchers [WIP]
3LSR(16aa) - Tradari replied to blackpixxel's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi there just passing some feedback after firing the AT4 HP CS, a heat and HP round appears in the my backpack. also when you drop the heat round on the floor another one appears and you can keep doing this over and over Only mods running are CBA and Cup Terrains Regards Tradari -
i'm being told that the description.ext when being read is missing bits of it and so kills the respawn bit and other things to boot.
-
We have had it spawn us as seagulls
-
Gents, I see in the RTDynamics they have a multi rotor model does anyone know if this has been added to ARMA 3 or if it is planned as we use the GenHeli600 model currently for the AFM? From there website. Multirotor (e.g. quadcopter) support with the new helicopter dynamics model GenHeli700.
-
ChinookPack - Mod Release
3LSR(16aa) - Tradari replied to deltagamer's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Delta, Are you still working on this chopper? If so are you planning on a AFM version / option? How about the pilot getting in from the side doors? like the co-pilot can? are you waiting for ACE3 to replace the AGM fast rope? - is there an alternative in the mean time? -
The Unsung Vietnam Mod 3.0 WIP THREAD
3LSR(16aa) - Tradari replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
missed one -
The Unsung Vietnam Mod 3.0 WIP THREAD
3LSR(16aa) - Tradari replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just thought I would share a few screen shots from the 16AA Nam ops we did over Xmas using the unsung map, units and we added some of our own too :) -
The Unsung Vietnam Mod 3.0 WIP THREAD
3LSR(16aa) - Tradari replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Our group has recently used this pack/map in a xmas nam special for a fun op and it works well however i will add the map is very heavy on the frames when you get about 60+ people on the server :) some players were not able to get above 25 ish FPS and there running super computers. Average fps was more like 14 ish and in the end we had to use fog to reduce the view distance to keep our mission going. I know its Alpha but wanted to pass on some feedback. Thanks for the continued work on this. -
I'm newish to model making in ARMA however a question has arouse that I'm hoping to find the answer to. Does the LOD resolutions still apply? the wiki shows a reduction in the number of faces and polys the further away the item is from the player, however there is no stated ranges at what point these change and ,my "mentor" explains to me that there's no benefit in doing it as player will just complain of popping low res textures at 50ft away. I've found the ARMA wiki showing Model res 1 res 2 res 3 res 4 res 5 res 6 T-100 Varsuk Points 27600 18400 11500 5100 2500 800 Faces 14100 9100 5500 2300 1200 350 Sections 12 12 12 12 11 7 are these still current? and where can i find the information on how far away a player is from the model before it switches to res 2 or res 3 etc Best regards Tradari
-
A question on LOD's
3LSR(16aa) - Tradari replied to 3LSR(16aa) - Tradari's topic in ARMA 3 - MODELLING - (O2)
Cheers for the advise guys really appreciated. -
A question on LOD's
3LSR(16aa) - Tradari replied to 3LSR(16aa) - Tradari's topic in ARMA 3 - MODELLING - (O2)
Da12thmonkey, Thanks for your reply makes perfect sense. Is there a limit to the number of resolutions used or should it always be 6, or would 3-4 do the trick? -
Simple Vehicle Respawn Script [Arma3]
3LSR(16aa) - Tradari replied to tophe's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Since Beta i could not get this script to work with errors on line 116 However with a little hunting i was able to find the fix Old version if (_haveinit) then {_unit setVehicleInit format ["%1;", _unitinit]; processInitCommands;}; if (_hasname) then {_unit setVehicleInit format ["%1 = this; this setVehicleVarName ""%1""",_unitname]; processInitCommands;}; _dead = false; New version if (_haveinit) then { _unit call compile format ["%1=_This; PublicVariable '%1'",_unitinit]; }; if (_hasname) then { _unit setVehicleVarName _unitname; _unit call compile format ["%1=_This; PublicVariable '%1'",_unitname]; }; _dead = false; Hope this helps a few people out Regards Tradari