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blackpixxel

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Posts posted by blackpixxel


  1. Same thing for the unrealistic caliber of the MG5 / the new CSAT MMG, it should have 7.62, but for BALANCING reasons it has a big caliber similar to the Bluefor MMG. This makes the gun useless for missions that care about realism, which is a shame, because there aren't that many guns in Arma 3 that are realistic. (I know, most of them exist in some way, but still)


  2. Mhmmm, when you take the AT4 from the Arsenal, Arma will automatically load it and give you the ammo. After switching to your primary (and wait maybe 2s, just to make sure), the ammo should disappear and the AT4 should be empty. For the second thing: it is very important that every player has the latest version of the mod, even one player with the older one could ruin in.

    Not sure which AGM version runs on our server, but my AGM is up to date in PWS and everything worked fine today.


  3. Hi,

    I already tried to lower the AT4 on back similar to RHS, but this is not as simple as it may sound. You have to move the launcher inside the p3d-file. But that will also change the position of the AT4 when you hold it in your hands. This would look very bad, since the little buttstock would be inside the shoulder then when the AT4 is selected (which is the case with the current RHS AT4).

    Yesterday evening Arma was updated with the 1.40 patch, which means that the Arsenal Scope command works now. Using this, it would solve the issue stoffl pointed out. Currently, the Arsenal randomly attaches the muzzle-item that the AT4 uses to work properly. With the new command I hopefully can hide it from the Arsenal, as well as the ammo.


  4. This is the first attemp to fix the game crash issue. The AT4 'reload' should also work now, but you have to make sure that every player uses the latest version.

    I hope it works for everyone, otherwise I have to keep on looking for the problem.

    Download Version 1.3.5

    Dropbox (59 MB): https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

    This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3

    optional RHS Compatibility Patch 1.1 (not updated)

    https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0

    The SMAW is also on it's way

    BZ1nG0F.png


  5. Hi, thank you all for the reports so far!

    The AT4 'reload' - problem seems to be a locality issue. I will change the condition for the eventhandler and hopefully it will work then.

    I also did not have any game crash during the last days after I changed the M3 scope & a texture of the AT4 which had a very large filesize before. I also run a Nvidia-card (GTX 660 TI). I used my updated version on our server where the other players still use the current 'official' version from PWS. Some of them crashed, while I didn't. So maybe it is solved, maybe I just had luck until now :p

    But we also changed the enemy faction mod. A few days ago we run CAF Aggressors, and many people crashed very often. Now we use another one (not sure which one - I think it is Leights Opfor Pack), and the steam ticket crashes reduced alot. So this mod may not be the only reason for crashes, especially if you run a very large modpack.

    I will try to upload a new version tonight, but I can only hope that the AT4 will work then. It always works in Singleplayer for me, but Multiplayer is another story :)


  6. Yeha, new pictures from the new guns are there. At least one of them exists in real life, the General Dynamics .338 Norma Magnum Machine Gun, which fires .338 rounds:

    http://www.all4shooters.com/en/home/pro-zone/2014-news/General-Dynamics-LWMMG-machinegun-Eurosatory-2014/GDATP-338NM-LWMMG-4.jpg (266 kB)

    Hehe, and on the second one is the text 'made in Chernarus'. And it uses the SVD buttstock.

    Oh, and the ammunition picture is wrong again :D


  7. I thought about the problem, and the only thing that is different between these launchers and any other weapon is the 3D-scope of the M3, where multiple transparent layers are on top of each other (4, to be exact). I reduced them to two for the distance-LODs in my test version, and I didn't have a crash yesterday. But that doesn't mean that the problem is solved, because the crashes are very random.

    If you still use this mod, then it would be great if you would test a mission where nobody is using the optical sight of the M3, only the ironsight. If it doesn't crash anymore, the scope caused the problem. Otherwise I would have to keep on searching.


  8. Thank you for the reports with the crashes.

    I am not sure how the mod could cause them, but I will try to do what I can. We also had lots of crashes for a few days a few weeks ago, but changing a faction-mod solved it. A new mission we are currently running is also plaqued by D3D-crashes, some of them happen when we are driving certain Humvees, some others appear to be caused by spawning enemy units. Maybe it is the launcher mod, maybe some other ones are causing it, or the combination of mods (We run >40 mods in our collection).

    I will see what I can do.


  9. Hey Doosh, these are some aaaweeesome news!!

    I cannot wait for sound occlusion, I was so impressed when I just noticed this feature in Arma 2 after I already played the game for a few months. A helicopter was starting on the runway, and while he was flying forward, a few vehicles next to the runway occluded the sound when they were between me and the helicopter. I was surprised by this level of detail, and even more I was really disappointed to not see this feature in Arma 3.


  10. Okay, here is another update which should fix the required-addon thing. I have never really done it before, so thanks alot for your help Tikka!

    For me it always worked before, but I had the mods in the correct order in the Arma-launcher.

    Download Version 1.3.4

    Dropbox (73 MB): https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

    This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3

    RHS Compatibility Patch 1.1

    https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0

    (For Armaholic & PlayWithSix: I think it would be less complicated if the RHS-Patch would be a seperate addon. For the regular user it is not that obvious that he has to move a file inside the modfolder.)


  11. Hi,

    as promised,here is another smaller update. The most important thing is the optional RHS compatibility patch, which changes the damage of the launchers to the penetration-based RHS system.

    The rpt-spam should be gone as well now. Another case where preparing the AT4 did not work should be removed as well. I hope everything works.

    Download Version 1.3.3

    Dropbox (73 MB): https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

    This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3

    Optional RHS-compatibility patch: https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0


  12. To be honest, realistic sniper sights like we had in ACE or like we have with AGM or Advanced Ballistics where the only think that I would expect to be part of a 'marksmen' DLC. I am really dissapointed that I haven't read anything about it in a Sitrep so far, but this also makes me thinking that it won't be part of the new features. The current system for zeroing sniper scopes is just way to fast and to simple, it does make sniping to easy (not to mention that you can put a SOS scope on every other weapon as well and zero it up to 2300m in a splitsecond).


  13. Well, at the moment I made it so that the launchers are able to damage/disable the RHS tanks, which are the enemy threats we have on our Arma 3 server. I haven't read that much about the real armor system, but as long as the launchers will still be compatible with non-RAM vehicles, I will do what you said.

    I also did not want to make the launchers overpowered, I wanted to have it similar to ACE. There a HEAT-round would eleminate a tank by killing it's crew, while the tank would often survive it. So very often only one AT-shot was required to make a tank completely harmless. The easiest way of bringing this to Arma 3 vanilla is by destroying the tank, which looks absurd on the other hand.

    So I will try to make it RAM-compatible in the next few days. Thank you for the comment!


  14. When talking about the distance between eyes and weapon, I would also love to see the camera zoom of magnified 3D-scopes increased. This would make the scope appear larger and more monitor resolution would be used for the scope instead of the outside part. At the moment the circle through which you look through a 3D is too small, even on a 1080p monitor it is much harder to aim precisely compared to Arma 2, where scopes used more pixels of your monitor.


  15. Here is hopefully the last update for the next days ;)

    The AT4-scripts should be 100% reliable now, as long as you have at least a bagback or a vest or a uniform. In addition to that, I changed text and icon of the 'silencer'-item, to avoid confusion. When the config-parameter to hide it in the Arsenal is working in the stable version of Arma 3, I will use this. But basically the silencer should be removed automatically and not cause problems anymore.

    For the M3 firing-bug: I had the issue that firing in upwards works fine, but firing downwards inverts the angle, so that the rocket flies upwards. This is fixed now. But I am not sure if that was the same problem Sundowner and Flipper had.

    Download Version 1.3.2

    Dropbox (73 MB): https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0

    This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3

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