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Everything posted by alky_lee
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I think we just have to accept that A2 buildings are not to the same level of quality as A3 buildings, although it varies from map to map. CUP are now maintaining the AiA TP, but I don't think they have the resources to upgrade the building models on all the maps. I've turned loot up to 100% to compensate but I don't think I've had anything much useful out of loot on Chernarus, unless it is at a military installation. I've also turned civilians down to 10 in a 400m radius, as it was getting very crowded in the few parts of buildings that you can enter in small towns. Even then I still managed to run one over.
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I've just completed a Winter Chernarus mission on the 1.54RC branch. BIS have excelled themselves with finding a newer more annoying fatigued sound. (A bit like a wildebeest giving birth - I hope they get rid of that before going to stable). Using the fatigue switch in supports stops that awful noise and stops the character getting fatigued, but it doesn't stop all the effects of stamina. You still get excess weapon sway until you get your breathing under control, and it won't let you carry beyond your carrying weight even if you have space in your backpack.
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[Terrain] Chernarus Winter A3
alky_lee replied to Arthyc's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think Kouris has got a bit carried away just because it's been snowing TPW hud is showing the temperature as 24 degrees. Would that stop foggy breath? -
I also find that civilians spawn inside this building and can't get out. Perhaps the loot is also spawning inside sometimes. Often it's just laying on the ground outside.
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I have I think they are "Civilians" from TPW.
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I started a new mission in Chernarus last night using the RC branch. This morning I was going to try FFdecoy, but unfortunately I can't load the mission. I either have a corrupted save or another addon incomplete config issue. I've tried 4 times and it has crashed at the same point each time. I don't know which mod it comes from but I suspect it's a C130 so it won't be vanilla and I'm hoping it's not the AiA terrain pack. I love Chernarus. I will have to start a new mission later with only vanilla units & vehicles. Having said that, the new ringtones work and I did get the FFdecoy option once I got the radio frequencies. I struggled to get ammo from dead units so I was in no position to fight a major battle. I was using almost as much ammo killing as I was getting back, so I finished with 4 partly used mags of Katiba ammo and a full one on the rifle. My companion wouldn't stop complaining about no ammo. With the Nexus update, enemies seem to be harder to kill and take more shots before they die and the new stamina takes some getting used to. You can't fill up a vest & backpack any more. If you try, you can hardly move unless you have 100% health.
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I thought I would just share this. I have completed a run through on the Chernarus map with the updated beta and I didn't have any CTDs. It was hardly a major test though. The body was at the first church I got to and the mission was wrapped up in just over 2 hours, but it looks promising that the bug has been squashed. :)
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At least I'm not addicted. I managed to 3 whole weeks without it at one time. :) Finished my old Chernarus mission last night. I love it in Chernarus. Shame there aren't more enterable buildings there but it provides a different dynamic to the gameplay. Those that are tend not to provide much protection from gunfire or grenades, even your own. It also meant that I wan't sure where to look for the captive when I took the stronghold. Despite searching round every building I could find and nearby hamlets I failed to find him. I also failed to find the officer at the second airfield. I think he was one of the bodies lying around, but the wicked minefield layout made it too dangerous to check all the bodies. Looking forward to starting another Chernarus mission with the updated beta.
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I am not using any mods that introduce characters. The only new mod is AiA TP in order to play the mission on Chernarus. The troublesome character was part of the ArmA expansion pack Queens Gambit which included the Porto and United Sahrani maps, both of which are included in AiA TP. I suspect that part of the config got left behind when the maps were ported to A3, and because the character is a little used civilian, it hasn't come to light. It's only because Pilgrimage and/or TPW include units from configs of the loaded mods that we are experiencing these crashes. I was wondering why Chernarus is a favourite in A3 but others don't get the same crashes. It's because they don't spawn civilians.
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I was wondering a civilian script is trying to spawn this character in from somewhere, either Rydygiers script or TPWs from some config. Unfortunately that's the extent of my knowledge in this things.
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Just checked and civil_nprem2 is a character not a building, from RACS, Queens Gambit https://community.bistudio.com/wiki/File:civil_nprem2.jpg Idon't know why this crashes the game.
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Looking at my last 4 crashes and this was the last entry at the time of the crash each time. EDIT: I think the TPW error is separate to the crashes. I don't have a TPW error in my RPTs 0:45:19 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 23:55:46 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 22:48:12 Warning: 'civil_nprem2' has HitPoints configured but no shape is present 22:09:56 Warning: 'civil_nprem2' has HitPoints configured but no shape is present I think there is a pattern emerging here. I wonder if the CUP project can sort this out?
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It just depends how much damage it has done to itself before you found it and how much ammo it has expended on other enemies, but it does have a lot. Plus it just doesn't like me for some reason.
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But there could be one small problem. https://www.youtube.com/watch?v=7S3TfP4Tml0
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Using Blastcore the smoke is quite visible. The author of Blastcore had to revert smoke grenades as the AI could see through the smoke generated while the player couldn't. As the mod is no longer supported and changes occur to the core game, smoke grenades are now messed up as the smoke doesn't spread out. Other than that Blastcore works fine. Mods CBA v2.0 VTS Weapon resting bhc map contour RYD BT sthud Vcom Driving CHVD Blastcore Phoenix L85A2 Pack NATO SF & SPETZNAZ Vehicles NATO_Rus_Weapons SOS & DMS Night Vision AiA TP TPW Mods - Air - Animals - Streetlights - Cars - rainfx - HUD
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[OPEN BETA] [SP] bCombat infantry AI Mod
alky_lee replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
PWS often fails to install bCombat correctly. The "@bcombat" folder containing Addons, etc should be in the Steamlibrary/Common/Arma3 folder and the "bcombat" folder containing userconfig in the userconfig folder. This video might help if you have any problems. -
I had several crashes last night when everything suddenly stops. Sound comes back but not video and the games crashes with an access violation. Looking at the RPT log it seems to be to do with some building model configs having hitpoints defined but no shape and confusing Arma3.exe as a result. I remember that's why I deleted the AiA Terrain Pack previously, as it seemed to happen on all the maps sooner or later and kju was no longer supporting the mod. The CUP team have said they will be maintaining the mod now, although they only have one guy who can work with terrains. Hopefully they will sort out these teething problems shortly.
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New player: Quick question about healing/first person noises.
alky_lee replied to HeroesandvillainsOS's topic in ARMA 3 - GENERAL
I think it would be better if the groaning stopped when you healed with a FAK and only occurred when you drop below 50% health as an indicator of more serious damage, although there needs to be some penalty/indicator that only a medic can put right, Perhaps something visual rather than audible. At least you can close your eyes but you can't close your ears. -
I try to avoid this by playing in a different room to where the wife is. It works pretty well most of the time. Anything that can get rid of that annoying groaning will be most welcome. When you haven't got a medic or anywhere to heal, it seems to go on forever.
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I am using the same version of AiA TP. It looks like in my haste to get into the mission I managed to disable AiA sometime after I enabled it. All is now good and the mission has loaded without problems. I am now off for a walk around Chernarus. EDIT: Bad start died a lot. Landed next to an airfield. When you start a gunfight and then hear the engines on the gunship starting up, you know an SMG with 2 spare mags is not going to cut it. Still, at least I have taken one gunship down.
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I tried to play this, downloaded the latest AiA TP. Installed it. Tried to launch it and was unable to load the mission because it is dependant on downloadable content which has been deleted - aia_chernarus_config Now I've run out of time.
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Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
alky_lee replied to Placebo's topic in ARMA 3 - GENERAL
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You will find that a lot of options disappear when you get into combat. You will not be able to repair vehicles, establish hideouts, unpack hideouts, return to hideouts, hitch hiking or advance time. If you find yourself on foot in a battle you just have to deal with it or get away if you can. Don't get in a vehicle with a gunship around. That is suicide. It can take you out from over 2km away, so you're dead before you know it. The gunship will be on a seek & destroy assignment. Once they have completed it they will return to base after a few minutes. It could be longer if there are other enemies around for it to engage. Sometimes it will come out when you are being tracked. If you have obtained the CSAT radio frequencies you should see the radio message in the bottom left corner of the screen. I love reading about your predicaments. We've all been there, and it brings back memories of our own predicaments in the past. Stick with it. You will find a way out of it and complete the mission.
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I started another mission on very hard, and without a map, the locations were impossible to find, so some visual clue would go a long way. I also spotted that one of the co-ordinates given by Tyrone for the strongholds was on Altis still. At least this time, the airfields/strongholds were more spread out, but still very crowded for hidden camps. I had two examples where two camps had spawned with their camp fires in exactly the same position, so when you put out 1 fire, the 2nd keeps on burning. I would suggest anyone trying the Stratis version should turn down the hidden camp density to 50% or even less to try and avoid this. I loved taking on a heavily defended Stratis Airfield, and some night time CQB in Agia Marina as well as a stronghold at Camp Maxwell again. Thanks for porting this mission to Stratis for us to enjoy. It might be a smaller island, but this last run through still took 11 hours. Here's a few pics. The first gunship I shot down when it joined in tracking me. When the second one came to help, I shot that down as well, Luckily it didn't explode on landing as I wanted the toolkit out of it's inventory. The Stomper blundered into my location and was despatched quickly as I was heading to the airfield. Even on Stratis, the civilians took up arms to support me The point on the airfield turned out to be unlucky, but after fighting through Agia Marina, I found the body on the road to the east of Agia Marina before I got to the second airfield. I had found an extra four boats including one in Agia Marina, so it was a short trip to get off the island and away.
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[OPEN BETA] [SP] bCombat infantry AI Mod
alky_lee replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: COMPLETE
bCombat does work with the 1.52 update, but perhaps not as good as it did before, but still tons better than vanilla. I put together a quick comparison. https://www.youtube.com/watch?v=IqXNiQdMibk