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Belbo

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About Belbo

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  1. private _RndMatDispln = ""; //The "" is the default value, in case none of the switch cases match. _RndMatDispln = switch (_RandomMat) do { case "VABB_ScrapMetal": { "Scrap Metal" }; }; RndMatDispln doesn't have to be a global variable. You don't have to define it inside of the switch, but make the statement of the switch the definition of _RndMatDispln respectively.
  2. No discord, thank you. You have to research that yourself - it can't be that difficult.
  3. That's up to your server provider or your way of access to the server. I can't possibly know that - you have to find that out by yourself.
  4. Take a look at the 1.90 troubleshooting-thread, there's a solution for your problem: https://forums.bohemia.net/forums/topic/222192-190-update-troubleshooting/
  5. Belbo

    1.90 update - Troubleshooting

    I just played a mission with TFAR (and little other mods). While we had no connection issues, I encountered severe fps drops (creeping around 5-10 fps), that could be solved by disabling the tfar plugin. After changing to the current performance binary on my client end, this issue had been solved.
  6. You can always attach an action to the drone that revives players around it, if you want that.
  7. Belbo

    1.90 update - Troubleshooting

    That may be the case with EM. The mods I tested didn't work without prefix and worked with prefix.
  8. Belbo

    1.90 update - Troubleshooting

    I've currently done a bit of troubleshooting with mods (without the new binaries from Dwarden's post). For this I've created a fresh privatekey with the current dssignfiles from the arma 3 tools, resigned the mods I usually use with that key, added one after another to check if I get kicked from my windows server with verifysignatures at 2. So far I've found a couple of mods creating problems with the connectivity. Something these mods have in common is for one their age - and their pbos have not been created with the necessary prefix. Repacking the pbos with Addon Builder and a prefix fixed the connection problems with these mods. So that might be something to look into.
  9. Belbo

    1.90 update - Troubleshooting

    If only I knew... https://github.com/Pergor/ADV_Medical/issues/22 But I haven't been able to reproduce this on my end.
  10. Take a look at the "Visual" section of the current changelog: https://dev.arma3.com/post/spotrep-00085
  11. Belbo

    1.90 update - Troubleshooting

    If disabling all mods doesn't solve the problem, your troubleshoot has found an early end: It's not a mod issue. In that case complaining about disabling/enabling mods is kind of useless to begin with - especially if it's about the amount of time it would take. Your specific kind of experience is on the other hand not the only problem occuring since 1.90 - some of these are not related to mods, some seem to be. Additionally every reasonable server admin has a mirrored server test environment on his local computer to check this stuff in a matter of minutes. The test branches are made for that as well - so that you can check beforehand if you have to put some extra hours in before an update - and give constructive feedback to the developers if something breaks. It's not that you don't have a right to your views - it's just that they're at best self-explanatory and at worst self-contradictory. So, to get on the constructive side: A possible cause for the problems are mods. What kind of changes have to be made to fix a mod that creates connection issues?
  12. Belbo

    1.90 update - Troubleshooting

    Enabling and disabling mods is the only way to actually troubleshoot a problem. This can't be put on the developers - because they're mods, delivered as is. The question is: What can we do (provided, we have the ability to update a mod or its bisign files) if we encounter a mod that causes one of these problems?
  13. The bobcat takes just as much damage from mines as from every other damage source. In its current state you can remove more mines before being completely destroyed when driving an MBT. The plow shield has no function besides cosmetic. But fret not, that's why I've made this little script a while ago: https://github.com/Pergor/ADV_Mods/blob/master/adv_bobcat/functions/fn_bobcat.sqf With this you not only have an action to move the plow, but also the incoming damage is reduced while the plow is down - and additionally you can flatten craters and trenches from ace and grad_trenches.
  14. Belbo

    ADV - ACE CPR

    Update 1.5.6: https://github.com/Pergor/ADV_Medical/releases/download/1.5.6/@adv_aceCPR.zip ADDED: spanish translation (thanks to corp-0!)
  15. Belbo

    ADV - ACE Splint

    Did not got around to it lately. But here it is: Update 1.1.6: https://github.com/Pergor/ADV_Medical/releases/download/1.1.6/@adv_aceSplint.zip FIXED: check limb feature wouldn't be applied correctly ADDED: spanish and polish translation ADDED: setting for the patient's condition in order to be splinted
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