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lsd

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Everything posted by lsd

  1. Likewise, nvidia here also. Very annoying, been though the graphics settings and nothing will change it. Can't adjust the foliage in MP so I look at the sky all the time. :D
  2. Awesome work. It'll be a good challenge to fill each of those groups out! :)
  3. That looks great, I'll look into redoing the class structure to match the above! Thanks for taking the time to put it together.
  4. Yeah :) That's intentional, those have no faction so the idea is that you customise them how you want. Since BIS didn't get around to adding Pacific CSAT statics you'll probably notice a few gaps, I didn't want to add the desert variants.
  5. Didn't want to upload something that didn't work fully in Zeus. Now ZEC is sorted this is next on the menu, I'll get it updated and released properly in the next few weeks.
  6. lsd

    Squad Radar - RESOLVED

    They've been delayed from 1.62, see; https://dev.arma3.com/post/sitrep-00163
  7. Newly updated for Apex. One or two new compositions for the Pacific factions. :) Wasn't sure which addons the new Apex stuff depends on for 'requiredAddons', but since everyone should be on 1.62 there shouldn't be any issues.
  8. I'm struggling to work out the best soltuion to display and group the ever-increasing list... #1 - Grouped by SIDE, ordered by SIZE #2 - Gropued by SIZE, ordered by NAME Having thought about it a while, I'm probably going with #2, but would welcome any strong opinions. Too long :) I usually throw down a line of structures and then pass over them a few times adding the detail - I don't have the patience to work on one at a time! Which ARES compositons were you looking for specifically? I can probably make a few more alternatives.
  9. Porting those directly into ZEC isn't something I could do without having the original Authors permission. I am adding a new 'Basic' category in ZEC which seeks to replicate those found in Ares without copying them exactly.
  10. Thanks all. Hopefully many of you will be pleased to know I'll be expanding this further with a few Apex structures when it's released.
  11. lsd

    Spatial Awareness Improvements

    Radar - Needs some kind of gradient shadow (like the other GUI elements) as it's too hard to see on a bright background. Ping - The name of the player who made the ping should be shown, (or maybe set the icon to their team color?) if a few members of your group use this in multiplayer you wouldn't have a clue where to look specifically. The animation of the ping is a little too obvious, I'd be happier if it just appeared and faded out after 1 second... If the above was configurable in the description.ext etc it would be even better.
  12. In latest 1.63.136975, ENVG-II now have black border when active (like vanilla NVG) which I think the poster was referring to, is this intended?
  13. Yes, if/when CUP objects appear in Zeus then this addon will work fine. It may be limiation of Arma that CUP objects cannot be added into Zeus - If it's not yet added it can't be easy fix, we have to wait for CUP. CUP also update to 1.10 so I will re-check addon in case I'm using old classes.
  14. lsd

    Apex Weapon Feedback

    Can't seem to find any Tanoa variants of the CSAT Statics, assume they're to follow? +1 for the Marksman weapon skins, the CSAT Navid MMG has no suitable variant.
  15. lsd

    Apex Vehicles Feedback

    Could the classnames of the Syndikat soldiers be made consistent with the other infantry classes? Something like; I_C_Soldier_Bandit_4_F > I_C_Soldier_Bandit_SL_F I_C_Soldier_Bandit_3_F > I_C_Soldier_Bandit_AR_F etc
  16. If you're like me, you are expecting the 'Set Waypoint Activation' to work when synced to a trigger regardless of waypoint type. Couldn't be easier, right? But no, you must go a step further and for some waypoint types (sentry/cycle etc) the Trigger Type must also be set to 'Skip Waypoint'. It would be nice if the 'Skip Waypoint' type could be depreciated and the trigger automatically identifies the correct action (i.e. either activate or skip the waypoint depending on type), if possible.
  17. CUP version is near complete, I can't get the two addons working together which is very annoying, coming soon! Dropbox added. :)
  18. Updated to 1.0.2, included a ton more smaller compositions and a few requested building types. Now includes over 300 compositions. No further updates planned (unless something breaks!).
  19. You can try ALT for super speed, I've not encoutered your issue however. The second issue you mention has been fixed in the current dev version (v1.59.135811), so your first issue may also be sorted.
  20. Fair point, I should have stated I've seen this occuring on all maps. The smoke grenade trajectory follows a near identical path as on VR (i.e bouncing off far from the inital impact). Tested on Altis on v1.59.135811 - Green Smoke hits mark and bounces far off; http://i.imgur.com/nLmw7O8.jpg http://i.imgur.com/x5dPoW5.jpg
  21. Just been testing 1.59.135577, the GL Smoke Grenades bounce about like they are made of rubber. After touchdown at anything less than 300m they jump high into the air, making them useless for either marking targets or providing cover. http://i.imgur.com/roEPBXE.jpg I think this has been a problem for a few patches now, would be nice to see this addressed.
  22. Each addon below works fine independently, but as soon as you include both in '-mod' the first one in the load order won't show under CfgPatches or CfgGroups. Why? Other addons which use the same format display correctly and I can see no difference between mine and theirs (tried signing them and no difference). Addon 1: class CfgPatches { class TEST1 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgGroups { class Empty { class TEST1 { name = "TEST1"; class TEST1A { name = "TEST1A"; class TEST1B { name = "TEST1B"; class Object0 {side = 8; vehicle = "Land_HBarrier_Big_F"; rank = ""; position[] = {0,0,0}; dir = 0;}; }; }; }; }; }; Addon 2: class CfgPatches { class TEST2 { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {}; }; }; class CfgGroups { class Empty { class TEST2 { name = "TEST2"; class TEST2A { name = "TEST2A"; class TEST2B { name = "TEST2B"; class Object0 {side = 8; vehicle = "Land_HBarrier_Big_F"; rank = ""; position[] = {0,0,0}; dir = 0;}; }; }; }; }; }; Any help appreciated. https://www.dropbox.com/s/48dh6wxu76usrup/testaddons.zip?dl=0 (Compiled and signed addons non-binary)
  23. Is anyone able to assist with this? I've tried every iteration I can think of and just can't get both 'TEST1' and 'TEST2' groups to load at once in separate addons. EDIT: Turns out it was due to the $PBOPREFIX$, thanks to everyone here for all your help. May your dreams not be dreams, Dmitry!
  24. The 'castle' objects seem tailored to the terrain they are on - They look horrible when dropped elsewhere on the map. If you make a decent castle layout in Eden and send me the mission, I'll certainly include it.
  25. When using the setGroupID/setGroupIdGlobal command, BIS_fnc_EGSpectator displays the units incorrectly on the 'Entities' list. All units are displayed correctly in the 3D view. Example mission; http://www.filedropper.com/spectatorissuevr Example using setGroupIDGlobal shows the following:
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