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soulis6

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Everything posted by soulis6

  1. soulis6

    Zeus and Mines

    Not sure if this is intentional or not, but as far as I can figure out right now, any mines placed by Zeus immediately become known to the players, which makes them pretty much useless if you're trying to keep them hidden from the players for whatever reason. Anyone know if this is true for sure, or if there's something i'm missing here? I could understand if this was intentional in ZvP or Zeus Sector Control, but this doesn't make any sense for the unlimited GM-mode Zeus.
  2. Is there a way to make the static radar dome buildings act as a large range radar linked up with one side or another, with the next radar system? Maybe just a script to call that adds a fake vehicle radar on a certain side at the start? It would be really cool to have those buildings serving as a functional radar, which could link to the radar of other friendly units, and give the other side a target to destroy to actually inhibit the owners military strength. Sorry if it's been asked before, searched and couldn't find anything.
  3. I've never been able to use the Javelin in ACE without problems. It used to be that upon firing them, I couldn't shoot with any other guns permanently, and then it was that I couldn't get a lock on something no matter what i tried. Even saw some more confusing and inconsistent bugs with it in MP. Not sure if any of these issues were ever fixed, but I just avoid them and use the other launchers.
  4. It wasn't working a while back, but now that there's been a lot of changes with the medical system, does anyone know how to full heal and revive a player or AI through scripts? I'd like to be able to full heal and revive from unconscious state (i have players always go unconscious instead of dying), in case accidents or bugs happen. I've been able to wake a unit back up before, but if they're hurt they will just quickly pass out again.
  5. soulis6

    Flares in Apex

    Yeah I think they're using faked lights for the campaign mission. Ever since the lightning update (which I think is otherwise good), flares basically give off no light. Before the update, they were still pretty weak, but now just almost nothing. The best effect i've seen by far was with Blastcore mod, they looked fantastic, but sadly that mod is no longer supported or working.
  6. Probably not, and i'm not really sure that's a bad thing. I've played a ton with both the normal and the ACE advanced ballistics, and i'm still not sure I would use the advanced ballistics except for players who really really wanted it. While I wouldn't mind just a little bit less accuracy in general at medium-long ranges, there's one big problem with having a wind system in Arma, IMO. And that problem is feedback. it's often a tough problem for realistic systems in a lot of games, especially games that are going after a more simulator-ish approach. The first thing affecting feedback, is you can't directly 'feel' or sometimes even accurately see the wind speed or direction in Arma. You can sometimes see it blowing, but just because of the practical realities of them not simulating every blade of grass and plant leaf, it's a lot harder to tell which way and how hard it's blowing just from looking at the environment. You also can't just intuitively feel it on your skin, or hear it in your ears, and even with ACE you have to use a little UI widget that's fairly abstract. As a result it's pretty tough to tell how much your shot is going to go wide, and in what direction. The second is that because of the rendering distance for particles in some or all hardware setups and configs, especially in multiplayer, you don't always see the shot hit the dirt or wall or what have you when you miss the shot. Which makes figuring out how how much you need to adjust for even harder. There are probably ways to help lesson these issues, such as an subtle always-on indicator of wind direction/speed, and exaggerated, forced dust plumes for bullet hits while shooting at long range, but even then it's not going to have great feedback, and you're going to have a lot of people missing shots without any idea why the impacts are so off target. I'd argue that it's just not really feasible in the current engine, not without either sacrificing the realistic art style (like transparent bullet trails when being pushed off course by wind, or showing strong stylized looking wind i.e. zelda wind waker), or including a ton of UI indicators and textual tips, which could clutter up the UI for not a lot of gain in the tactical gameplay.
  7. I noticed this too, and i think it was happening even without ace on, just in vanilla arma. Same with the rocket fire support.
  8. Userconfig is not a folder that exists in my steam arma 3 directory. I've been using task force for a long time without any problem, from the steam workshop. It's only since this most recent update that i'm seeing this.
  9. I didn't see this is the issues list on github, i mentioned this briefly before in this thread, but the 'disable ear ringing' setting doesn't really stop you from losing all sound after a few seconds of sustained firing, as if you had the option on and no earplugs in. It's not a game breaking issue, but it does mean that you can't ever really get rid of the earplugs, and disable ear ringing isn't useful. Any chance this is something easy to fix or is already known?
  10. Just got the latest updates from the steam workshop, and i'm getting the error: 'Include file userconfig\task_force_radio\radio_settings.hpp not found' no other mods loaded, just cba and task force. It's preventing Arma from starting up completely, while task force is loaded.
  11. soulis6

    JSRS4 - APEX 1.2

    Great new update, thanks for all the awesome work! One minor issue i've noticed, is some kind of strange reverberation sound, like the blades of a helicopter or something, starting up after firing long sustained bursts. It will fade on it's own, but it's pretty distracting sounding, and gets loud if I keep up the fire. Has anyone else noticed this? Maybe it's just some wacky combination between different mods causing it? Maybe ACE or TFAR and this?
  12. I'm having a pretty big issue, where trying to clear a jam isn't working at all, which means the gun is unusable after jamming.I haven't changed anything since it was working except for updating ace and cba and arma apex. Has anyone else been seeing this? Not nearly as big, but one bug i've seen that's been around for a long while, is that the 'disable ear ringing' player option and ace module don't really turn it off completely if you set it to off. You won't get the initial ring, but you will still lose your hearing completely after sustained fire.
  13. soulis6

    3den Enhanced

    I had a lot of problems in general with the ambient animations. Some of them wouldn't show up with other players who join, and even when they did, they would not exit the animation during combat, unless they were set to 'stand (default A3 anim)' for the combat ambient animation, but then that came with a bunch of other problems. With both of these, the units would be unable to be moved or rotated or anything with Zeus. It's definitely possible to be moved during animations and everything with Zeus, there was an older mod called Shoter's animation that allowed that, just not sure how he was handling it.
  14. soulis6

    JSRS4 - APEX 1.2

    No problem, thanks for the clarification. And thanks for the awesome mod!
  15. The problem though is that those two things aren't really comparable. Making large improvements on physics, AI and things like that, that are complicated and touch every part of the game (with the potential to break loads of content), is a vastly larger task than adding some new weapons and equipment. Apples to skyscrapers. The reason I don't think the base mechanics of the game feel that much different from the expansion, is that a lot of the improvements they've been working on in that area have been already released for free when ready, and on the main branch without having to purchase anything. The game overall is vastly improved since launch, it's just come slowly and spread out rather than all at once in an expansion. Personally I applaud BIS for the way they've handled new content. It would have been much easier and likely more profitable in the short term to just release new dlc packs with weapons and vehicles and maps, with no new features or improvements to the central mechanics of the game. As a player, it's much easier to find mods of equipment and guns than it is to find ones that improve the game all around, so it's not like we're lacking in quality there.
  16. soulis6

    JSRS4 - APEX 1.2

    Love the mod, big fan, just wanted to ask about a problem I noticed, with JSRS creating a dependency for the mission when (if you create it while jsrs is installed). Got a bad surprise when some of my players who didn't have it tried to join and were unable to. Never had that happen with previous versions, but enough has changed with the base game of arma that maybe something else is the problem here. Has anyone else seen this?
  17. The thing though about stuff like Dying Light (and a lot of other first person games like that) are very specialized around being on the ground and within contained areas. They load parts of the map as you're walking around, so you'd never be able to say, jump into a plane and fly around, or fire a mortar shell and have it explode and hit enemies on the other side of the map. It's more like a bunch of open-layout levels that make up the whole map, which, while pretty big, is no where near the scale of something like Altis or Tanoa. Don't get me wrong it's an impressive and very polished game, just not really comparable to something with one large landmass as a map. Not to mention having more than a couple people in the world at once, interacting with each other. Regarding Tanoa, I would also have preferred to see more buildings with interiors, even if they aren't furnished. I think it opens up the gameplay options a bit more. The big skyscrapers and office buildings are tricky, but there's a mod right now floating around that has a trigger at the doors that take you to the roof of them when you get close. I think that would have been the best approach, something like that built in, with a short timer and a black screen while you're 'climbing the stairs' as it were. I'm ok though with the interiors they do have, it makes sense to me to just have a couple main rooms enter-able in some of the larger buildings. Like someone else said though, they just need to be communicated better, with clear indications of which are 'false' doors and windows.
  18. soulis6

    Can't Speak Through Remote Controlled AI Units

    I haven't tried with ACRE, but this is possible with TFAR. If you remote control a unit in Zeus, you will speak from that unit as if you were them.
  19. soulis6

    PLP Markers

    Love the icons, is there a way to get this to work with the new eden editor however? It's currently not showing up in there, presumably because they revamped the way placing markers works. Much appreciated!
  20. I don't believe that's the case though, or at least I haven't noticed any difference in the amount of time it takes to go into or out of a preview. The only increase in loading i've seen is a small one upon first opening the editor. When you're in the 2d map view it's very very similar to the old editor.
  21. It's insane to me that people would want to keep the 2d editor. You can do all the same stuff in the map view of the new editor, and the amount of time you save placing units and objects is immensely huge. I'll take an extra minute or so of first startup time to save 2-3 hours trying to place buildings and objects and units like I want them in the old editor.
  22. I've checked the rpt logs for both the server and the player, unfortunately there's no messages or warnings, I just either see my diag_logs about the profile broadcaster (and profile loading) being started, or it doesn't happen and there's no other differences. I can see the player's Init start up 100% of the time, it just doesn't always load the broadcaster. I'm currently running it from a server. What do you mean running it globally vs server only?
  23. After hours of messing with this, I think i finally almost have it, but i'm running into one final problem. A percentage of the time, maybe 30%, the player's profileBroadcaster.sqf isn't being loaded (i'm using a similar setup to the example), and the server never gets the players information. If i disconnect and reconnect, it works perfect, loads the equipment, it's just every once in a while, even though I can see the players Init.sqf start up and send logs, it doesn't start the profileBroadcaster. Is there any reason this might be happening? I can't think of any good reason for this
  24. Wow, this sounds like a crazy person's meltdown rant. Steam is bullying anyone who doesn't think like them? Jesus christ. I have no response other than: some people genuinely want to play with their friends, and no matter how invested or willing the person in question are to put in the work, many of their friends are not. It doesn't make these friends bad or lazy or terrible, they just view their gaming/free/entertainment time differently. When you have kids or have a job with a lot of responsibilities, and have precious little free time to yourself, your willingness to put up with barriers in between you and the game shrinks drastically. And again, I don't necessarily think that steam is the answer, but I think it's totally valid to want a better solution to just say 'do it yourself', which is basically saying 'play alone' in some situations. I think it's worth talking about what other good options might be, instead of just bullying (which was what you're doing) the OP and having name calling tantrums.
  25. 100% this. Trying to get even 6-7 otherwise smart and capable people to keep up on manually installing and updating a big list of mods every week is a total impossibility. Most people just won't put up with that amount of work during their (often) precious little time to unwind and play games. When you don't have a lot of time to play games or relax, you become much less willing to put up with barriers in between you and the game. Obviously if you're a mod creator or the one trying to get all your friends together you have a much much higher tolerance for this, since it's more often a hobby or 'side project' as much as it about gaming. I would love a better way of handling this and organizing this. Pw6 is a good start, it has a nice mod list one person can publish and others can subscribe to, it's just frustrating sometimes in terms of stability. Seems like every week someone is having a problem trying to login or get mods downloaded or having the program tell them everything is updated when it's not, on top of crashing constantly. Something similar to PW6 but inside of Arma (no need to exit the game!) and rock solid would be ideal to me.
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