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ProDomo

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About ProDomo

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  1. ProDomo

    TMR Modular Realism

    Hey Tao, I am experiencing some problems and, although I'm not entirely sure if they are related to this mod, I have the feeling it is highly possible. Occasionally on loading a savegame picture is getting completely blurry to the same degree as your mod simulates the tunnel vision while looking through a magnifying lense. Also, while not entirely the same issue, sometimes the same effect persists when switching optics mode from magnified to collimator sights. The last case is not that much of an issue. I must say I'm not even sure if blur or no blur is intended while in collimator mode. In the first case however the game is nearly unplayable unless I restart it/load a different scenario. Thanks for this mod! Hopefully you can help me sort this out. P.S.: I will happily provide any additional info you might need. Just tell me.
  2. That's really a huge relieve. Your work so far is definately too well done to be abandoned. Most of my missions depend on it in fact ;) Hope to see the URB pattern soon! Keep up (pleeeease)!!!
  3. Thank you WarLoad554! I know bumping is considered spam. You may have noticed that I've been waiting patiently for 4 days before I did it. What other chance did I have? I could've called it differently, adding another question via a new post in my own thread.. Still I wonder if I am the only one seeing the wrong pic.
  4. well the title already gives nearly all information. I apologize if it's been posted before, but I extendedly searched and found no related topics. green and brown NVGs have their related icons in the inventory UI but the black ones seem not to have. is there anything to learn about that? mod related (i.e. interfering mods)? Thanks!
  5. EDIT: Sorry to have bothered... dr shame on me^^
  6. If you do so, please make it configureable. I'd rather HUD would show hostile/not-hostile only in red/white respectively. Though I have no idea how such a recognition-system would work in reality, I much prefer manual target-validation (without wanting to abolish the future-flavour completely). I'd go so far as to advocate for malfunctions or a chance of erronous tagging. just imagine a hostile rabbit peering over a knoll xD
  7. ProDomo

    TMR Modular Realism

    I have been using TMR from the very beginning but in a most passive fashion fully trusting in the great features it provides. However now I am back to creating missions and wondered If there is a short description of each module avalable somewhere? Like "tmr_nlaw.pbo" and "tmr_nlaw.pbo.TMR.bisign" -> changing reticule; providing target tracking; changing NLAW to be a one shot not-reloadable weapon. That would be great. Just now I am looking for the module that is responsible for the realistic silencers (making "muzzle_snds_H" incompatible with all variants of "arifle_Katiba_ACO_F"). Whats the classname of the Katiba-silencer btw? I hope not to have bothered anyone with an already answered question
  8. hey IndeedPete, extrem gelungene Atmosphäre! I will go through your campaign again starting today and intend on giving you the most detailed feedback. I already have one suggestion at hand: I would much enjoy if you would implement an option to sell looted stuff. This would only work if you raised the prices on an overall factor of 5-10 times as to not compromise the experience (most gear is rediculously cheap btw; an NVG of the ingame quality costs between 5k-7k euros IRL as of now, and I don't see the PMC shop to give a special discount, more like the opposite ;)). I am afraid it also would demand a very strict limitation of loot and the most rigorous erasing of vehicle stashes content. I hope you find this idea as interesting as I do :D Be prepared for a probably lengthy PM EDIT:
  9. I did a fresh restart of a SP campaign mission Thank you. I will do that and let you know of the outcome. Here you go: CBA_A3_beta5 FHQ_Accessories_v1.4 @A3_FreeAim_Fix_02 @compassfix_v11 @full_nvg_v11 @JSRS2.1 @tao_foldmap_a3-2.5.1 @tmr-0.4.3.1 asdg_jointrails-v0.8 ASDG_Attachments_v010 JumpMF_0_3 Mag_Repack_v3.1.0 bCombat-0.16 The moduload button has this far never been greyed out for me. When I press the button, at least one mod stopped working instead of reloading (tao_foldmap_a3). Yes, the button does show up. I was definitely playing ArmA3 stable. I Don't even know the other two you mentioned. I am pretty sure my Computer was turned on, since -although I fancy myself quite the imaginative type- I am pretty sure not to have made up playing the game and seeing things on my screen. A horse shoe is a device of metal. It is designed to protect a horses hoof from wear. There are several other disambiguations referring to other uses/symbolic meanings of a horseshoe or metaphors using the word "horseshoe", which I am not inclined to list up here completely. For me to be of any help in this matter please see these two links: Horseshoe disambiguation AFAIK there are no horsesocks, but feel free to correct me if I'm wrong. I was until now READING you.
  10. Hey Outlawled While ModuLoad it is certainly a very good idea, it fails to deliver according to it's actual purpose in my case. I thought it would enable me to use MagRepack in re-loaded SP missions but it does not. Ask me what you need to know about my specs/mods
  11. Hey Fabrizio_T, First I must say I totally love bCombat. It provides some painfully missed "intellect" to the AI and thus gives a much more believable feeling to the whole of the game. Now to prevent you from drowning in praise (it must suffice to say I would rather not play ArmA3 without your mod from now on), to the point at hand: Just for you and others to note, in the Campaign pt.2, mission "breaking even" your mod seems to set the AI to a level of alertness, that breaks some mission script. Whatever you do in the beginning of said mission (hold fire/open fire), it makes no matter. Whether you stayed fire or opened fire, the radio goes "dammit Omega...", either because "Slingshot" thinks you shot to early or not in time. There seems to be no way to fullfill your initial objective whatsoever. After I deactivated bCombat (and bCombat alone) all went as intended, so I'm pretty sure it is directly related to your mod. Please do not take this as any form of criticism. I just wanted to have this point noted so others need not wonder... I am very curious reagarding the further developement of bCombat. All the best!
  12. thank you very much for responding that quickly. I read the readme but was unsure where to put the call exactly. I thought it to be running automatically after some adjustments where made for each specific unit. well then there seems to be a place for my script after all. If only it would work as intended yet^^
  13. damn you and thank you the same time VKing! Me as a complete scripting novice was working on something quite similiar for the past 2 weeks... now it seems I should've spent my time differently... Can you pls provide some more information on how to apply your function correctly? where to put the *.pbo to begin with and how to implement the markers in mission-editing? Thanks for your work and time!
  14. I encountered another small thing you seem to have overlooked PomiGit: In the PGS "Showcase Mission" you left the old MX classnames. I guess you put them into the crate at the shooting range manually?
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