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ChuWie

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Everything posted by ChuWie

  1. ChuWie

    Feat of Arms

    ArmA files has been verified. Vanilla, even running couple of other mods don't create these errors. The issue just appears with FOA on.
  2. ChuWie

    Feat of Arms

    I get errors in the RPT file with my test mission: 15:02:26 Warning Message: No entry 'bin\config.bin/CfgMagazines.'. 15:02:26 Warning Message: No entry '.picture'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.scope'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: Error: creating magazine with scope=private 15:02:26 Warning Message: No entry '.displayName'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.displayNameShort'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.nameSound'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.Library'. 15:02:26 Warning Message: No entry '.libTextDesc'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.type'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.count'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.maxLeadSpeed'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.initSpeed'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.reloadAction'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.modelSpecial'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.ammo'. 15:02:26 Warning Message: '/' is not a value 15:02:26 Warning Message: No entry '.model'. 15:02:26 Warning Message: '/' is not a value Just CBA rc6 and FOA running. Stable branch.
  3. I'm using it in conjunction with DragonFyre light at the moment and I'm really happy with the result so far :) Only missing the distance sounds now, so I'm really looking forward to get this in combo with DynaSound soon-ish. Keep up the fantastic work Laxemann, I'm using and enjoying a lot of mods that you developed such as Immerse, Suppress and the experimental DeathScreams version :D
  4. Found a little bug, disabled 'GUI boxes' setting does not properly initialize its state correctly after resuming a saved game. Reproducing: - turn off 'GUI boxes' - save - quit game and select WLA from ArmA missions menu again - load save game from the WLA welcome screen : GUI boxes are displayed from the start, which shouldn't be. However, when you go to the Mission settings, as soon as you click the 'GUI Boxes' tab, it remembers/reinitialize its disabled state and disables by itself again.
  5. Ah, it turns off just the boxes. That's already pretty neat and useful :) I'm glad you are still working on the UI thingy. It would be nice to turn off the GUI text completely as well in case of cinematic recordings etc ;)
  6. Thanks for the update SaOk :) Changing the UI colors is a step in the right direction honestly. It's more pleasant to my eyes having a green background color than a bright-ish pink. The mission popups are still being displayed in pink though as well as some other infos such as wounded team members and carrying hints, no space in inventory, at the bottom right. After all I'd prefer to have no background colored box at all. Is it possible for you to give the font an outline, e.g. black font, orange-ish outline, or orange font with black outline? Example: If it's not possible to have outlines, how about shadows? A simple text shadow should work well for readability during day while still maintaining the brightness and readability during night. Also I couldn't find out the combination to disable the UI, what's the combo? It's not listed in the hotkey section either.
  7. Splendid work everyone involved! Simply fantastic mod and a must have for every ArmAholic BIG thank you!
  8. ChuWie

    RHS Escalation (AFRF and USAF)

    Did you disable extended armor as it was mentioned?
  9. ChuWie

    LEA - Loadout Editor for ArmA 3

    I came across some issues: for Zafir "150Rnd_762x51_Box_Tracer" should be classname "150Rnd_762x54_Box_Tracer" Classname w/o tracer for Zafir: "150Rnd_762x54_Box" and for MX200 within LEA UI "6.5mm 200Rnd Tracer (Green) Belt Case" should be "6.5mm 200Rnd Belt Tracer (Yellow)" (classnames are ok though, hence the correct tracer ammo works in yellow). Cheers :)
  10. Hi, does somebody know if there is a command via debug console for time deceleration/acceleration [sP]? I want to achieve for example 0.25 and 0.50 slowmotion, hop into spectator cam, doing some camera things, and set it back to 1x when I'm done. Cheers :)
  11. I was a bit confused of why it took so long and the progress bar stopped/freezed halfway through when importing Altis map. Since I had no clue of what waiting time could be normal I forced it to quit after 2 minutes and redone the process. It finished then after 1-2 minutes :D
  12. ChuWie

    Blastcore: Phoenix 2

    Aight, thanks mate. Will test it out :) Edit: Works like a charm, Smokes are looking nice now when being popped freshly, gorgeous! Personally I stopped smoking 2 years ago but now I'll smoke the hell out of the enemies, hooraah
  13. ChuWie

    Blastcore: Phoenix 2

    I can't see any reason of why this would be a problem, go ahead and post it :)
  14. Thanks for the update skruis :) Didn't had much time to test around as much yet, but so far I noticed a massive performance increase. The lags are gone and it runs buttery smooth. Great work skruis! I'll report back in when I've done some further testing-/play sessions. Cheers
  15. Any plans on the CCIP / CCRP system become part of ACE3? The system has already been developed for ArmA 3 by Xendance and modified (and maintaining?) by eRazeri. http://forums.bistudio.com/showthread.php?179025-CCIP-script-for-aircrafts https://github.com/eRazeri/CCIP Would be awesome to see this being part of ACE3 with a proper implementation restricted to the actual HUD display area of the cockpit.
  16. ChuWie

    Blastcore: Phoenix 2

    ..and uglier, such as current smoke that is starting with weird squares.
  17. I tested around a bit and found out due to the lack of the GMF tweak in conjunction with tbbmalloc, the performance was still the same for me as I'd use BI's standard allocator. Tested with benchmark couple of times, singleplayer dynamic missions, and multiplayer.
  18. Nice, you're getting there :) You can even tune it a bit more if you want. I noticed some pauses that could be eliminated as well via the same method; 2, 4, 6, 8, _pause_ you're team blue 3, 5, 7, _pause_ you're team yellow The possibilities are endless ;)
  19. Thanks for fixing the bugs of the greenbag base and the construction placement :) While playing around with the new medic system I observed 2 things: - revived units and myself too are immediately in the stand-state when being revived. Would it be possible to have the prone-state after being revived? It would not only look better, but also keeps revived units in cover, at least until they decide to go rambo mode again :D - I also observed an increased amount of stuck units. They can get unstucked via the menu but after re-positioning these units are still in the stuck-state. Only deleting them is the only option. Speaking of being stuck. Anybody else experiencing being stuck sometimes when attempting to get into some jeeps from RHS:Escalation mod? Trying to unstuck myself via menu moves me to another position but still keeps me stuck. Only a mission restart can solve it. I tried to reproduce it at the editor, but there I could get in and use the jeeps without getting stuck.
  20. Well this was what I meant, if it's possible without short pauses, as I mentioned. With my previous post it's now official that it's indeed possible to issue commands without pauses/breaks between commands with the current beta of VA. Unfortunately I couldn't transfer my speech recognition training profile for test purposes since, for what ever mysterious reasons, my training profile got wiped :( That was about 3+ hrs of training just gone. And the recognition in VA with just 1-2 recognition training sessions is just frustratingly bad for me atm. I stick to VAC for now but still consider the switch in near feature when I can get bothered for long recognition training sessions and transfer all my commands over from VAC to VA.
  21. What about the stationary weapons limitation? Is it a new change on purpose that you set the limitation to the amount of 1 unit/stationary weapon, which was before 2 at guardposts? (limited build option enabled in WLA options menu.) Before I could place 2 stationary weapons, now I can just place 1 stationary + 1 guard.
  22. Some pages before SaOk mentioned a prestige-cheat that you could use if you really want to.. (spoils the fun and the challenge imo) As for the save games, just make use of WLA inbuild save game methods 0-0-0 or shift+1 and save your game there. When ever you want to continue your game again, choose restart at the Arma 3 mission menu, and after the cinematic intro you will be asked to continue a saved game or want to create a new one. That way your save will survive Arma 3 updates and WLA updates ofc too. Be careful though when adding mods, and removing mods from those save files, as some of them might cause unforeseeable issues. SaOk, I could check out the new revive method. It's kinda cool idea and adds a good new atmosphere to the game. Unfortunately the screen get's spammed kinda often now with the new UI information pop ups. It would be nice to have an option to toggle them off completely, or make them much less obvious, cluttered, and less nerving/annoying. Would it be possible that AI can revive us too maybe? Let's say they have maximum 60 seconds and then the player is forced to respawn via the old respawn menu. Mean time in the 60 seconds, the player can always chose to respawn at any time. That would be nice :) And another idea, it would be great to drag people to safety before reviving them. In best case, this should be possible for AI too (maybe a range limit for dragging for the AI so they are not dragging bodies across the field :D ) On a side note, since the last 2-3 updates you have introduced a new bug (I think at the same time when you increased the build range in meters); Do you have reduced the amount of stationary weapons of guardposts from 2 to just 1 allowed stationary weapon? I get a warning message now when ever I want to build a 2nd AI weapon at a guardpost. Performance wise I have nothing to complain and is still smooth (since I disabled blastcore which seemed to me very taxing on my PC for WLA with all the stuff happening). Cheers
  23. Just a little heads up; I was too curious if the dev ov VA already implemented/ or intends to implement such a feature. So I went ahead and asked in in their forums. He told me that the current VA beta build has a 'wildcard' feature which works similar/if not exactly like Articulate did. I did some testings and the had some positive results so far. If you bought VA or just want to try out the current trial beta version (like I did); http://www.voiceattack.com/beta.aspx The manual contains some informations about how to use it exactly but the short version is: use asterisks around the command, such as: *1*;*one* - for unit one *2*;*two* - for unit two *all*;*squad*;*everyone* - for squad selection etc,.. (only works in current beta build!) I'll play around with it a little bit more. I have to find a way currently to transfer my current speech recognition training profile to my virtual machine (where I've set up my test area, since I already used the trial of VA 6+ months back on my main PC). If all works out well and if VA will be as much reliable for me concerning the recognition as VAC currently does, then I'll completely consider to switch. (Potentially even share my profile once it's finished transfering it from VAC to VA [currently 4k+ phrases in my VAC ArmA 3 profile incl. WW_AI menu and SAMO suppress commands ;)) [don't rely on it for now though]
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