bullhorn
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Posts posted by bullhorn
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I realize this is an intended mechanic, because by default Zoom is bound to RMB, and Ctrl+RMB is switching between Optics Modes, so when you're holding RMB to Zoom and then add Ctrl (in order to perform one of the many other actions that are bound to Ctrl+?, like changing stances, optics, etc), the game decides to zoom you back out.
Years ago I had a solution to this problem but after losing my key-binds profile, I have no recollection on how to fix this without having to bind Optics Mode to anything other than Ctrl+RMB. Suggestions?
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Bug report: When using a Steam Controller, if you focus Arma3Sync, the SC stops working and you have to alt+tab or use the regular mouse to make it work again.
A3S is the only Windows program that so far does it. I'll also report it with Steam, but I suspect it's an A3S issue.
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Totally worth the wait.
<3 you guys!
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It's a little sad because DAC actually does it better with the DAC_Config_Objects.sqf. When creating objects, it allows you to set the probability of each object, but then this idea doesn't carry over to units.
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We're having a meta/oversight issue with DAC:
When you create any group, it always takes the unit defined in the first row (So SL for example) and then chooses everyone else randomly. So in most cases you get seriously random (and unrealistic) fireteam and squad compositions like AT/AA/AR soldiers without anyone to resupply them or like numerous Grenadiers, etc.
Any tips on how to avoid this? Perhaps reduce the randomness and use more pre-defined compositions?
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This looks promising, considering ACE3 BFT (ported from AGM) and F3 Map Markers have no proper support for JIP and respawns. Will definitely give this one a try, thanks!
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What I'm trying to understand is why BI, having such limited manpower resources, spends all this energy on 'fixing' what's not broken while the things that the player-base has been complaining about for years appears to rarely be solved.
I have to agree with pretty much everyone; the new fatigue system is an absolute deterioration.
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Thanks, that fixed it.
We are having another problem though with both the previous version and the new versions:
Even though connections are set to 10, it never allows more than 1 connection. We even rebuilt the repo from scratch to make sure it's not a mistake on our part.
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I'm not sure what's wrong but since 1 or 2 A3S updates, our repo has become extremely slow - It sometimes downloads normally, but then it just hangs for 2-3 minutes at a time. It's worse with many small files and less prominent with bigger files.
The FTP runs perfectly fast when using FileZilla.
Ideas?
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Having 2 folders with the same name in subfolders - always loads the 1st alphabetically. This is a huge annoyance when you have for example \Arma III\@CBA\ with one signature and \Arma III\Other\@CBA\ with a different signature.A3S always loads the first, even if you intended it to load the 2nd one. The only workaround is having to manually rename mod folders that share the same name or cut-paste them away and rename/put them back before every repository update.
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Something broke with 1.48 - RHS vehicle a
seats (specifically the 4-seaters with a MG on top) behave like a fully armored vehicle whe trying to talk with passengers while outside using ACRE2. Anyone else noticed this?
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I wasn't around when the mission was tested.
Unless there's nothing unique between listen and dedicated server, I'll take a look at the mission in about 9 hours and report back.
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I made a mission with the Script version, tested it and it worked.
Uploaded it to dedi server and it never spawned the waypoints or units... What am I missing?
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We had severe issues on our first 30+ player ACRE2 training mission where people were stepping each other over direct speech. You had like 3 guys talking about combat and contacts, 3 guys talking about their pets and lunches and 1-2 guys trying to communicate commands over the radio. It was a mess...
I tested the direct speech ranges to get a better idea of which setting out of the 9 should be used for which situations. For testing purposes, I disabled all game audio and my Post-Mix slider was set to x3 (the setting that myself and many others in our community use):
"LOUD" stands for where does the voice sound identical to how it did from point-blank
"QUIET" stands for where did I notice a severe drop in volume so that anything beyond it means that speakers no longer interrupt.
"BARELY AUDIBLE" stands for where you last hear the speech, a few steps beyond this range and you can't hear the speaker at all.
Measured with a Vector.
1/9 is good for radio silence or private discussions, sometimes in PVP.
2/9 is good for quiet private or small talks, especially things that aren't really important for anyone else.
3/9 is identical to TFAR except the audio doesn't magically disappear at 20 meters, it gradually fades out but quiet enough not to bother anyone. This is a good setting to use when talking about general things and when outside of combat.
4/9 and 5/9 are very different but I can't really define anything specific for it. 5/9 all the way to 9/9 is almost identical. Basically, I'd say that 5/9+ should be used only in emergencies like calling out contacts, calling for help or a medic, giving orders to a somewhat far buddy team, etc. Use common sense.
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I definitely remember CSAT dying from 3-6 hits in the past and I can't find any changelog that describes anything that might've changed it.
Perhaps me seeing the animation that happens when AI is being hit was only played client-side while it was ignored by the server due to poor net-code? Something is really weird, I can't explain it.
It's weird but it's good. :p
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I just tested and my assumptions were based on 0.3.6/7/A31.42-1.44(maybe?)
CSAT infantry die from 1-2 RHS M16 shots which is awesome.
RHS MSV die in 1-3 shots which is also quite good.
I tested again with ACE_Protection.pbo and it was pretty much the same thing. I'm assuming that BI made a big change with damage/protection values with 1.44 or 1.46 and I just didn't notice...
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I like this, very nice. I'll test it later this weekend! :)
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I was shot and killed by RHS Russian AI roughly 10 times, most of the times by one-shot, once or twice by 2 shots. I never went unconscious. Then we removed ACE_Protection.pbo and all issues were solved.
However this means we're unable to use other mods in conjunction with RHS, not even vanilla because for example, CSAT then take 4-7 bullets to kill with an RHS M4/M16.
I'll try to provide more numbers by the end of the week.
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RHS platecarrier values are broken with ACE3.
Actually, now that I think about it, all RHS defensive values including vehicles are unbalanced compared to vanilla and/or every other mod.
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After a few months of testing, I came up with a video to help you guys implement ACRE2 in your community.
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Oh boy oh boy oh boy.
We held a 3h test with 3.0.1 a week ago, we now know what we need to test so we'll try to repeat it during the weekend and then report our results.
Thanks, guys!
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I'm in the process of that, as well as learning a programming language but I think the skills required to make a system work are a bit beyond my current level. As far as I understand, he'd have to replace whatever system he's using currently with Microsoft's DirectX XAudio2 if he wants to get good results.
Don't get me wrong, we love TFAR and we want it to improve, but how can you motivate a project that pretty much had no competition for a couple of years? ...by creating competition, I guess?... Maybe it's just me, huh?
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Greetings everyone,
Our community's main focus right now is making a switch to ACE3 and ACRE2. We've been testing ACRE2 since around January and we feel that it's finally ready for deployment. The official switch to both mods should happen sometime next week, if all goes well.
On our latest community meeting we decided on a game-play change:
Fire-teams now have only 1 AR, instead of 2, which in turn means Squads only have 2 ARs, instead of 4. Looking at the previous numbers, with 4 ARs in a squad, each of them carrying seven 100Rnd belts and an AAR carrying two more, we ended up having 3600 rounds total! That was an insane amount of firepower, especially in PvP.
Now the 2nd AR is replaced by a Rifleman, creating an interesting distinction in each fire-team - One buddy-team has a lot of firepower, the other buddy-team is a lot more agile. It might sound minor but now leaders are much quicker to react to situations, always knowing how to move, which element should provide a base of fire and which should bound or fire & maneuver.
I wanted to share a couple of very (seriously) old videos. I would like these to be here as a reminder of how we played when we just started as a community. In the future, I'll also share newer videos to create contrast, as well as content from our community's branches, including but not limited to mission makers, graphic/web designers, etc.
ArmA3Sync - launcher and addons synchronization software for ArmA 3
in ARMA 3 - COMMUNITY MADE UTILITIES
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Returned from a long break, I'm seeing the A3S automatically loads up all of the CDLC's for me. I would like to turn them off.
How/Where?