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Gilatar

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Everything posted by Gilatar

  1. Still persistently having this issue. Occurs with no addons loaded as well. Can someone from BI acknowledge that this will be at least looked at for the 1.56 hotfix? It doesn't seem to affect server FPS a lot, but I'm not keen on ending up with hundreds of megabytes of RPT files every time we run a mission.
  2. It seems like BIS will be releasing a hotfix shortly. "We've been addressing more of the issues mentioned last week, and are preparing a small hotfix to 1.56 for this week". Hopefully that will sort out the ACE module issues and all the other bugs with the Eden Editor :)
  3. Gilatar

    Merging maps?

    I would like to see the merge mission feature from the 2D editor introduced to Eden. While this copy-paste method works, it would be a lot simpler to simply merge missions together.
  4. Also experiencing this issue. Ended up with a 300MB RPT file last Sunday after a 2-3 hour mission.
  5. I'm not part of the MELB team, but it is planned. From the main post:
  6. If anything I would say let it be tweakable by the mission creator. 30 seconds of shift/desync between players doesn't sound too bad when it comes to weather.
  7. The fog losing its consistency while raining sounds great. Thanks for the update, been looking for something like this :)
  8. Gilatar

    CH-46 Knight

    Damn! I didn't think it could look any better after the past few screenshots. This will be an amazing aircraf to fly - I can't wait!
  9. I've battled and taken down Hinds with the MELB before ... it's a crazy fun airframe :D
  10. Asking for updates is against the forum rules. When and if they have screenshots they will be posted ;)
  11. Thanks! I'm not having much luck with it at the moment, but I guess I'll just have to read up more on scripting. Thanks for helping and creating TFAR :)
  12. Gilatar

    CH-46 Knight

    The CH-46 might possibly be my favourite aircraft of all time. So stoked that it's coming to ArmA - you're doing a fantastic job!
  13. Gilatar

    Enhanced Movement

    Hey, bad benson. Loving the flexibility of this addon! Just wanted to let you know of a bug. If you're holding a pistol and stand still upright before going prone, the pistol will simply disappear for a couple of seconds before reappearing again. It's not just a case of it disappearing, it will literally somehow remove the gun as you cannot fire it when it is invisible. Not only does this break the immersion, but it makes you completely defenseless for a couple of seconds when you crouch. It doesn't occur if you rapidly stand upright and then crouch, however, so I'm not sure what could be causing this. Thanks for the great addon :)
  14. Thanks for the response! Since I'm a total function noob, how would I go about using this function? I figured it wouldn't work, but to set frequency to 70.0 and speakers on I already tried: [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1, "70.00"] call TFAR_fnc_setLrFrequency; [(call TFAR_fnc_activeLrRadio) select 0, (call TFAR_fnc_activeLrRadio) select 1] call TFAR_fnc_setLrSpeakers; I saw you responded to something similar earlier in the thread, so instead I'm guessing it would have to look something like this? [_vehicleObject, "driver_radio_settings"] call TFAR_fnc_setLrSpeakers; What would I need to change to make setLrFrequency and setLrSpeakers to work with a LR backpack placed in the editor?
  15. Hello! Liking the variety and scope of CUP so far. It's wonderful to see the near and dear ArmA II vehicles and units in ArmA III! Is there a way to disable the collision lights on the MQ-9 Reaper? I've tried controlling it with Zeus, spawning in as pilot, going through the UAV Terminal and disable "autonomous" and "lights", but it doesn't affect it at all. Not a great concern, but it would be very convenient for those super sneaky beaky stealth missions with strict light discipline. EDIT: Disregard above. Figured it out by myself. Put this in the init and name the vehicle "reaper": null=[] spawn { while {canmove reaper} do { player action ["collisionlightOff", reaper];sleep 0.01};}; Thanks for all your hard work :)
  16. I'm not very experienced with texturing, but I seem to remember having to add an alpha channel to the texture file to fix that. I know you can do that in Photoshop, not sure about paint.net.
  17. It's interesting to see so many new made-from-scratch terrains pop up. Looking forward to shooting bad guys on this :)
  18. MH-60K? I thought they were only doing Lima and Mike models.
  19. Hey, nkey! I've used TFAR since I started playing ArmA III and got involved with milsim. It's a great addon! I have a question about the speaker on the radios. Is it possible to set an object as a radio receiver, i.e just any kind of pre-placed object and set it to, say, frequency 100 and have it receive transmitions on speaker like any other speaker radio dropped on the ground? I'm currently setting up a TOC and to add a touch of realism I would love to have pre-placed radios on speaker with the relevant frequencies. Either way, thanks for a great mod and have a great new year! :)
  20. Gilatar

    MKY Sandstorm script

    Fantastic. I can't wait to use this in missions. Did you ever mess around more with the brownout and rotor wash effect?
  21. Gilatar

    (SMA) Specialist Military Arms

    All the standard ArmA III weapons I have tried do not have this issue. Regarding my previous comment about the AACs: they also have some clipping through the ground, but it's not as noticeable as the other weapons. This is how a vanilla ArmA 3 weapon looks, and this is how the AAC looks. I remember some other addons having the same issue around the time the marksman update was released, such as RHS for instance, but that has since been fixed. I'm guessing it has to do with some configuration BIS added for weapon resting with that update. Something related to this, maybe? Edit: I see da12thmonkey was ahead of me on that one ;)
  22. Gilatar

    (SMA) Specialist Military Arms

    Hello, blazenchamber. I'm a long-time fan of this mod, and we use SMA in my unit for pretty much all of our missions (I get complaints if we don't). Keep up the great work! Since I don't see any other place to report bugs or glitches, or the glitch itself being reported, I'll just go ahead and stick it here. Whenever I use some the SMA rifles and rest the weapon after going prone, the lower body of the character phases through the ground. It looks fine in first person, which is usually not an issue since that's exclusively how I play, but it is very noticeable in third person and for other players in a multiplayer environment. It only occurs when there is no bipod attachment, so if there's an actual bipod or a grippod of any kind mounted to the weapon it's usually fine. Here is an album of all the affected rifles that I found through testing with only CBA + SMA V2.1 + MRT Accessories. It's worth noting that the only rifles I couldn't reproduce this issue on was any of the AACs. The Minimi's obviously work fine since there are built-in bipods, but any other rifle other than the AAC seems to be affected by this. Again, sorry if this is wrong place and has been reported already.
  23. Gilatar

    Zero Dark Zero

    Going with the whole spirit of the dead theme, what about "Banshee"? "Wraith" could work as well. I think "Hellion" would be another cool sounding name. Looking forward to seeing it in-game :)
  24. Gilatar

    (SMA) Specialist Military Arms

    Well, the Mk18 is pretty much a CQB version of the M4 :P
  25. I'm posting this here since it's probably the most relevant place for it. I'm looking to make a functional TOC in A3, and I would like to use the helmet camera functionality to display the view on screens in-game. Since my own messing around has gotten nowhere, I thought I would ask here to see if any scriptheads knew how to do it, or if it is even feasible in A3. I've seen the TOC mission posted on Armaholic, but I would like to integrate it with cTab and use its helmet camera functionality. Any help in the right direction is appreciated :)
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