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Everything posted by drebin052
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No. There will never be an Arma 3 on console. This was ruled out seven years ago back in 2014 and BI has not changed from this stance ever since: Source Your only hope is that a future Arma title will be multi-platform but that could be years away before we get any news. That's assuming if BI decides to make it multi-platform, which is not guaranteed at this point.
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Can't speak for JarrodsC but the lowest I've managed is 80-90 ms for some servers based in Japan, Taiwan and Mainland China. Anywhere else is usually +200 ms which is less than desirable to say the least...assuming you weren't autokicked for exceeding the 250 ping limit. US West servers are a bit of a hit and miss. You can get lucky with some servers giving you a generous 70 ms but the average hovers around 100-165 ms. Needless to say, you can forget about Europe and US East entirely (+300 ms).
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Random death while scouting
drebin052 replied to Ender Malcolm's topic in ARMA 3 - QUESTIONS & ANSWERS
They aren't marked on the north, west and north-west (an oversight by BI devs) but are clearly shown on the eastern and southern sides. You cannot enter through Kavala because it's a restricted zone: Note how the city is shaded with red lines denoting that it's off limits to Kerry. Keep in mind that there's no reason for you to attack from the north as the pilots are resting at the beach resort in Neri (grid 036-114), which is well outside of Kavala's city limits. -
Random death while scouting
drebin052 replied to Ender Malcolm's topic in ARMA 3 - QUESTIONS & ANSWERS
Not a bug. Look carefully at your map and you will see diagonal red stripes (and sometimes exclamation marks) denoting the maximum area you can go before entering a "restricted" zone. If you attempt to leave this boundary, you'll walk into a minefield (if you're on foot), get blown up by a rocket (if you're in a vehicle) or get shot down by a missile (if you're in a plane/helicopter). The damage you get from these sources is scripted so you cannot survive it even if you use the debug console to make Kerry invincible with allowDamage. The village is only accessible while you're at Bomos (the first hub after arriving on Altis). You cannot return to Oreokastro because that's outside of the boundary for Gori's Scouting missions. Unfortunately, the dev(s) at BI responsible for making the Scouting missions forgot to mark that area as restricted so it can be a little misleading since you would think that it's safe to go there...even though it isn't. For reference, this is what the playable zone looks like: As you can see, Oreokastro is just outside of the boundary, hence why you're dying immediately upon entering the village. There is no limit to the number of Scouting missions you can do in a single run. There's no need to return to the base camp either (whether that's Bomos, Gori or Topolia) unless you've run out of inventory space and need to drop off loot, or you don't know where the other Scouting missions are located and need to eavesdrop on the conversations between the FIA guerillas at the hub. It's something of a consistent design choice that BI has kept for their free roaming missions over the entire series...bar the linear stuff like Auxiliary Ops back in Arma 1. Even in Arma 2's Razor Two/Manhattan missions, you were never limited to completing just one objective at a time. -
Community Texture Templates.
drebin052 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Templates for AoW's Formal Suit are now available. Unlike the Parade Uniform, the Formal Suit is a bit more straightforward and is much easier to set up config-wise so you only need to make one texture as opposed to three with fancy rvmats. Download link available here (Google Drive). The templates were made with Photoshop CC 2015 but should be compatible with CS5/CS6+ (I think...no guarantees!). The templates are split to accommodate both model variants, though there isn't actually much of a difference between the two aside from the obvious lack of a tie on the T-Shirt model. -
Second half of The East Wind impossible
drebin052 replied to POTTU98-2fee35cf50a5a35c's topic in ARMA 3 - OFFICIAL MISSIONS
You got extra Orcas because you were detected. The second will drop off troops if the first spotted you and the third will attempt to strafe continuously until Kerry reaches James' position. Once again, try stealth instead of going in guns blazing. -
(timestamp at 1:33:40) That's a relief to hear at least. Not overcomplicating vanilla with ACE's bloatware is always a good thing. Hopefully this means we'll also be getting a streamlined AI Command Menu in future titles...
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Second half of The East Wind impossible
drebin052 replied to POTTU98-2fee35cf50a5a35c's topic in ARMA 3 - OFFICIAL MISSIONS
1. The boat gunners don't target you unless you start shooting them. How did you even get close enough to draw their attention in the first place? 2. You wait for the vehicles to pass. The traffic is not a constant stream + AI being bad at driving as usual means that you have a very generous time limit in-between spawns. 3. The two reinforcement CSAT helicopters only land at two positions, both of which are located next to the destroyed village. The soldiers onboard are not alerted and will not hunt you down unless the pilot spotted Kerry which - given your complaints about the mission being "impossible", is clearly what's happening. 4. Again, why are you picking a fight with the garrison? They do not hunt you down unless you alert them to Kerry's presence. Try to use stealth for once...you'd be surprised that it even works against AI at max skills. Sure: Took less than 10 minutes to finish. No mods or CDLCs loaded. Regular difficulty with AI skill + precision set to max (1.0) and Extended Armour disabled (obviously). No weapons. Kerry with only his undies on. Would've played on Veteran difficulty but I cannot stand FPV only. A few optimisations could have also been made with regards to routing but it's been a while since I've tried speedrunning Arma and I've forgotten most of the strats. I was actually spotted by the patrolling fireteam but the Orca pilot didn't see me towards the end luckily enough. -
Second half of The East Wind impossible
drebin052 replied to POTTU98-2fee35cf50a5a35c's topic in ARMA 3 - OFFICIAL MISSIONS
...except it isn't impossible and is quite easy (albeit time consuming). You are supposed to link up with James and nothing else, not hang around and wait for the CSAT reinforcements to land. If you need a better weapon, kill the two AAF troopers patrolling through the town and steal their weapons. Or grab a Mk200 from one of the FIA guerillas amongst the rubble and use that to kill the Orca pilot as he starts landing, which will send his chopper crashing and taking the rest of the crew with him. In any case, I'm not sure why you're trying to pick a fight with the entire garrison only to end up complaining about having to deal with reinforcements... -
There's no super sekrit behind the music track's title... It's just the name of the FOB you start off in for Razor Two (the mission), and the same music track plays immediately after Capt. Shaftoe concludes his briefing.
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Copy paste old man into another map?
drebin052 replied to Jack Lexington's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A straight port is not possible for the reasons beno pointed out. But if you ignore Old Man's quests/storyline missions then yes, it would be possible to "recreate" a similar scenario since BI has Old Man's core modules integrated into the editor (sectors, side relations, economy, etc.). I'd suggest taking a look at the documentation on the BIKI. Either way, you'd still have to unpack the original mission files and take a good look at its structure to properly get things running. Not really worth the effort unless you're that desperate to have Old Man on a terrain like Altis, Chernarus... or some other map. -
Trailers are always uploaded on release day. Was the case for GM and S.O.G. so I don't see why CSLA would be an exception (unless you're counting the sneak peek on the official Arma 3 Twitter account). Though you're not wrong about the lack of promotional stuff. Compared to how heavily S.O.G. was promoted in the week before its release CSLA's advertising seems...very quiet...
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Are you sure it's not the community that's the one wearing rose tinted glasses here and that BI is simply following trends? I'm personally not a fan of Cold War settings either but considering the glowing reception S.O.G. PF got, it wouldn't surprise me to see BI making yet another generic CW-era game involving Ronnie Raygun the Yanks fighting "evil" Commies in Western Europe or some other fictional country...
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No groups were added in Resistance so everything for CfgGroups is still kept in the base game's config (inside the BIN folder).
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Baby Faces by Hautautuja
drebin052 replied to Hautautujaaa's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Use BI's own CfgConvert tool. Drag the rvmat that you want to edit (i.e. m_white_01.rvmat) onto BINToCPP and that should debinarise the vanilla .rvmat into a readable format (.cpp). Once you're done tinkering with it, rename the extension back to .rvmat and you'll be good to go. -
From China Virtual Military Engineers: VME PLA mod for ArmA3
drebin052 replied to vme_cycle6's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can confirm. Happens with just VME + CBA loaded and the error pops up regardless of seeker type (IR/SARH/Radar): -
Community Texture Templates.
drebin052 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Vertexmacht recently updated the GM template pack to include 1.3 assets so 1990s West German stuff should be available. The link to the download is at the bottom of this article on the BIKI. -
Community Texture Templates.
drebin052 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
@Meds1 Changing the buttons requires a custom belt texture (replacing paradeuniform_decorated_01_us_co.paa, etc.) and using a modified rvmat + smdi + nohq texture. Unfortunately, there's no way to retrieve data from the rvmat via the Config Browser. You can technically recreate it with some trial and error along with dumping the specular and normal textures but it might take a lot of tries to get it right. -
Community Texture Templates.
drebin052 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'd strongly suggest using the Editor's Config Browser if you want to get configs, especially if you want paths for the non-AAF faction rvmats. ...but since you asked anyway: CfgVehicles Make sure your custom outfit(s) inherits from BI's Parade Uniform and Parade Uniform (Decorated) classes like this. It will save you a lot of headaches in the long run since it won't require you to redefine the rvmats and accidentally break something: To begin, if you want the materials from the [US] version inherit from B_Uniform_ParadeUniform_01_US_F for the baseline non-aiguillette version and B_Uniform_ParadeUniform_01_US_decorated_F for the one with aiguillettes on the shoulder. For materials from the [AAF] version, inherit from I_Uniform_ParadeUniform_01_AAF_F (non-decorated) and I_Uniform_ParadeUniform_01_AAF_decorated_F (decorated). The hiddenSelectionsTextures array layout is identical to the [US] variant but swaps the belt/buckle textures to paradeuniform_decorated_01_aaf_co.paa and ribbon_01_aaf_co.paa instead. For materials from the [CSAT] version, inherit from O_Uniform_ParadeUniform_01_CSAT_F (non-decorated) and O_Uniform_ParadeUniform_01_CSAT_decorated_F (decorated). As before, use paradeuniform_decorated_01_csat_co.paa and ribbon_01_csat_co.paa instead. And finally, for materials from the [LDF] variant, inherit from I_E_Uniform_ParadeUniform_01_LDF_F (non-decorated) and I_E_Uniform_ParadeUniform_01_LDF_decorated_F (decorated). Likewise, replace the vanilla [US] textures with paradeuniform_decorated_01_ldf_co.paa and ribbon_01_ldf_co.paa. Note that for all of these uniforms, if you use a custom ribbon do not forget to replace the path to ribbon_01_xx_co.paa ('xx' being the faction's acronyms) and redirect it to your own retextured ribbon texture. Otherwise, it will automatically default to using the vanilla ribbons from the parent BI class which you inherited from. CfgWeapons The uniform items shouldn't be too difficult for you to implement. Just copy BI's configs and redirect the uniformClass to your own custom retextured CfgVehicles class instead: Should mention that I forgot to include a template for the CfgWeapons suitpacks since Art of War has a dedicated suitpack model for both the Formal Suit and Parade Uniform. From what I can tell though, they aren't that much different from suitpack_universal_f.p3d's UV so you can simply use that as a reference if you really need to. -
Community Texture Templates.
drebin052 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
EDIT: BI has an official template available in the official Arma 3 Samples pack. I'll leave the Google Drive link for my template but I would strongly recommend switching over to using that instead. Until BI releases an official template on the Samples pack, here's Art of War's Parade Uniform: Available for downloading here (Goggle Drive linky). Comes with most of the bells and whistles so you can add stuff for the nametag and ribbon selections too. Some caveats to note with regards to the template: The template is based on the AAF version which as far as I can tell has no customisations to its normal texture as opposed to the LDF/CSAT ones, which feature their respective faction's emblem engraved into the suit's collar. Same goes for the U.S. Army variant which has stripes for the pants. The nametag can be either partially transparent with only the text being visible (be sure to edit the alpha channel properly to reflect this) or can be on top of a flat colour of your choosing using a solid alpha channel. The ribbon can be customised based on a 3x3 grid layout which can support up to nine decorations in total like this (the black "bar" at the top is a part of the texture; nothing placed here will be visible in-game though) However, if you don't require all nine cells you can still "hide" those parts of the ribbon. All you have to do is blacken out those cells in the alpha channel. For instance with the exception of one cell (A3), ribbons on the U.S. Army variant make full use of the remaining eight cells (A1/A2/B1/B2/B3/C1/C2/C3). On the other hand, the AAF's ribbons only use the A2, B2, C2 and C3 cells. The rest of the texture space is black on its alpha channel. Note that a template for the belt is not included. You'll need to make your own template for that one because all four variants in vanilla have a customised buckle with an engraved logo of the faction's emblem in the diffuse, specular and normal textures. You will need to use your own .rvmat + those three textures modified to properly retexture the belt. -
The one inside the bandit's van doesn't count since that's a primary objective. The last two paintings that you're most likely missing is the one in the alleyway behind the AAF drone operator's house with the plywood shed (look for an abandoned Mora IFV). The second and final painting is inside the forest clearing, south of the road leading towards the camp where the bandit hideout is. You'll see a bunch of rocks and a hole next to them.
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Takistani V3s passenger seat problem
drebin052 replied to Crack Claker's topic in ARMA 2 & OA - TROUBLESHOOTING
It works fine on my end with the EOL version of A2CO+BAF+PMC+ACR: No issues with getting into the front cab seats or the rear flatbed on Takistani military, civilian and guerilla trucks. This sounds a lot like a mod is interfering with your vanilla V3S trucks somehow. -
The Fictional MX Rifle series, why?
drebin052 replied to Frankdatank1218's topic in ARMA 3 - GENERAL
Subjective, but I think that's a tad bit too far flung into the future. It sounds like Arma would be drifting too much in the direction of CoD: Advanced Warfare territory, and I can't imagine the same folks who got angry with Arma 3's setting would be even more pleased to see fUtUrE tech on that scale. Without sounding too much like I'm Arma 4 wishlisting, a 2030s setting with present day prototypes and networked tech having entered full service -- similar to how the MX essentially represents NGSW, is the ideal balance IMO. Not the strange mix of Cold War prototypes and outdated technology that Arma 3 (before Apex) featured; the "superficial" stuff as you pointed out. -
The Fictional MX Rifle series, why?
drebin052 replied to Frankdatank1218's topic in ARMA 3 - GENERAL
No need for a "new" name. Arma 2's EOL patch retroactively renamed all HMMWVs to HMMMX already (though not for Arma 1 and OFP for some reason...). -
The Fictional MX Rifle series, why?
drebin052 replied to Frankdatank1218's topic in ARMA 3 - GENERAL
Oh dear...I suspect that we would see a glorious repeat of the "TANK WITH RAILGUNS IN MUH MILITARY SIMULATOR?!?!?!" ragefest if that were to happen, seeing as how no one knows what a hypothetical M1A3 looks like (not publicly anyway). 😄