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mule

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Everything posted by mule

  1. I am also experiencing this problem when running on my dedicated server, MCC 3d editor places 4 of the same object at the same time and when it is a vehicle they all explode and go flying from the collision. When I call air support it always spawns multiple planes as well, not sure if that is by design but only one actually drops bombs or shoots. Edit: Just saw that you think it is related to the login bug which I am also sort of having. I login and it brings up the login menu again... If I wait about 5 minutes suddenly I can access MCC. I think this mod is great and has immense potential, I can't wait to unlock it all, but even with these bugs I can still make a great mission with it and I like how it is more focused than Alive. Thanks for all the hard work!
  2. JW! I just launched your test version with one of the players who I know could not see the napalm before and this appears to have fixed it! Thank you! Pretty brilliant about avoiding the AI taking over, I understand why you did that now. Just curious, would forcing the AI to spawn as "Careless" Accomplish the same thing but allow the plane to be set as bluefor still? Thanks for the help with the MP issue. The Napalm works great!
  3. JW, Thanks for the reply! They were in game when I called the strike. I still want to test this on a non-mod map just to be sure and have not had a chance to do so yet. Maybe tonight I can do that. When the plane spawns it seems to spawn as a civilian side, I assume this is to prevent it from being shot down, is there a line that I could modify to make the place bluefor or redfor? Since I run coop missions it would be cool to have enemy AA try and take down the plane even if it isn't able to be killed. Still an absolutely sweet script and I'm going to be using it in a lot of my missions!
  4. JW, Awesome script, the JDAM and cluster bomb work perfectly in MP and I was able to modify it a bit for my own missions to use the JS FA-18, and the F-16, works perfectly in both cases! The only issue I have come across is that in a multiplayer mission where I am hosting the server my clients are unable to see the napalm fire effect. The bombs do damage but there is no lingering fire effect for them. I have used the GOon napalm script with my A-10's before and they were able to see that fire just fine but I can't see what could be causing the issue here, unless it is simply map related (I was using the Atlantis Map). I will try it on Stratis with a client tonight and see if it is still an issue. The JDAM's are accurate but not very powerful, with a small splash radius and most of the time hits on armor will damage but not destroy them. I tried modding in different munitions including the bombs from the A-10 in game, and some modded ones but those always miss the target as they fall at different speeds. Do you think there is any way to increase the amount of damage the standard JDAM does? All in all even without these changes the ability to call a plane and drop a bomb really makes my coop missions even better, thank you so much for the awesome script!
  5. mule

    JSRS3: DragonFyre

    Good to see you back LJ, you make the best game ever even better and that's an amazing thing :)
  6. The RHS Javelin worked in a pre-release version I was testing with the ACE3 targeting and top down attack, but in the release version it does not seem to work. the spike/Titan works as intended using the ACE3 instructions. I really like ACE3 and I love the javelin interpretation, hopefully it's a bug and will be fixed shortly!
  7. mule

    Chessmaster's Wounding System

    I have been using this mod for a while now on every mission and it is generally great. The only major issue I have come across is with the player running the server as curator the CWS never loads and that player will always be subject to the standard ARMA wounding system. For all JIP clients it loads just fine, simply nerver loads for the player who is also Zeus. Is there anything I can do to make it load for the Zeus player?
  8. Looks awesome, definitely going to try this in my next mission. One thing that I would love to see with the map flashlight though is a red light rather than bright white. I have a feeling at night in the field infantry would prefer the much harder to see at a distance red filtered light if they could for reading that map, it would REALLY up the immersion factor if this were possible!
  9. mule

    JSRS3: DragonFyre

    Right click ARMA 3 in your steam library, go to 'properties.' In properties select the "Betas" tab and in the box enter the code "Arma3Legacy138" without the quotes. Case sensitive. Click the "Check code" box then go to teh drop box just above that and select legacy 138 off the menu. Close that and let ARMA 3 "update."
  10. mule

    TF47 Launchers [WIP]

    Tonight using M3 and AT4 HP we had multiple crashes, I reworked the kits mid-mission to remove the AT-4's and nobody crashed the rest of the night. Is it possible there is still an issue with the AT4 HP specifically? M3 seems to not cause any more crashes.
  11. mule

    JSRS3: DragonFyre

    I reverted to legacy 1.38 for this and a bug involving AI skill not being able to be set...
  12. mule

    Curator Presets Mod

    I use the Unit Skills module all the time to tweak my missions and it seems like ARMA 1.40 has broken that. When I attempt to make any changes they simply reset back to whatever the starting value was. I reverted back to 1.38 (legacy) and was able to use the AI skill module again. Anyone else have a similar issue? I also think Alive mod's skill set is broken in 1.40 as well and they likely both do the same things (both adjust the same parameters).
  13. mule

    JSRS3: DragonFyre

    Update 1.40 for ARMA added their own version of sonic cracks I think, and with Dragonfyre running all my players were complaining about how terrible they sounded compared to the Dragonfyre sonic cracks. Is this something we have going on wrong or did others experience a change with 1.40? Will there be an updaste to Dragonfyre to address sound changes in 1.40? Thanks for the awesome mod!
  14. mule

    TF47 Launchers [WIP]

    Ran a mission with 1.3.5 last night, using AT4's and The M3 without scope. No crashes. will test M3 with scope next time we play. So glad this mod is working properly now, it's awesome!
  15. mule

    TF47 Launchers [WIP]

    BlackPixxel, I tested tonight with 5 players who experienced crashes in the past. Used ONLY M3 with no scope (Did not use AT4's). No crashes for anyone in 3 hours of play. Looking at my rpt I did not see any of the errors show up that I reported in my last log. The crash is either created by the M3 scope, or the AT4's. Will test only the AT4's next time we play and see.
  16. mule

    TF47 Launchers [WIP]

    BlackPixxel, I will test this as well with no scope. Thank you for looking into it!
  17. mule

    TF47 Launchers [WIP]

    BlackPixxel, I was also skeptical it could be this mod but after getting fairly consistent crashes that began when we all activated the mod, and stopped happening when we turned it off I'm afraid it seems very likely. We have not had instability like this for many months with Arma 3 on our missions. The mission ran was the same each time (as we never finished it because of crashes) and was run on Stratis. Here is the relevant section of my .rpt file. All the ones that contain the crashes have these DX11 errors. Other players have the same errors in their logs as well. Hope this might help you, and best of luck, these launchers are great! 23:14:40 Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed 23:14:40 (5997 [receivedMagazine]): Network sync error - NMTFireWeapon 23:14:40 Error during evaluation of expression _moveVelocity in Hellfire_Explosion_02 23:14:44 Ref to nonnetwork object Agent 0x588746c0 23:14:44 Ref to nonnetwork object Agent 0x47c32780 23:14:44 Ref to nonnetwork object Agent 0x9233a9c0 23:14:44 Ref to nonnetwork object Agent 0x55e16400 23:14:48 Generating ST on the fly is very slow 23:14:49 Ref to nonnetwork object Agent 0x588746c0 23:14:49 Ref to nonnetwork object Agent 0x47c32780 23:14:49 Ref to nonnetwork object Agent 0x9233a9c0 23:14:49 Ref to nonnetwork object Agent 0x55e16400 23:14:49 Error during evaluation of expression _position in m3maawsExhaustSmokeRefractMed 23:14:49 Error during evaluation of expression _moveVelocity in Hellfire_Explosion_02 23:14:50 Generating ST on the fly is very slow 23:14:53 Ref to nonnetwork object Agent 0x588746c0 23:14:53 Ref to nonnetwork object Agent 0x47c32780 23:14:53 Ref to nonnetwork object Agent 0x9233a9c0 23:14:53 Ref to nonnetwork object Agent 0x55e16400 23:14:58 Ref to nonnetwork object Agent 0x588746c0 23:14:58 Ref to nonnetwork object Agent 0x47c32780 23:14:58 Ref to nonnetwork object Agent 0x9233a9c0 23:14:58 Ref to nonnetwork object Agent 0x55e16400 23:15:00 (5997 [receivedMagazine]): Network sync error - NMTFireWeapon 23:15:03 (5997 [receivedMagazine]): Network sync error - NMTFireWeapon 23:15:06 DX11 error : CreateBuffer failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 DX11 error : CreateBuffer failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 Virtual memory total 4095 MB (4294836224 B) 23:15:06 Virtual memory free 1738 MB (1822666752 B) 23:15:06 Physical memory free 11930 MB (12510498816 B) 23:15:06 Page file free 23257 MB (24387465216 B) 23:15:06 Process working set 1678 MB (1760055296 B) 23:15:06 Process page file used 2032 MB (2130944000 B) 23:15:06 DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 DX11 error : buffer Map failed : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG 23:15:06 Virtual memory total 4095 MB (4294836224 B) 23:15:06 Virtual memory free 1738 MB (1822666752 B) 23:15:06 Physical memory free 11932 MB (12511870976 B) 23:15:06 Page file free 23257 MB (24387194880 B) 23:15:06 Process working set 1678 MB (1760129024 B) 23:15:06 Process page file used 2032 MB (2130944000 B) 23:15:06 Longest free VM region: 1617297408 B 23:15:06 VM busy 2489712640 B (reserved 185892864 B, committed 2303819776 B, mapped 86220800 B), free 1805123584 B 23:15:06 Small mapped regions: 25, size 126976 B 23:15:06 VID: dedicated: 3221225472, shared 1073676288, system: 0, max: 2906652672, used: 2719535104 23:15:06 Longest free VM region: 1617297408 B 23:15:06 VM busy 2489712640 B (reserved 185892864 B, committed 2303819776 B, mapped 86220800 B), free 1805123584 B 23:15:06 Small mapped regions: 25, size 126976 B 23:15:06 VID: dedicated: 3221225472, shared 1073676288, system: 0, max: 2906652672, used: 2719535104 23:15:06 DX11 error : Device removed: : DXGI_ERROR_DEVICE_REMOVED 23:15:06 DX11 - device removed - reason: DXGI_ERROR_DEVICE_HUNG As I mentioned above when we ran through the same mission without your launchers we were able to complete it without anyone crashing. Players with AMD/ATI cards did not experience crashes.
  18. mule

    TF47 Launchers [WIP]

    My group of players is also experiencing the DX errors and crashes with this mod. All players with NVIDIA cards. We all upgraded our drivers for play yesterday after experiencing the crash on previous versions, and still crashed last night with the latest drivers and DirectX version installed. I had all my players turn off the TF47 mod and began again, no crashes for all 6 players once it was turned off. I love these launchers they are by far the best and most realistic AT4's and M3 out there but we cannot use it unless a fix comes along for the NVIDIA problem sadly. I can upload some rpt's if you need any extra info. Keep up the good work, hopefully you or BI will iron out what is causing it!
  19. mule

    Zeus Discussion (dev branch)

    Since today's update in my ZGM mission, the "Editing distance to players" parameter does not seem to work. I set it to 0, but when certian players join teh game it creates the standard 100 yard bubble around them. When one client connects it does not do this. When his friend joins it creates a bubble around both players! Hopefully this issue will be resolved quickly! 26-03-2014 EXE rev. 116294
  20. I love this mission, my friends and I play it constantly. I am curious if there are any clever ways to add more vehicles to the request pool? The armory takes new weapons so seamlessly it's amazing but I'm always for more variety. Thanks for the work on this great modded mission. Mule
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