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Everything posted by Bamse
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Firewill Standalone Series Release Thread
Bamse replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just go a page back, I asked the same question there ;) -
Not able to use NVG's through most scopes. Intentional?
Bamse replied to HeroesandvillainsOS's topic in ARMA 3 - QUESTIONS & ANSWERS
There are mods that affect the optics' set config value for "visionMode[]" which is the determining factor if a scope is NV-capable and/or usable together with NVGs/NODs. Firstly I would try with the bare minimum of mods to get the gun/optic you want along with a pair of NVGs just to make sure you have no mods interfering with this. If this still doesn't work the scope isn't NVG-compatible and you'd have to write a small config patch to enable this. Small semi-pseudo-example; class CfgPatches { class i_want_my_damn_night_optics { requiredAddons[] = {"whatever_mod_you_use"}; author[] = {"Guy"}; }; }; class CfgWeapons { class ItemCore; class InventoryOpticsItem_Base_F; class my_soon_to_be_nvg_capable_scope { class ItemInfo: InventoryOpticsItem_Base_F { class OpticsModes { class my_scopes_OpticsClass { visionMode[] = {"Normal", "NVG"}; }; }; }; }; }; You'd have to check classes and inheritances for your actual scope ofc :) -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I get all the regular update stuff if I click the Administration button, but not if I click the "door". Try creating a new repo and use the previous existing local "Repository main folder location" perhaps? -
BloodLust (Version 2022.04.13)
Bamse replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm going to test it on our dedicated late tonight, european time. If we don't get any errors with just one or two ppl we'll run test it tomorrow when we're a bit more people :) -
Firewill Standalone Series Release Thread
Bamse replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, shit. My bad. -
Firewill Standalone Series Release Thread
Bamse replied to firewill's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Looks really really awesome and our small group would be happy to use them! Have you considered making the texture more the same color as the vehicle? -
+1. CCRP would be the cherry on top, but as oukej says the current implementation is kinda "fine" for that. (ok, not really .... it's a pretty thinly implemented in-between solution but it's not totally and absolutely horrible and it would only really affect a really thin slice of the armament pie ;D) I'm quite happy with the fact that BI focuses on a framework for CCIP so we could get armed both fixed and rotary aircraft into the 90's atleast :)
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I feel like such a dummy, but how do you activate the IR/target-camera view on the A10? Tried what I thought was most keybinds but no joy so far :)
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Expect, hope .... call it what you want ;) I was hopeful after the previous statements made over the last year or so. But did I expected it? Not really.
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Guess you guys read the latest SITREP? Small copy&paste :(
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same here, we use it in a very similar way. We strive to have as few respawns as humanly possible and only allow then if ppl disconnect, crash or arma just being arma. So, that means no respawns and a 12000 second revive timer (lives set to -1) and if you get shot you'll lie there until either you're lucky enough to wake up by yourself or until a medic is able to get to you. So, theoretically .... if you're unlucky and get shot at an early stage and your entire group is somehow deaf, dumb and blind you could be lying there the entire mission .... :) -
CBA - Community Base Addons - ARMA 3
Bamse replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any way to customize what is shown under Map -> CBA -> Keybindings, as in choose to exclude/include what mods that should show? The reason for asking is mainly because somehow it seems like some of our now removed mods still shows under keybindings even tho none of the respective mods' pbos are loaded (triple checked our repo and made sure none of the mods are loaded on the server). That and we'd also like to remove some of the keybinding hints for mods we do have loaded :) An example in my case would be TFAR not being in any startup lines when launching, not showing under the main-main menu under Configure -> Expansions or in-game on a server (or listen MP and SP) under menu -> Configure -> Controls -> Configure Addons but still showing under keybindings on the map. Granted, I have it installed properly in my Arma3 folder ... but still not being loaded. Is this by design or should I report it properly? :) -
Holy crap, even thinking about getting native support for CCIP or CCRP when doing CAS-runs use makes me man-moist. BI, why do u toy with my heart so much lately ;)
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Yep, built in holder for a spare magazine.
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Sorry dude, but that translation is totally unreadable, at least for me. This post is also in the wrong place and actually don't belong on the forums at all. Here's more info on how to contact BattlEye for unban stuff: http://www.battleye.com/support/ Good luck!
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United States Air Force( 2015)
Bamse replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Holy crap, sounds like an awesome update :wub: -
United States Air Force( 2015)
Bamse replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So, what are you really asking? Start building (as in modeling, creating config and texturing all together) an A10 from scratch? Or are you asking the permissions from the dev team to pick their assets apart and start building something "new"? :) -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
10/10. Works perfectly. -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Hey Shepard, appreciate the update as always! Small "bug" found tho. If a client already has a mod downloaded on his or her computer, lets say @CUP_Weapons and the repo-admin added the folder as @cup_weapons the mod doesn't get loaded and/or added visibly under "Launcher Options". It doesn't matter if you tick or untick it under your mod-set, or re-add the entire modset in "Addons", it will never show in "Launcher Options" and subsequently won't get loaded. Client OS: Tested on Win7 (x64), Win8.1 (x64) and Win10 (x64) Java version: 1.8.0_77 (x64) A3S Version: Version 1.5 Update 6, Build 1.5.78 (2013-2016) -
Updates: New website up! Head over to www.jtf16.org to read more about us. Still expanding our ranks, now recruiting internationally!
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New website up! http://www.jtf16.org Who are we? JTF16 is a group of mature ArmA veterans, we consist primarily of Swedish players at this moment but that is something we don’t mind changing. We play co-op games (apart from a few special events) and we have our own dedicated game server where we also host our mod repositories and TS3. We host our own OPs two days a week and we try do joint-ops with a bigger groups as often as we can. The group has its own very talented mission and campaign makers and usually do campaigns that stretches over several weeks. So, what do we do?We play ArmA, that pretty much it, but we do it with a twist that we like to call “Milsim Lightâ€. We like to mix milsim with casual play, creating a fun and inviting environment for everyone involved. In practice that means that we do have a set structure and in-game we have a chain of command but without the use of ranks and such. What we strive for is to get some really good immersion going, but at the same time understand that we do this because it's fun. We are looking for mature players and we have set the age limit to join JTF16 to 25 years old. If you want more information on how to apply to JTF16 head over to the recruitment page and read there. Join JTF16 We are always interested in expanding our list of members, and we would love to hear from you. Adding more capable riflemen, medics, team leaders, medics and support personnel lets us create even bigger missions and lets us utilize more roles. Our wishes As stated on our Who We Are page, we are all ArmA veterans and we are looking for a bit older players than most other teams do. We are looking for mature players who can differentiate between when its appropriate to play around and when it's time to get you game face on. Our wishes are: You are able to speak and write English. You need to be 25 years or older. You need to be mature, respectful and know how to handle situations like an adult. You need to have a working microphone and a basic knowledge how to use TeamSpeak. You need to have a basic understanding of ArmA 3. If you want to know more or are interested in joining us, head over to our website or drop me a PM here on the BI forums.
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Delete the comment (the /* ... */ part) like the post above you said and you should be error free ;)
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the fast answer. We'll continue testing just to be sure that's not caused by another mod. Thanks for the FRIES snippet, it will come to good use :) -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, yeah that's a good question. Same goes for missions with Zeus spawned or helis that respawn. Would be awesome if it could be enabled for all helicopters that has the capability somehow without the need for both a pre-placed module and a pre-placed helicopter. Or perhaps make the module Zeus-placeable. When it comes to fastroping, we had a small short practice run on a third party map yesterday and with a very high probability the two first ppl fastroping (first person per rope) would end up stuck in the ground still clinging to the rope and while the persons are stuck no one else gets the fastrope interaction option. The players are stuck in the ground until the pilot cuts the ropes (tried letting ppl be stuck for 2+ minutes), and when the rope is cut the player shoots up on top of the ground and business continues as normal. Out of ten fast roping attempts (that means 2x10 ppl fast roping) I think one person didn't get stuck but that same person got stuck the next time he tried and all attempts afterwards. Granted, we run quite the mod pack so it's very probable that it might be a mod compatibility issue and we are going to test it on the same map later this week but with just ACE3 and CBA loaded and see what happens .... just wanted to check if someone else ran into this issue? -
@Ares - Modules expanding Zeus functionality - Release Thread
Bamse replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Its meant for Zeus, not Eden.