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Everything posted by Bamse
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ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I really like the sound of using "streaming" compression (well, I know it's not streaming but the effect kinda mimics that ;D). So, just for clarification when using HTTP; Me as a repo maintaner will be able to upload both compressed and uncompressed .pbo's, so for the users that doesn't have file X at all it will download the complete compressed .pbo, and for the user who already has file X (but in an older version) it will use the .zync-magic to only download changes to file X? -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Thank you so much for this update. Repo upload without the need for non-stop full upload works perfectly again, just like the changelog says. <3 -
ArmA3Sync - launcher and addons synchronization software for ArmA 3
Bamse replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Our group are having the same issue. I'm maintaining a client addon pack for our group and another member is maintaining the main addon pack. We both are having the issue that it wants to reupload the entire pack on each build. We've tried deleting all local files, deleting the server files then putting all the .pbo's an .bisigns back and doing a rebuild (making sure the .a3s directory and all .zsyncs are gone in both locations). Each rebuild triggers a complete upload and /.a3s/sync gets updated each time with the same time stamp as the other files. This started happening directly after the latest Arma3Sync update. Fortunately we are Swedes have really good connections (we all have one gazillion gigabit UL/DL, the myth is true! ;D) so upload and/or bandwidth is no issue, but it kinda feels unnecessary sending ~17GB each time :) Is there anything we can send you to provide more info perhaps? :) -
ACC EqKreator v10.2 - Making equipment scripts was never so easy
Bamse replied to GieNkoV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
wow, thats effin' fast. :) I'll try the new version during the week. ACE3 handles the respawn "kit-save" for us atleast so that's not a feature we are after. I'll report in when I've tried it out! :) Thanks a bunch man. -
ACC EqKreator v10.2 - Making equipment scripts was never so easy
Bamse replied to GieNkoV's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi there! We tested v8.2 the other night and ran into the issue with having disabledAI set to true. On initial lobby join everything worked out perfect, but as soon you JIPed you ended up naked. The funny thing was that as soon as you disonnect, the outfit loaded, but it was a bit to late at that point :) Setting disabledAI to false fixed the issue. Is this the change between 8.2 and 8.3 perhaps? We always prepare our missions with an excessive amount of slots since we always get JIP:ers and don't know how many we'll be from mission to mission. Is there any way to work around this? We really don't want to have a lot of friendly AI standing around in base or at mission start area and certainly don't want "ghosts" if ppl disconnect or similar and your way of creating load outs really is handy. Having AI disables takes precedence in this case tho ... :( -
IanSky: oh, switch between 1<->4x in scope you mean? I only found the normal way of switching (CTRL-RClick) between BUIS/dot and main reticle. What am I missing? :) Just tried the scope at night. Now it really is my go-to scope, holy moly :D Edit: Ok, read through a few pages back that it's the firemode good ol' num-/+ that changes 1/4X. Wierd, I tried that with the 2D variants and didn't notice anything. Time to test some more tonight! Edit2: Damn, that's just effin awesome. These are my new go-to scopes for sure. <3
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Holy cow, the SpectreDR really is great and beautiful at the same time. I really do think that the 2D KF-version in FDE will be my new go-to scope. Looks very pretty on top of the RHS M4B2 or Mk18 :D
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I'm looking for a simple way to increase range and/or raising the direct speech volume on our groups' missions, preferably so it can be kinda templated into the mission itself. Basically, just forcing Yelling as the default when joining would do the trick pretty much perfectly :) Is there a simpler way of doing that with modules or similar than to change both TF_max_voice_volume in either userconfig or script together with calling TFAR_fnc_setVoiceVolume in script and/or tf_voiceVolume in script?
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Laxemann's "Enhanced Soundscape" (L_ES) - Gun reverb and echo based on terrain
Bamse replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Thanks for the info. Tested suggested fix locally and it works like a charm. :) -
[MELB] Mission Enhanced Little Bird - WIP
Bamse replied to diesel5187's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Holy mother of ducks. W O W. You guys are true scholars and gentlemen. Please never stop doing mods for A3 :D -
Impossibru! It all looked so professionally done :butbut: ;]
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RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
At work, so can't test it myself; is sling loading added to the UH-60 btw? Completely forgot to test it the other day (and all the days before that ;P)- 16577 replies
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RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I LOVE the new update. Each version just gets more and more awesome! <3 The new sounds for the UH-60 is really effin great, it made a world of difference along with the new monitors and everything else. I'm very happy you gave it some love :D Are there any plans of adding HMD/HUD for the UH-60 pilots? I'm not in the know on what tech the different version utilize but I heard something about the newer version sport HMDs? True/false?- 16577 replies
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Laxemann's "Enhanced Soundscape" (L_ES) - Gun reverb and echo based on terrain
Bamse replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
roger that, it sounds so fucking cliché saying keep up the good work all the time in all the awesome threads but I really do mean it :) -
Laxemann's "Enhanced Soundscape" (L_ES) - Gun reverb and echo based on terrain
Bamse replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I can confirm conflict with RHS. We had some issues today using the AH64D and using its Hellfires. As soon as I load L_ES the Hellfires disappears from available weapons. Same goes for TOW on the Bradleys. This using CBA (RC6), both RHS-packs 0.3.6 and L_ES 0.46. For now we've removed L_ES from our groups' modpack but it hurts my pinky doing so. Playing without L_ES just isn't as fun :) LAxemann: is it something you might be willing to look at? -
RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I did, and a friend who was not was on the server at the same time, both had the problem. I suspected some mod-incompatibilities, so I just loaded CBA (RC6) and RHS in a new editor mission, placed down a man and a AH and boom. Hellfires available. So just a normal case of not trying things from the bottom up so to speak. Thanks for the help! I'll report back when I find which one thats causing it :) EDIT: L_ES is causing the Hellfires and also TOWs on the Bradley to disappear. Reported in the L_ES thread :)- 16577 replies
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RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tackar! :) The wierd thing is that I unfortunately dont get any hellfires on the Close Support and Multi-Role versions. I only get the M230 and the laser designator. Same goes for pilot, only option I get on the Multi-Role is the hydras, none at all on the CS. These are Zeus spawned I might add, can Mr. Z be the culprit? EDIT: nope, tried pre-spawned; same issue :/- 16577 replies
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RHS Escalation (AFRF and USAF)
Bamse replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I feel super stupid, but I haven't tried the AH-64D before tonight. How do you access and/or use the Hellfires on either of the two versions that have them fitted? I tried searching for instructions but didnt find any and couldn't figure it out. What am I doing wrong? :)- 16577 replies
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ACE3 - A collaborative merger between AGM, CSE, and ACE
Bamse replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I really hate to say it, but I have to agree with the above post. The interaction system as it is now (I'm very aware of the state of the current build) is way to fiddly and hard to use even in a 2 player session (with no enemies) just shooting each other in the feet to try things out. Escalating it just a bit to a firefight took it to close to hair pulling levels for me. A few teachings mention gross motor skills when you are under stress and I think this actually applies here as well. Big buttons > small buttons. I might be old and slow (;D), but it became quite a hassle just using the GUI and took the focus away from its functionality ...the stuff that makes the mod super fun and immersive. It became all about just defeating the GUI, getting in the correct position to actually even see or use the interaction spot and not so much getting a person up on his/her feet again :) Same goes for self-interaction. Just finding the correct function takes quite a while, AGM is way more intuitive even tho there's not that much of a change when it comes to menu names in some strange way. The quick keys in AGM is pure gold and I use them alot to be able to do things quick when time is in short supply, I didn't found any similar way of doing things in ACE3. This, ofc, just being my $0.02. I don't mean it to be a rant, it's just a point of view from my perspective and I hope it's taken that way. Keep up the good work, I'm one of the many that REALLY looks forward to whenever ACE3 gets released :) -
Not sure, looking though the config, in file version 6.1, I only see the first four scopes; RDS, reflex, T1 and Delta. I was able to attach them to RHS and RH's weapons, but not to vanilla, the RHARD Mk18/M4B2's or Toadies'.
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Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pulstar: well, AGM uses the ropes model/item added with the sling load update of Arma. However, loading slings cannot be used as a fast rope, you need to config the helo to specifically use the fast rope functionality added by AGM. Quick example (needs to adapted for you helo ofc): AGM_FastRoping = 1; AGM_FastRoping_Positions[] = {{1.2, 2.5, 0.25}, {-1.1, 2.5, 0.25}}; -
Oh, my line breaks and paragraphing was all out of whack due to my excitement. I meant as a program for CoalaOS ... I didn't sub to your channel :shame_emote_Kappa: :/
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omg, the possibilities. Bomb diffusal, hacking, intel retrieval, the surveillance things you already have, remote exploding shit, enabling the refuel vehicle hooked up to your escape vehicle when pinned down in an enemy base. Omg I have so much stuff I want to do with this :D Checking the latest follower or sub on your twitch channel also perhaps? hehe ;D ;D Cudoz man, this is so frikkin' cool I'm getting e-moist.
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Arma3 and the /LARGEADDRESSAWARE flag (memory allocation > 2GB)
Bamse replied to fred41's topic in ARMA 3 - SERVERS & ADMINISTRATION
Dwarden: any news on the one you hinted at releasing? :) -
Toadie's SmallArms and Animations for Arma3
Bamse replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
yeah, +1 on Jackal326. Haven't found a proxy for it either so no way to do that without getting the unbinarized model and adding one (aka, no way josé). But, we're getting way off-topic here ... :)