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Bamse

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Everything posted by Bamse

  1. radio-sounds is the only folder that is being used. If you want sounds from the other folders you need to start renaming and so on :)
  2. If nothing else it's super easy to do on your own, small example that should work (altho untested); Create a config.cpp and bake to a pbo. class CfgPatches { class superduper_hlc_ammo_compatibility { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Weapons_F","A3_Weapons_F_Items","A3_Weapons_F_Acc"}; }; }; class CfgWeapons { class Rifle; class Rifle_Base_F: Rifle {}; class <your_weapon_class_name_here>: Rifle_Base_F { magazines[] = {"30rnd_556_magazine","hlc_30rnd_556x45_EPR","30Rnd_556x45_Stanag","hlc_30rnd_556x45_SOST","hlc_30rnd_556x45_SPR","hlc_50rnd_556x45_EPR","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow","hlc_30rnd_556x45_S"}; }; }; This should enable all vanilla and HLC-5.56 mags for the selected weapon. Not sure what happens if you do this on a non-5.56 weapon tho, I'm way to much of a gun-nut to even try ingame ;D
  3. Make sure to turn your sound pack volume up in TS. I had complete bleep-silence after a computer reinstall and that was my problem :)
  4. Bamse

    TF47 Launchers [WIP]

    I've had no crashes since the fix was announced. We still get some sights-already-deployed-wierdness from time to time, but that's not a big issue at all tbh. Everything is shootable and that's what matters :D
  5. Bamse

    JSRS3: DragonFyre

    regular has all the very nom-nom:y scripting in it, lite is script free and a pure sound replacement pack
  6. I'm not sure if my search-fu is wonky today or not, but couldn't find much on the support for distribution ACRE2 with a repo. Is it basically the same as with TFAR? Just include the folder as a separate mod (@ACRE2) and the program will pick up on plugin dirs and stuff and copy it to where stuff should be etc etc? :)
  7. Bamse

    JSRS3: DragonFyre

    Just as a small heads up Seri, just a page back LJ stated that he paused his work on this mod until further notice. The "only" maintained DF-pack is the LITE one at the time of writing :)
  8. I've made a small sound pack for TFAR containing the sounds from ACRE1. Before a flood of poo comes running my way; yes, I do have permissions from NouberNou :) http://blackflagops.com/arma3/TFAR_ACRE_radio-sounds.zip Small demo taken from a co-op, mix of Swedish and English so dont be scared ;P
  9. Bamse

    TF47 Launchers [WIP]

    hmm, yeah we had that issue tonight aswell. 8/10 times the AT4's were ready to rock'n'roll right away, and we had the locality issue thingie show its face once or twice (ofc when we were facing a charging BMP ;DD) This was with AGM 0.95.2 tho.
  10. Bamse

    L85a2 v3

    there is one in this very thread :P http://forums.bistudio.com/showthread.php?187633-L85a2-v3&p=2867145&viewfull=1#post2867145
  11. Bamse

    A-10C for Arma 3

    Wonderful news! *hugs*
  12. Bamse

    A-10C for Arma 3

    Oh yeah ofc, I'd definately ask him before muckin' about. Thanks for the answer :)
  13. Bamse

    A-10C for Arma 3

    Yeah, that's pretty much the only thing keeping us from using the A10 atm also. For someone with better scripting knowledge than me, would it be within scripting scope to do that by mission scripting or is it something that only Peral can fix?
  14. Bamse

    TF47 Launchers [WIP]

    Thanks a bunch, with a bit of luck we could try them out tonight and if not it'll be tested on Thursday :) SMAW looks awesome!
  15. Bamse

    TF47 Launchers [WIP]

    We updated to 1.3.4 a few days ago and ran our first coop with it yesterday. We had the nVidia driver crash (did not have them with what I think was 1.3.2) twice on my computer (I can post specs if needed) but a "bug" that plagued us all was that we couldn't reload any of the AT4's from time to time. And when I say reload I mean get them ready after getting them of your back. None of us 8 that had them couldn't use them. After testing this after game-end this is what happens: We get all of our load-outs through Arsenal. Most of them are saved but a few of the players chooses to do new setups each and every game. No matter if a load-out is loaded or selected manually the AT4's (no matter what type) randomly will fail. This is clearly visible through the top right ammo-counter status window (whatever it is called :P) when you select the AT4 and the get-it-off-your-back-animation plays the ammo type text shows for a brief moment and just before the animation ends the ammo type text disappears. From this state you launcher is fucked :) When it randomly does decide to work the ammo type text is empty during at least the first half of the animation and shows a few moments before the animation is done. You can then press R to get it ready and then fire. The worst part is that even if it was able to reload once, we had it fail just five minutes after ... so it didn't help making sure that it was able to reload before getting out of the FOB/base/whatever. For us it didn't matter if you pick it through arsenal, but we tried using normal boxes or even dropping them to the ground and getting another player to pick them up. We run a semi-heavy mod pack so it might be something that clashes, but we didn't have any problems with it with the first version that introduced the AT4's (1.3.2?). I'll try this with only CBA and start adding mods as I go just to test if there's a mod incompatibility issue or not. :) Edit: M3's work flawlessly for us tho, it's just the AT4s that are being hostile ;D
  16. level of tease = I'm sooo looking forward to this mod. :D Are there any plans on how modular you are thinking of doing it, file wise? There are several mission that would benefit of for instance just using the ANVIS.*'s and others where a full "kit" is used with choppers and everything. Keep up the stellar work guys. Your work is very appreciated!
  17. Bamse

    Authentic Gameplay Modification

    dragonsyr: What we've found out is that syncing players to medical module does not help, nor using classes that inherit from combat life saver. I've asked for words on this from the devs but haven't gotten any responses so far. Totally understandable tho, there's a lot of posts in this thread :) What we do in order to get a unit classified as a AGM medic is to set it via the units init. Make sure to copy & paste this and only this: this setVariable ["AGM_IsMedic", true]; It sounds like you did all this. What isn't working for you? Are you not able to use the epi pen? Please describe your problem more than "it isn't working" please :)
  18. Bamse

    Authentic Gameplay Modification

    We had this happen for the first time on our co-op gaming night yesterday. We've been running both MCC and AGM for a good while, but a month ago or so we removed MCC, so its definately not MCC's fault. Yesterday this happened and the only thing we changed config/mod-wise was from the "detailed injury model" to simple. When we use the simple mode patients never get completely treated, they'll remain lightly injured no matter how many bandages you use. Patients do stop bleeding and everything seems to be fine tho.
  19. Bamse

    Authentic Gameplay Modification

    I thought I'd bump this together with an additional question. Can you define a unit as medic by syncing it to the AGM Medical System-module perhaps? :)
  20. Our group have had sporadic CTD's with this pack as well, so we've actually stopped using it much to our dismay :/ We use quite a big modpack so it can very well be a collision of sorts, but as soon as we take the TRYK-pack out the crashes stops. We get a few errors logged on the server with this pack loaded, I'll see if we still have them lying around. I think all of our players have "-nologs" in their startup so we can't give you those I'm afraid.
  21. I've been crying myself to sleep many many nights now since I've been "forced" to revert to BI's default malloc. I mean, there's a loss of easily 10fps when in open spaces and landscape and a good 15fps when in urban areas. Your malloc has been my lifeline to what BI apparently think is acceptable FPS in Arma3. If you could find the time and oomph to update you allocator I know there's a good bunch of ppl that would be very happy, me included. No pressure tho ;)
  22. Bamse

    TF47 Launchers [WIP]

    Wow, that looks absolutely amazing! Can't wait :D
  23. Bamse

    RH Acc pack

    I supected as much, thank you responding tho :D
  24. Bamse

    RH Acc pack

    heya! This pack rocks as fcuk. Really great looking acc's and very nice to have them standalone. Much appreciated! I found a "layering" issue with two of the red-dots (larue low and Z-point) where the dot ends up behind the front sight; https://dl.dropboxusercontent.com/u/4170539/rh_1.png (728 kB) https://dl.dropboxusercontent.com/u/4170539/rh_2.png (472 kB) Only tried them with your AR15's tho.
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