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Medals
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Medals
Everything posted by Bamse
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US Helicopters (HAFM OVerhaul) MOD
Bamse replied to kimi_uy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Speedy: yeah, tried it last night and no more sliding :D -
NATO SF and Russian Spetsnaz WEAPONS for A3
Bamse replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Patrol Ops modifies content of VAS. For a full VAS box u need to replace the PO-VAS with "vanilla" VAS-files or something similar. I think there are instructions on how to do that in the PO-thread in User Missions -
Is there any way to fix the zeroing issue for private local SP use? I read something from Kiory regarding changing top proxy, that needs to be done on the actual model, right? (impossible without unbinarized models, right?)
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GMJaken: I'm running the mod (modified so it works with AGM and "fixed" armor values so it inherits class/matches vanilla bodyarmor) on a private dedicated test server ... but without signature verification (ofc) and it works like a charm. Xaysana: Do you want me to PM you my changes? It's a really small and quick "fix". :D
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Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Hi again :) I found a clash with Authentic Gameplay Modification (@AGM). It seems like you are sharing classes so when you place down their modules for setting "rules" you get the following error message (message change a bit depending on what modules you place): Dev from AGM told me the following in their thread before I found what mod was causing it;
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[Release] GOM_AD - Aerial Denial script
Bamse replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Grumpy: sweet! will try as soon as I get some spare time on my hands. thanks a bunch! -
Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the pointer, will start digging through confs as soon as time permits. #AGM4president ;D -
Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I just wanted to ask a quick question with an error I get when placing down the medical module (to be fair any AGM module, errors varies with module placed); 0:59:33 Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/AllowNonmedics/values/Yes.default'. 0:59:33 Warning Message: '/' is not a value 0:59:33 Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/PunishNonMedics/values/No.default'. 0:59:33 Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/RequireDiagnosis/values/Yes.default'. 0:59:33 Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/PreventInstaDeath/values/Yes.default'. 0:59:33 Warning Message: No entry 'bin\config.bin/CfgVehicles/AGM_ModuleMedical/Arguments/PreventDeathWhileUnconscious/values/Yes.default'. This is with a fair bunch of other mods loaded, and if I try the same operations with only AGM loaded no error appears ... so I'm very aware that this is not related to AGM itself. But, I just wanted to ask if someone has run into the same issue and found out what other mod could be causing this? I'm going to try to activate mod after mod but can't start testing until later next week :/ Mods and AGM-devs, please feel free to delete post if inappropriate/wrong thread/whatever reason :) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Bamse replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Will try tonight! Thanks for the update! :D Any chance of being able to set enemy AI-units ability to use smoke along with amount/chance if enabled in next release? ;D -
small bump, anyone know the classnames for the items? Anyone know if the armor values are on par with current stable version or Arma3 for this mod? Edit; nvm, found classnames; U_xay_B_CombatUniform_acu = ACU G3 U_xay_B_CombatUniform_acu_tshirt = ACU Half G3 U_xay_B_CombatUniform_acu_vest = ACU G3 Recon U_xay_B_CombatUniform_acujck = ACU PCU U_xay_B_CombatUniform_mcam = Multicam G3 U_xay_B_CombatUniform_mcam_tshirt = Multicam Half G3 U_xay_B_CombatUniform_mcam_vest = Multicam G3 Recon U_xay_B_CombatUniform_mcamjck = Multicam PCU U_xay_B_CombatUniform_pcu = PCU V_xay_PlateCarrier1mcam = Platecarrier Lite Multicam V_xay_PlateCarrier1od = Platecarrier Lite OD V_xay_PlateCarrier1rgr = Platecarrier Lite RG V_xay_PlateCarrier2mcam = Platecarrier Multicam V_xay_PlateCarrier2od = Platecarrier OD V_xay_PlateCarrier2rgr = Platecarrier RG H_xay_HelmetBmich1 = Mich Grey H_xay_HelmetBmich2 = Mich Grey Painted H_xay_HelmetBmich3 = Mich Multicam H_xay_HelmetBmich4 = Mich Tan H_xay_HelmetBmichcamo = Mich Camo Net H_xay_HelmetBmichp1 = Mich Plain Grey H_xay_HelmetBmichp2 = Mich Plain Grey Painted H_xay_HelmetBmichp3 = Mich Plain Multicam H_xay_HelmetBmichp4 = Mich Plain Tan H_xay_HelmetBops1 = Opscore Tan H_xay_HelmetBops2 = Opscore Tan Painted H_xay_HelmetBops3 = Opscore Multicam Painted H_xay_HelmetBops4 = Opscore Dark Grey Nato_NVG = NV Goggles (Brown) remark: visible all the time (folded up) Nato_NVG2 = NV Goggles (Brown) remark: invisible until nightvision is activated, then they appear folded down
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After enjoying your public nights for a while I'll try to get some time to join your addon-nights aswell. I'm so used to using TFAR, M4's, Alive, AGM etc I feel kinda lost without it. :) Hope to see you soon!
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Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Terox: Yeah we're running team-only servers atm so we don't use signatures ... yet :) Just wasn't sure if there were any more steps included than the actual packaging. I've only been doing missions so far and have no experience with mods. Thanks for the answer! I regularly play (every other day or so) on ZC's public servers running PO3 so I'm well aware of you guys ;D -
Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If i want to build pbo's myself with the latest content from github, do i just download and do a "cpbo -p <each folder>" or is there something else to it? :) -
Arma Server Monitor (very small, but useful)
Bamse replied to fred41's topic in ARMA 3 - SERVERS & ADMINISTRATION
.exe still needs to be running on the server for the client to be able to connect to anything. I'm running it this way as we speak and I can confirm this :) -
Getting a server to the Steam server browser?
Bamse replied to Magirot's topic in ARMA 3 - SERVERS & ADMINISTRATION
Dwarden: Agreed, it is faster but there's no proper filter functionality for server names imho. It is nice to see that progress is being made however, cudoz :) -
Getting a server to the Steam server browser?
Bamse replied to Magirot's topic in ARMA 3 - SERVERS & ADMINISTRATION
My server shows up instantly after the server console outputs "Host identity created", but filtering it in the ingame server browser takes about 20 seconds or so like with all other servers. -
[Release] GOM_AD - Aerial Denial script
Bamse replied to Grumpy Old Man's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This looks really neat! Thanks for making this :D I've been looking for ways of making a mission where infantry needs to clear out pre-defined AA-sites before making CAS available/usable. I've done this story mode only so far (empty Tigrises for the inf to blow up, but there's actually nothing that stops CAS from roaming free and destroy pretty much anything :/) since having a bunch of active AA-units (Tigris in this case) that actually will make life hard for CAS also will annihilate several infantry squads in a flash. This script looks like it will make my end goal of having a few empty Tigrises for inf. to blow up, along with defending technicals and infantry but still deny fixed wing CAS from entering the AO. Is there any way to disable the script via trigger or can I just remove the noflyzone* markers with the trigger? Will that perhaps break anything? Two Qs tho: The Occupied Area parameter, is that how many enemy units that need to be within the marker to define it as hostile so AA counter measures spawn? Just to make clear since I can be a bit of a dummy; If I want to use the missiles option, will the init look something like this? [["noflyzone1","noflyzone2"],3,50,east,MISSILES] execVM "GOM_fnc_AD.sqf"; -
Tophe's Arma Dedicated Server Tool (TADST)
Bamse replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
+1. server shows perfectly fine in ingame-list even with gamespy listed as reporting server. -
Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Top notch! I'll try it out really soon. :D -
awesome, thanks for a fast reply :)
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Authentic Gameplay Modification
Bamse replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
New modules look top notch! Just out of curiosity ... punish non-medics, what does that do? Just got an image in my head that when a non-medic-class player tries to heal an unconscious player both blow up ;D -
Robalo: I see that there are some optional configs missing from the 0.9 package in comparison to 0.8; asdg_jointrails_mas_weapons.pbo (plus key) asdg_jointrails_tmr.pbo (plus key) Are they not needed anymore? If still needed, do I just use the 0.8 ones? Thanks in advance!
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rksl RKSL Attachments Pack
Bamse replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
da12thMonkey: Thanks for clearing that out. *still holds thumbs for NVG-compatibility* ;D- 98 replies
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Tophe's Arma Dedicated Server Tool (TADST)
Bamse replied to tophe's topic in ARMA 3 - SERVERS & ADMINISTRATION
He posted here that he won't be doing anything until June, so I guess he'll be back soon :)