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Bamse

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Everything posted by Bamse

  1. Can only agree, that sounds like a weird way of doing things. With none of my bipods irl am I forced to fold them up when I try to turn wide, but I do hit a "wall". It's good as is :)
  2. Heya! You're not closing class CfgVehicles properly. Add an extra }; before class cfgMods. I usually format it like this to get a better view of this particular predicament; class HereBeDragons { class Bat_Contry: HereBeDragons { satan_spawn = 1; }; };
  3. Bamse

    Targeting improvements

    The one main thing I love about Arma is that you, in almost all cases, have a choice. Choice is the word I'm going to base my whole argument on because it really is a beautiful frikkin' word. Don't like X? Script it away. Don't like Y? Mod it away. As we all know, in order to balance a mission you need to factor in a multitude of variables. Island, terrain types, type of opposing force, strength of that said force and so many more ... but maybe foremost; the number of players. I'm coming from a modded coop point of view here and but some games you might get 30 ppl, some games 60 ... but also sometimes 6. If you're lucky to get enough players you will be able to have TACP on the ground and most targeting related issues (being the targeting thread and all ;]) will be solved given enough time. If you don't have enough and still want to dabble in CAS, you might want to at least have the option to self designate no matter how hard it might be to actually do it. Difficulty in performing stuff is a matter of practice. Not even having the option is not :)
  4. Bamse

    Blastcore Tracers A3

    Here's the file I've tested out for a day or so. Seems to work fine, minus the smoke puffs generated when you use the optional smoke-pbo in Blastcore. Keys and everything is in there; https://dl.dropboxusercontent.com/u/4170539/arma3/mods/release/%40bamse_rhs_bct_fix_v1.0.zip
  5. I really like the subtle change when using V7. It's like when after you've cleaned a dirty pair of glasses and you get that short moment of "wow, so this is how it should look?". well done :)
  6. Bamse

    Blastcore Tracers A3

    Copy that! I only "fixed" a few so far. I'll run through and test them all and link it here. I think it'll be done by the weekend or so. Cheers!
  7. Bamse

    Blastcore Tracers A3

    Hey FoxFort. I really appreciate you keeping Tracers up to date! However, with the optional RHS pbo, most vehicular 20mm, 30mm grenades creates huge smoke puffs upon detonation. It seems to have something to do with the inheritance you rewrite alot of the ammo with. In the rhs_ammo_30x113mm_M789_HEDP case, in RHS it inherits from B_30mm_HE, but in your config you rewrite that inheritance to BulletBase. I tried creating a patch that loads after your patch where I change the inheritance back to B_30mm_HE and while applying your tracer info, there's no more mini smoke bombs fired from the RHS AH64, AH1Z, ZSU-24 and so on. If you want I could send you a small code sample.
  8. If someone saw your question and knew the answer they would've answered. Open a beer and relax for a while. Or do like any other person in here would have to do to be able to help you; test it yourself ;)
  9. Bamse

    RHS Escalation (AFRF and USAF)

    Roger that! Maybe a bit of mis-wording from my side but I did try all RHS helicopters from all three packs so this does include a few other wheeled ones, at least wheeled visually (like the mentioned AH64's but also CH47, CH53, Mi24 etc but also a few planes; C130, F22, Su-25 and the A10). It's just the UH60's that does the spring-lambada. Edit: tried one of each vehicle type from all sides (so cars, trucks, tanks, IFVs, you name it). Only vehicle affected is the UH60. I know it's a mod compatibility issue and not a bug per sé, do you want me to report it on the tracker at all or should I just drop it? ;)
  10. Bamse

    RHS Escalation (AFRF and USAF)

    Well, lol ... damnit :D Is there something me as a user can do about this? Only seems to happen with the UH60's (all of them). UH1's, AH64 etc etc are all fine.
  11. I had VON disabled on the server. It's an inhouse server and we always use ACRE so just to optimize things we had disableVON=1; in the server config. Once enabled messages started flowing like blue water in a tampax TV commercial. Thanks for pointing me in the right direction!
  12. Question regarding Player Combat Support radio chatter. Although it's not vital in any sense it does add some very lovely immersion with the chat and actual radio chatter going on. When designing a small insurgency mission on Altis, the chatter works perfectly when testing the mission out in single player. When uploading the same exported mission to our dedicated server, starting it and pulling out the tablet and requesting either a pickup or arty no chatter is either visible or audible. So, when you're doing a pickup you need to pull out the tablet a few times (before you get to know the timing) to check if it's looking for smoke, if it saw the smoke and it needs confirmation and so on. Having the chatter visible makes it a bit more streamlined and immersive and since I haven't used ALiVE in ages and just started again, I'm just assuming I'm doing something wrong somewhere :) Are there any server settings I need to change or is it a module setting somewhere I need to change? Any help is appreciated!
  13. In all seriousness. Please be a bit more elaborative on versions you're using (arma, ts, tfar etc etc) and if you're using other mods, what revive system you are using (if any). A post saying "dude, lol. it is not working" is slightly worse than a worthless post ;)
  14. Bamse

    Bloodwyn's hats and masks

    Going bank robbin' might not be such a good idea with .. well, for instance the party hat? ;)
  15. Bamse

    Arma 3 Headless Client

    indeed it does. It helps quite a bit as is, but you can always play around with setting affinity on the running processes.
  16. Very much so. A bit short on time for replying properly, but start by defining the vests as weapons and wrap it in cfgWeapons {};
  17. It's a SSL/TLS certificate that's erronous. In case it's self signed certificate since you end up directly on landing page for VMware on the host. Report it in the mods own thread if not already reported there; https://forums.bistudio.com/topic/187343-jsrs4-apex-12/ Dowload from armaholic in the meantime: http://www.armaholic.com/page.php?id=27827
  18. Bamse

    MK18 Mod 1

    Just fyi, this mod hasn't been updated in over a year and hasn't shown much life signs since then, and last I looked indeed the sounds are from vanilla MX rifles. I'm not sure if the mod is in active development or not ... but just stating the obvious :)
  19. Bamse

    Enhanced Movement

    Just read like three posts up man, first post on this page :P
  20. jordanbache97: https://github.com/acemod/ACE3/releases
  21. Bamse

    JSRS4 - APEX 1.2

    Compatible, yes ... but it doesn't change any of the RHS sounds. JSRS only changes vanilla sounds as of now.
  22. Bamse

    TrackerIR not responding in game

    Mine works 10/10 too. Had to re-enable ingame it after 1.62 hit live tho, but that was it.
  23. Bamse

    Where's DirectX 12?

    DX12 was only stated as an possible initial goal (with no promises) back when Apex plans were announced. Those plans were taken back publicly some months ago, so no DX12 in Apex.
  24. The error is that class ItemInfo; is declared right under CfgWeapons. Delete that and the mod produces no errors (apart from the missing string table). This is unfortunately something that cannot be patched away (Tried a few variations of "delete ItemInfo"; but since the original pbo will be loaded before a patch the error still stands for me. Feel very free to correct me if I'm wrong here. I'd be very happy to be wrong :D) and the entry needs to be deleted in the original config.
  25. Bamse

    EA-18G

    Just got a notification saying content has been removed from steam due to reporting it. Can't seem to find other than the screenshots now. How's things on your end?
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