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Bamse

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Everything posted by Bamse

  1. Which is the same thing as the user "computer" linked you in his reply at the top of the thread.. He linked to the actual code, you linked to the compiled/compressed/packaged as a mod-code.
  2. The reason for why it hasn't been changed in quite a while is that ACE3 Medical is being rewritten from the ground up. The code linked is the one in the master branch of ace3 and what is being used when downloading ACE3. CPR in ACE3 Medical has been pretty much useless for a good while and this is why addon-addons like this exists: I wholeheartedly recommend using this mod, not only does it make CPR work, it actually removes the need for the magic wand called PAK completely. The mod works very well.
  3. @jonpas & @rekkless: Thank you so much! As expected it was stupidity being in the way of proper usage. Seeing it now ... it just becomes so clear :D Agreed on babel btw it really is cool ... but I play 99.9% PvE-based zeus missions and the ways the missions are designed we never get any use for it. So, I unbound it.
  4. The ACRE radios is not a radio item like the vanilla radio is, they can't be placed in that slot no matter what you do in your config. They need to be added as a uniform/vest/backpack-item, like in your example but under either Items[] = {}; and/or RespawnItems[] = {}; In other words the same place you would've added first aid kits if you were to hand out those.
  5. Question regarding keybinds that I couldn't find an answer for either here on or the wiki. I've configured ACRE to have similar keybinds to TFAR due to the simple fact that it's just easier to remember what's where when I play with different groups where some use TFAR and some ACRE. So for a simple two-radio setup for ACRE-use (343 for intra-squad comms and 152 for inter-squad coms) I'm using caps-lock for 343 and Ctrl-capslock for 152. This works kinda fine and with kinda I mean that when I press capslock the 343 transmits and when I press Ctrl-caps-lock the 152 transmits. BUT, and here's my issue; when pressing Ctrl-caps-lock it permanently also switches my active radio so if I press caps-lock without ctrl pressed again my 152 transmits and not the 343. In order to get the 343 back on to capslock only I need to cycle radio back to 343. As a squad lead you transmit over both radios very frequently so it's a bit of a annoyance having to cycle radios every time I've transmitted something over the 152. I was under the impression that the alt-radio-bindings should just trigger the multi-ptt but not switch the active radio permanently. I'm very open to the fact that I'm doing something wrong but I could've sworn that it work the way I want it to some time ago :) Screenshot showing my bindings:
  6. That's the way I do it. Set up the repo on your local computer and point it to a dedicated folder. Dedicated as in NOT your Arma folder, use a folder somewhere else dedicated just for creating your repo files. After the repo is created with the correct addresses (along with the credentials needed to download (I say again: download, not upload) from the server ... unless you allow anonymous) and stuff, select the repo in the repo list and click the wrench/screw driver button. Copy the mods you want in your repo to the new folder, set the build options and build it. Lastly, configure the upload options (host and credentials needed to create folders and files on the ftp) and click Upload. Voila!
  7. No, no updates has been released since around 2015 iirc but they are working hard on updating it. Just go back a page or two for updates and status.
  8. Hey everyone! I've been releasing small mod-mods (as in behavior changes to existing mods) in a few threads and it's getting a bit to cluttered to maintain and also a bit too hard to find for potential users :) It also spams the original mods' threads a bit to much so here we go! I do have permissions from all necessary parties for my releases. All mods are signed and include keys. Feel free to poke around in my configs, make changes or whatever, but make sure you follow the original mods' licenses, EULAs and usage agreements. Please do credit me if you decide to release changes tho ;) Inclusion of my stuff in Life mods are NOT allowed without my written permission, no matter what the original mods' legal stuff says. More stuff will be added as soon as time permits! So, to kick things off; STUI mod-mods: STUI Settings Small patch to disable the occlusion that is on by default. Changelog: -------------- v1.0 - Initial release Armaholic Download OCAP mod-mods: OCAP Export Zeus Module This small addon adds an OCAP export module to Zeus. Changelog: -------------- v1.0 - Initial release Armaholic Download TFAR mod-mods: TFAR Sound Pack I've made a small sound pack for TFAR containing the sounds from ACRE1. This is not an addon, it just contains the wav files to replace the other sounds! Changelog: -------------- v1.0 - Initial release Armaholic Download JTF16 TFAR Radio Tape Mod Release of my in-house mod for use with TFAR where we add a small "snipertape" strip with general frequencies and stuff. Tape-mod now works for both AN/PRC-148 and 152 (initially only 148) and includes new texture for both night and day radios. Changelog: -------------- v1.3 - Changes layout and added AN/PRC-152 Screenshots: http://blackflagops.com/arma3/jtf16_tfar_mod_148.jpg http://blackflagops.com/arma3/jtf16_tfar_mod_152.jpg Armaholic Download Older mods Might not be relevant working at the time of writing. Spec 4 Vests Armor Patch: Config patch that adds the new armor values required in Arma3 1.54 smiliar to those found on the vanilla (heavy) plate carriers. Changelog: -------------- v1.1 - Inheritance to "sub-vests" didn't work. Hard coded it on all vests as a quickfix. v1.0 - Release Armaholic Download Kimi's US Helicopters AGM Fast Rope Compatibility Patch This patch enables AGM fast roping on a few of the US helicopters found in Kimi's US Helicopters modpack. Changelog: -------------- v1.1 - Fixed mod dependencies (added AGM_FastRoping :P) - Chinook: Moved floor hatch rope so it's attached to ceiling instead of magically floating in the middle of the hatch. - Chinook: Fixed "floating" aft rope - UH60M: Removed the left rope on the two MEVs due to, well ... no realistic way of having one there :) Armaholic Download ACE3 mod-mods: Add ACE3 HuntIR to RHS AR15s Custom mod for enabling the ACE3 HuntIR for use with the RHS AR15's with either M203 or M320. Changes will probably and eventually be merged into the official optional RHS compatibility pbo that comes with ACE3. Changelog: -------------- v1.2 - Optimized config (pbo size from 16kb to 2kb) - Added pboprefix Armaholic Download RHS mod-mods: Show RHS Special Forces AR15's in Arsenal Custom mod for getting those wonderful RHS Special Forces AR15s back and showing in Arsenal (includes the non-"SF" M203s weapons). Changelog: -------------- v1.2 - Added all M203S weapons Armaholic Download Show RHS MICH 2000 in Arsenal Custom mod for getting those luscious RHS MICH 2000 showing in Arsenal. Changelog: -------------- v1.0 - Initial release Armaholic Download
  9. Bamse

    Bamse's mod-mods

    That has been fixed in ACE3/RHS compatibility packs natively for ages so my patch shouldn't really be necessary. Mod is only listed here for ... uhm ... let's call it historical reasons (but it's mainly due to lazyness ;D)
  10. Bamse

    Thrustmaster T.16000M FCS Hotas

    Indeed. It's a very very reasonably priced intro-HOTAS. The joystick is a simple cosmetics upgrade from legendary T.16000M joystick that in it's own right as the most affordable starter stick of all times basically and I had one for several years before upgrading to first TM Warthog and then to the newly released Virpil T-50. The tracking is really good on the T.16k and the center detent is a matter of taste in combination on what you are flying as usual. I wouldn't go down the DCS route with the joystick tho and that's due to the simple fact that there's just too few buttons on the actual stick. A lot of buttons on the base is just not good enough in you're in a tight furrball :) I haven't tried the throttle myself but a friend of mine has had it for ~6 months or so and he haven't said anything bad about it yet. He's not the most passionate guy when it comes to joysticks but usually you'd hear if its was shit :)
  11. OCAP == awesomesauce. Our small group misses it with a passion :)
  12. You're correct. The AA-mode is a classic non-CCIP HUD-funnel and there's several profiles in the IFFCC for different plane types, aka, different wing tip-to-tip measurements to get the funnel to be as exact as possible versus the actual threat profile:)
  13. Impressive! Is there a chance you'll make it compatible with firewills' A-10C? :)
  14. @Applejakerie Nothing to be sorry about! Arma will be Arma :) As long as we know what to expect and how to handle it, all is good!
  15. Hi! First time hosting the mission, fell in love with the mission right away ... as did the whole of our small group. We're having a blast pushing back the Russians from Taunus and at first it was a bit predictable after a while but it didn't take long before all kinds of crazy reinforcements started arriving and made our lives a whole lot more unpredictable and interesting to say the least :D Excellent work! One question tho; we did this major session basically only building FOBs, placed beautiful concrete walls around them all, made zig-zag entry ways guarded with all kinds of AI so the enemy just couldn't steam roll the FOB if they wanted to. After a server restart the placement was like it had been a minor earth quake with random wall segments (concrete walls and hesco walls) being moved a couple of meters basically rendering the once beautiful walls unusable :) I guess this might have to do with that objects can't spawn or be created inside another object (even if colliding very very _very_ slightly) so it gets moved to a "safe" location and spawned there instead perhaps? Aka vanilla Arma mechanics more than anything? False/true? Any tips&tricks on how to build solid walls that will look good (and serve its purpose) even after server restart? :)
  16. Indeed, it was a classic bug easy to reproduce if you have several joysticks plugged in and enabled at the same time. I was able to reproduce the error not two patches ago with my WH and a Xbox360 controller plugged in and enabled at the same time. I've not tried it with 1.72 tho. I've never tried with TARGET tho since I don't see the use for it when it comes to how I use my WH in Arma and DCS so if there is something fucky with TARGET ... well I dunno.
  17. @sammaeljust tested. same thing here. we're running quite a massive modpack tho so need to re-test with only CBA and ACE3. It's midnight over here now tho so that will happen later in the week :) @Devastator_cm works for me, it very different from the old and much much better.
  18. Nope, no vehicle radios atm in ACRE2 ... but they are on their way! For now you need a 117 or similar in a backpack.
  19. Roger! The crashes are reported to BI as well through Dwarden and we're also going to setup some better tests when only running vanilla, then add mods and/or modpacks as we go and try to pointpoint something. Right now we're running way to much stuff at the same time to get any useful information out of the rpt's and dumps imho :) Will report back if we found anything that can contribute to this particular thread.
  20. Seconded. We had ppl crashing ~10 times per player in our not even 2 hour game both past Sunday and this one. It's a straight CTD and it seemed complete random to us. Windows event logs says (with some small variations): All users have very nearly identical Windows Event logs recorded at the time of the crash. The connection to acre_x64.dll is why I'm posting in here. RPTs. All generated from the same "live" session so there are a metric fuckton of other mods loaded. Look at the timestamps to see how frequent the crashes were and we always crashed a few users at a time. At most 5 simultaneous crashes. https://www.dropbox.com/s/0srgyctfursmccj/arma3_x64_2017-03-26_20-39-25.rpt?dl=0 https://www.dropbox.com/s/92a2eokw94ncrrr/arma3_x64_2017-03-26_20-44-48.rpt?dl=0 https://www.dropbox.com/s/wwy3cnzlmxemq5b/arma3_x64_2017-03-26_20-58-33.rpt?dl=0 https://www.dropbox.com/s/btk0d1eant5wtac/arma3_x64_2017-03-26_21-03-23.rpt?dl=0 and there's a few more if wanted/needed.
  21. Anyone who uses NAT needs to configure their firewall/router. Hearing anyone using uPnP turns my kneecaps to jam :P
  22. Bamse

    joystick

    +1 on what Abburo said. The T16km and the newer counterpart in the FCS pack is a very very _very_ good entry joystick/hotas. To be frank, it's internals are way better than many much more expensive hotas:es, like the x-55, x-56 etc.
  23. All dropbox links in OP are dead, probably due to dropbox removing the Public folder in the beginning of March. I had to redo all my links the other week. So much fun ... :)
  24. Since you don't mention how you try to launch the game, use the arma3_x64.exe instead of arma3.exe. If you use the BIS A3 Launcher it will autodetect if your system is x64-friendly and launch the appropriate version for you.
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