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Bamse

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Posts posted by Bamse


  1. Don't take my word for it, but when I use the following I get the bar showing in Arsenal ;

    class cfgWeapons
    {
        class Vest_Camo_Base;
        class VestItem;
        class best_vest_evvahr: Vest_Camo_Base
        {
            // other cool code
            class ItemInfo: VestItem
            {
                // meow, rawr and woof
                armor = 50;
            };
        };
    };

    So, it seems be the legacy armor values that still sets the meter. I'm not sure why this is still used for the display ... feels like BI kinda forgot about it when they changed all the other stuff? :)

     

    But, no matter if the bar is showing or not, if you still have the new correct config it doesn't matter what the meter says in Arsenal ... it WILL still protect you. The meter just seems to be a presentation item at the moment.


  2. jtf16_small.png

     

    New website up! http://www.jtf16.org

     

    Who are we?

    JTF16 is a group of mature ArmA veterans, we consist primarily of Swedish players at this moment but that is something we don’t mind changing.

    We play co-op games (apart from a few special events) and we have our own dedicated game server where we also host our mod repositories and TS3. We host our own OPs two days a week and we try do joint-ops with a bigger groups as often as we can.

    The group has its own very talented mission and campaign makers and usually do campaigns that stretches over several weeks.

     

    So, what do we do?

    We play ArmA, that pretty much it, but we do it with a twist that we like to call “Milsim Lightâ€. We like to mix milsim with casual play, creating a fun and inviting environment for everyone involved.
    In practice that means that we do have a set structure and in-game we have a chain of command but without the use of ranks and such. What we strive for is to get some really good immersion going, but at the same time understand that we do this because it's fun.

    We are looking for mature players and we have set the age limit to join JTF16 to 25 years old. If you want more information on how to apply to JTF16 head over to the recruitment page and read there.

     

    Join JTF16

    We are always interested in expanding our list of members, and we would love to hear from you. Adding more capable riflemen, medics, team leaders, medics and support personnel lets us create even bigger missions and lets us utilize more roles.

    Our wishes

    As stated on our Who We Are page, we are all ArmA veterans and we are looking for a bit older players than most other teams do. We are looking for mature players who can differentiate between when its appropriate to play around and when it's time to get you game face on.
    Our wishes are:

    • You are able to speak and write English.
    • You need to be 25 years or older.
    • You need to be mature, respectful and know how to handle situations like an adult.
    • You need to have a working microphone and a basic knowledge how to use TeamSpeak.
    • You need to have a basic understanding of ArmA 3.

     

    If you want to know more or are interested in joining us, head over to our website or drop me a PM here on the BI forums.

    • Like 1

  3. Awesome release. Different from the previous version of LiTE, but in a good way!

    Everything I've thrown at it works, except for one small thing I'm not even sure I'll ever use myself. If you go into Zeus -> Modules -> Fire Support and spawn a 230mm rocket strike, there's no audio at all for me upon impact, complete silence when the strike hits. No, I have not tried it without JSRS LiTE running, I'd rather uninstall ... :)

     

    You never cease to amaze LJ. Incredibly well done and I thank you with all of my Arma-ears :D

    • Like 1

  4. This discussion seems to come up every 5 pages or so ... so here we go again I guess ;D

    Imo it's not the developers responsibility to make sure the produced content play nice with anything else than vanilla Arma3. If they have the possibility and man power to get two separated dev-teams to come up with some sort of shared way of doing stuff, then great .... but goals can be, and in this particular case is, just way to different to dedicate that kind of resources for something that isn't the main objective of most content creation: the actual creation of NEW content.

     

    Yes, I do agree that it will cause problems for teams and players if mods doesn't work in certain combinations and our small team has been battling with RHS and ACE3-compatibility just like the rest of you, but if people want to use mixed content that clearly specifies that it won't work unless someone else creates a bridge, "someone" just need to bite the bullet and start doing stuff themselves instead of waiting for others to do it. Yes, it's rather hard and very time consuming to start, but how does everyone think the ppl who currently are creating content started out? Caffeine, a lot of spare time and a fuck ton of dedication is my answer to that pseudo question :)

    If that someone wants or needs to be an official member of the dev-team that will be sorted at that point in time I guess.

     

    To re-iterate; this does not lie on the content creators' shoulders no matter how much we want it to be. It's just a factor of convenience for the end user that want's to use the mods in a way the content creators might not have intended. Buck up, fill the mentioned void and share to the world for epic glory. If that someone gets an official stamp of approval (ACE3 being OS and all ;D) from the involved mods then fucking yay :D

     

    So, after going WAY off-topic. Can't we start a new thread for this discussion rather than to fill ACE3's thread with it over and over again? :)

    • Like 2
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