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Posts posted by Bamse
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In ACE's case I just assume that's due to where the dll:s used to be placed inside the archive.
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zabb:
The "Armor Level IV" is made through:
descriptionShort = "Armor Level IV";
on the vanilla vests, V_PlateCarrier2_blk (Carrier Rig (Black)) for example.
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Either you create an config patch for it, or you ask the addon maker to integrate it :)
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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.
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No, please don't.
If had a saying in this (which I don't) I would be very happy to keep this pack as a uniform/gear pack. There are plenty of other weapon mods that are more suited to add winter painted MX:es.-
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Thanks for speedy fixes. You guys rock as always! :wub:
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No, it's used for weapon attachment compatibility ... scopes, flashlights etc. JR does not affect magazines.
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.bisigns are signature files used when the usage of mods are restricted on the server. It doesn't do anything by itself, delete it. :)
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Moon_chilD: check this part on how to use the optional ace_server.pbo: http://ace3mod.com/wiki/framework/settings-framework.html
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We just ran a co-op mission with some twenty guys and behavior didn't seem to have changed much after updating. What's not working?
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The post you replied to badger3859 is one stating that the mod is put on ice, so one might assume that there is no status until and IF the mod maker decides to start the development again? :)
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It sounds like he's loading another mod that you don't have a key for, like if there's a static mod loading line in steam or whatever. Turn on logging for the guy who can't connect and check his RPT so there's definitely no other mods loaded.
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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.
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I've just deleted all the dfyrelite_w* files along with dfyrelite_p_weaponsounds.pbo and it seems to hold up pretty nice. Not that I've tested _everything_ but haven't ran into anything noticable so far :)
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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
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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? :)
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Vasily: Not exactly potato ;)
No idea then, sorry.
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Small whimsical extremely non-critical bug found :)
Unable to close repo-tab by clicking the small red/white "x" on the tab without actually activating and "being" on that tab first.
Running build 1.5.69 (2013-2015), but when I think about it it's been there for a good while.
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+1 on no fps drop. Is a potato computer the culprit perhaps? ;)
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Very happy to read LJ. Wouldn't even imagine playing Arma3 without the current JSRS3-LiTE.
Not sure what encouraging words to say .... but <3! Hella' lots of <3!
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You nickname dude, fucking made me lol :D
Nice addon also! ;)
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Hate being the internet police (woop woop), but asking for release dates and such = spam according to forum rules. Stahp.
:P
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Holy crap. VERY much appreciated, this goes into our groups' repo right away.
:wub:

Bamse's mod-mods
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Added armor patch for Spec 4 Vests.