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b.a.verrecus

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Everything posted by b.a.verrecus

  1. are you sure that it disappeares? because i still get it even after removing the compatability patch.
  2. b.a.verrecus

    Combat Space Enhancement 0.2

    With the new rc of cse i get following error when starting together with rhs escalation: No entry 'bin\config.bin/CfgVehicles/Tank_F/HeadLimits.InitAngleY'. not sure if that's an issue on your end or red hammer, it's just that it started with the new rc.
  3. i am re-organising our modset at the moment and therefore tried to get rid of all the maps except for three (chernarus, takistan and zargabad) but so far i was not able to do so without errors. i tried it with removing single maps from the full version which is the best outcome yet (only ingame errors). i also tried it with the data pack and then adding single maps. but even when i start arma with only the data pack i get an error while initializing addons(Addon 'AiA_BaseConfig_F' requires addon 'CASounds'). So my question is, am i doing something wrong, or is it normal this way? will this be addressed somehow or will we have to live with errors? i really would love to keep those three maps but i also would like to have a modset with as few errors as possible.
  4. b.a.verrecus

    Combat Space Enhancement 0.2

    well, i am not one of the makers, but the way i understand it, is that the basic ballistics module is the one which was in cse before advanced ballistics. so it should only be normal wind deflection and not the fancy stuff of advanced ballistics. as for the weapon resting, yes cse has weapon resting, you just have to activate it in your mission in one of the modules. but i have a question aswell. one or two updates ago advanced ballistics introduced a .dll for performance reasons. i am guessing the version in the cse rc is an older one? will the .dll make its way into cse aswell? edit: damn, ruthberg was faster :D
  5. b.a.verrecus

    RHS Escalation (AFRF and USAF)

    try that with a vanilla mx and you will notice the same. it is an engine thing ;)
  6. well i am not the maker of this mod, but i use it a lot, so maybe i can be of assitance. first a question: the vehicle you try to use, is it vanilla or is it a mod vehicle? you have two entries that are important for the ai. first in the config_creator, line 46, DAC_VehNotAllowed = []; the name should say it all, it is for vehicles the ai is not allowed to board. and then ind the config_behavior, line 35 (the first time), _setEmpVeh = [[150,100],[150,100]]; the dac readme say the following about it: it is true that there is no vehallowed in the version for arma 3, but in the version for arma 2 you also had to define the vehicles in the config_units. so if there is no entry for this vehicle in the config_units the ai should ignore the vehicle. this is the way i understand it and used it so far.
  7. b.a.verrecus

    Combat Space Enhancement 0.2

    one question about the issue tracker: should i post it even if i am not sure if it is a cse bug? because the last issue i posted in this thread i later found that it was indeed another mod that caused the problem.
  8. b.a.verrecus

    Combat Space Enhancement 0.2

    well that is indeed awesome! :) that's what actually stopped us from using earplugs so far! any ETA?! :) and as i am here in the thread, i would also like to ask about an issue. it may be on our side again (maybe another mod that's causing this) but we have problems when carring a person. if the player who carries an unconcious player gets shot and goes down, the player who was carried disappears. on saturday i was that person who disappeared and i can tell (had my gps when getting hit) that my body was teleported to the lowe left corner of the map (to the bottom of the sea). anybody else having that problem? else i will have to search for the mod that causes this in another 5 hour session ;)
  9. b.a.verrecus

    Combat Space Enhancement 0.2

    that sounds awesome! just one question. will it also affect tfar/acre? like when you are using earplugs, will the other people also be more silent, or will it only affect game sounds?
  10. b.a.verrecus

    Authentic Gameplay Modification

    try to press the tab key ;)
  11. could we all somehow write a list with mods that are known to make problems with aia? i think that would help a lot of people (myself included). we also cannot start our servers with aia in our modset (we don't use the swedish forces pack). i will try around with our servers today and maybe i can add another mod to that list then...
  12. b.a.verrecus

    Combat Space Enhancement 0.2

    yeah, that was my bad actually. found that out a day after i posted this. but with finding and getting rid of this problem, another one occured. medics seem to be able to perform the full heal 50% of the spawns. let me explain it a little better. we had 2 medics in a mission, everything was set up how it should be, but only one medic could do the full heal. the second medic disconnected from the server and reconnected, choosing the same slot he had before. this time he could also do the full heal. when the medic who could do it from the beginning dis- and reconnected, he was not able to do the full heal. when he then dis- and reconnected he could do it again. when we found this issue, we tried around on an empty map (well, of course not completely empty) and found that it is 100% reproduceable. now i don't know if it is maybe a conflict with another mod or not. could anybody confirm that issue? if not i will have to go on a hunt for the mod that is to blame for this issue.
  13. b.a.verrecus

    Combat Space Enhancement 0.2

    me and my clan we really love your mod, we just found one thing about the cms a little strange. so i just aks right away, is there a way to limit the amount of wounds a player can recieve? it is a little strange that you can have 100+ wounds on an arm. it works in some missions, in some it is quite inconvinient. edit: also we found a little bug. the modules for setting the medic class seem to not be jip compatible.
  14. different target distances? try a distance of about 1000m and if it still does not change, i am out of ideas and you might wanny wait till ruthberg (or someone else) is here to help...
  15. just one more thing regarding this issue, having thos three mods enabled does not only break rhs vehicles but also vanilla tanks. we had that issue just the other day when someone startet our modset together with rhs, he could not enter the merkava and also he could not see the turret being turned by somebody else
  16. well, as i understand it (and i am really no pro in this mod, so i could be wrong), in your example the wind is coming from your 12 oclock, wich means that there is no deflection to the sides. i never had the problem that atragmx didnt take the wind in account, so that is the only explaination i can think of...
  17. b.a.verrecus

    Bornholm, Denmark [Terrain]

    try to add this to your startparameters: -world=Stratis
  18. you already can! just drive to the vehicle with the talon and look at the vehicle from the talon view. you should get an action menu action to load it.
  19. thx for the explanation! i guess i just have to train to aim then. but after seeing this video, i just have to ask: are there any plans to use the arma rope after the dlc release? i think that would be great, even if it's only for the looks :)
  20. thanks, that was actually written in the pdf, so i was aware. just havin problems with english acronyms like ucp and ocp ;)
  21. first i have to say, i absolutely love this mod! just awesome! i found a few issues though, but maybe i am just doing something completly wrong. surveying seems to be broken. in the sample mission i can survey the two ammo boxes just fine. when i try to survey the hunter or the garbage pile downhill i get the the hint "due to your movement the action has been canceled". i am very sure that i don't move and actually it also happens when surveying with the talon. also when i load the talon in the hunter and then survey the hunter, the talon cannot be unloaded anymore, the "unload talon" action is just not there anymore. second issue is when i get into the apobs as gunner i get this message: "no entry bin\config.bin/RscInGameUI.'. and i would also have 2 questions: first, how do i actually use the apobs? i don't know how that thing works in reality, so i have absolutely no clue what i am supposed to be doing with it. i know, i can get in as a gunner and then turn it, and after i got out it automatically fires, but i don't know how to aim exactly and what to aim for. second, is there a difference between the two thor backpacks, or is it just the texture? thanks for this great mod again :) i know i will have a lot of fun with it
  22. it's the same here. this problem has already been found a few days ago with the dev branch and as is understood the posts here, the problem and the solution has already been found. so my guess would be that it will be fixed in the next update (i don't think they will release a hotfix just for this issue). edit: damn, too late :D
  23. b.a.verrecus

    Combat Space Enhancement 0.2

    i may be blind, but i just can't find the thor III backpack, neither in the arsenal, nor on your classnames wiki. so i just have to ask, is ir actually in the update and if yes could you post the classname?! pretty please :)
  24. i tested this yesterday with someone from my clan and we absolutely love it! we had a hard time at first, untill i read here which tool to use. so i would have a question: will there be a be some kind of documentation for the tools as the mod advances? would be great for many people. first for people who are not native speakers and second for people who don't know anything about tools in real life (both cases apply to me ;) ). other than that, keep up the awesome work! totally loving this and i am sure we are going to use this, i just have to convince the others that we need complex ieds :D
  25. just finished two missions with xmed and there were no errors with bandaging. we don't use agm, so it might indeed be a problem with that combination...
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