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Everything posted by TheConen
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Anything new about fixing the not working after respawn?
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Map Builder - Ingame 3D-Editor for terrain creation
TheConen replied to NeoArmageddon's topic in ARMA 3 - TERRAIN - (BUILDER)
Hey Neo, awesome project, really improves mission building (e.g. creating bases etc.) :). One feature request though: would it be possible to add exporting to mission.sqm which you can load in editor and then already has all the objects placed so you can manopulate them in editor (e.g. edit init lines) instead of a script which you have to run that spawns all the objects during the mission? //Edit: Ok, just read through a few pages here and noticed that is already planned - you are doing awesome work :). -
Nice mod, makes playing as pioneer a bit more challenging and exciting :). Does this mod write dependencies into mission.sqm?
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Hey Leight, are you planning on adding some vietnam units or so for jungle scenarios (e.g. N'ziwasogo)?
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Combat Space Enhancement 0.2
TheConen replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, that does work :). Will this be changed again in the new CSE version or will it stay like this? -
@Robalo: Is there a chance you will make a compatibility config for Leight's OPFOR Pack (http://forums.bistudio.com/showthread.php?185640-Leights-OPFOR-Pack)?
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Combat Space Enhancement 0.2
TheConen replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Tried it with and without the dll - it seems to work fine locally (tested in editor), but not on server. -
RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can we get a hotfix for the two helicopter bugs which you have already fixed in your internal version? They are the only bugs in the current version which have the potential to be gamebreaking... I'm talking about these two: http://feedback.rhsmods.org/view.php?id=104 http://feedback.rhsmods.org/view.php?id=105- 16577 replies
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Combat Space Enhancement 0.2
TheConen replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, does anyone else have the problem that Advanced Ballistics is currently not working at all? It says it initializes and finishes terrain initialization, but there is no noticeable effect of Advanced Ballistics in game. This is our server side config for Advanced Ballistics: class cse_AB_moduleAdvancedBallistics { FORCE_CLIENT_SETTINGS_OVERRIDE = true; // Force Client Settings override WIND_ENABLED = true; // Add wind drift SPIN_DRIFT_ENABLED = true; // add spin drift CORIOLIS_ENABLED = true; // Horizontal Coriolis drift EOETVOES_ENABLED = true; // Vertical Coriolis drift ADVANCED_AIR_DRAG_ENABLED = true; // Enabled the advanced air drag model (only availible with compatible 3rd party ammunition) ATMOSPHERIC_DENSITY_SIMULATION_ENABLED = true; // The bullets ability to cut through air becomes affected by the ambient air density TRANSONIC_REGION_ENABLED = true; // Adds dispersion beyond supersonic flight of rifle bullets MIL_TURRETS_ENABLED = true; // Adds the ability to zero your scope in 1/10 Mil steps AMMO_TEMPERATURE_ENABLED = true; // Muzzle velocity changes with ammo temperature DISABLED_IN_FULL_AUTO_MODE = false; // Disables the advanced ballistics during full auto fire BULLET_TRACE_ENABLED = true; // Adds a bullet trace effect to high caliber bullets MIRAGE_ENABLED = true; // Adds mirage and scope parallax adjustment BARREL_LENGTH_INFLUENCE = true; // Enables barrel length dependent muzzle velocity VEHICLE_GUNNER_ENABLED = true; // Enables the advanced ballistics for rounds fired as vehicle gunner EXTENSIONS_ENABLED = true; // Allows the use of the DLL extension INIT_MESSAGE_ENABLED = true; // Prints a system chat message once the terrain initialization is finished ONLY_ACTIVE_FOR_LOCAL_PLAYER = false; // Disables the advanced ballistics for bullets coming from other players ONLY_ACTIVE_FOR_PLAYER_GROUP = false; // Disables the advanced ballistics for bullets coming from players in other groups DISABLED_BY_DEFAULT = false; // Allows you to enable the advanced ballistics selectively in the unit initialization PRECISION = 2; // Allows to reduces the calculation precision to avoid frame drops (1 - maximum precision, 2 - medium precision, 3 - minimal precision) }; -
3CB Kill Zeagle - Disable Zeus Eagle & Notification
TheConen replied to Gudsawn's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dude, you are awesome. We have been looking for something like this a long, long time... -
LEA - Loadout Editor for ArmA 3
TheConen replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Updated CSE version with a few bugfixes (ATragMX is missing): https://www.dropbox.com/s/o2ytp2w18q79jmi/CSE_0.10.0_3.lea.addon?dl=0 -
Did you use the new classnames? If you created your missions with the old version of the mod and used the old classnames, then of course those won't work with the new version of the mod where the classnames have changed...
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Added prefixs to vehicleclassnames&faction classnames Does this also apply to ALiVE faction names? If so, could you update the first post with the ALiVE classnames?
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Hey Beazley, this is an awesome mod - would it be possible to implement support for RHS NVGs?
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RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you using Leight's Opfor Pack? If so, try it with only RHS.- 16577 replies
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RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey guys, as v0.4 probably needs some time until it gets released and seeing those bugs are already fixed, would it be possible to get a hotfix for these two bugs? http://feedback.rhsmods.org/view.php?id=104 http://feedback.rhsmods.org/view.php?id=105 They are the only major bugs I encountered which have the potential to be gamebreaking - imagine a fully loaded Chinook exploding when the pilot gets in because of our beloved ArmA physics.- 16577 replies
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RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
RHS USAF LEA addon: https://www.dropbox.com/s/8qd7nnzxhjp7ql2/RHSUSAF_0.3.5_3.lea.addon?dl=0 Already posted it in the LEA thread and it should be added to the repository soon, but for those who can't wait... I'm gonna do AFRF later...- 16577 replies
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LEA - Loadout Editor for ArmA 3
TheConen replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
Updated version with a few bugfixes: https://www.dropbox.com/s/s33jd3qv17gt1yt/RHSUSAF_0.3.5_2.lea.addon?dl=0 ---------- Post added at 16:03 ---------- Previous post was at 14:36 ---------- And again, new version with bugfixes: https://www.dropbox.com/s/8qd7nnzxhjp7ql2/RHSUSAF_0.3.5_3.lea.addon?dl=0 -
LEA - Loadout Editor for ArmA 3
TheConen replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
So, here is RHS USAF: https://www.dropbox.com/s/v6q79qghyhgno2b/RHSUSAF_0.3.5_1.lea.addon?dl=0 AFRF I'm gonna do later. One thing I noticed: LEA doesn't seem to recognise Vests, I had to add them all manually so probably they're mass/capacities are a bit wrong. -
Another thing: with the newest RHS update the classname for the M1A1HC changed from rhsusf_m1a1hc_d to rhsusf_m1a1fep_d. As some classes in your mod inherit from rhsusf_m1a1hc_d, it now throws an error an starup - you have to change these classes to inherit from rhsusf_m1a1fep_d.
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RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nah, no problem, when we know it, we can work with it :D.- 16577 replies
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RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
In Leights OPFOR Pack, the M1A1HC inherits from class rhsusf_m1a1hc_d - did you change the classname? In RHS files I only found rhsusf_m1a1fep_d, which has the model of m1a1hc_d. Also ingame there isn't an M1A1HC available anymore, but an M1A1FEP - wiki still says M1A1HC with classname rhsusf_m1a1hc_d. Missions built with v0.3.0 which had an M1A1HC in it give an error message about not finding the M1A1HC (http://i.imgur.com/3ePzS13.png, this timy only RHS loaded).- 16577 replies
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RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Found the problem: it's not RHS, it's Leight's OPFOR Pack. RHS alone is doing just fine :).- 16577 replies
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RHS Escalation (AFRF and USAF)
TheConen replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I don't want to be the spoilsport, but I'm getting this error at startup (http://i.imgur.com/4x0wZqu.png) and this error when loading a mission in which I placed a M1A1HC (http://i.imgur.com/WHIHhwe.png). Oh, and btw: awesome work, guys :). FFV, Slingloading, armed HMMWVs... that's exactly what I've been hoping for :).- 16577 replies
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Hey Leight, nice to see you back :). To prevent to overwrite the Aircraft section, in lop_main, config.cpp, you can replace class CfgVehicleClasses {class MEN_W { displayName = "Men";}; class MEN_ARMCIV { displayName = "Men (armed-civ)";}; class MEN_B { displayName = "Men (black)";}; class MEN_POLICE { displayName = "Men (police)";}; class MEN_MIL { displayName = "Men (militia)";};class VEH_Aircraft { displayName = "Aircraft";};class VEH_Armored { displayName = "Armored";};class VEH_Support { displayName = "Support";};class VEH_Wheeled { displayName = "Wheeled";}; class VEH_Static { displayName = "Static";}; }; with class CfgVehicleClasses {class MEN_W { displayName = "Men (LOP)";}; class MEN_ARMCIV { displayName = "Men (armed-civ) (LOP)";}; class MEN_B { displayName = "Men (black) (LOP)";}; class MEN_POLICE { displayName = "Men (police) (LOP)";}; class MEN_MIL { displayName = "Men (militia) (LOP)";};class VEH_Aircraft { displayName = "Aircraft (LOP)";};class VEH_Armored { displayName = "Armored (LOP)";};class VEH_Support { displayName = "Support (LOP)";};class VEH_Wheeled { displayName = "Wheeled (LOP)";}; class VEH_Static { displayName = "Static (LOP)";}; }; I also would suggest changing the classnames for the vehicle groups by adding the prefix LOP_ to them to prevent compatibility issues - this however would mean to have to change the vehicle class for every unit again. CfgVehicleClasses would look like this: class CfgVehicleClasses {class LOP_MEN_W { displayName = "Men (LOP)";}; class LOP_MEN_ARMCIV { displayName = "Men (armed-civ) (LOP)";}; class LOP_MEN_B { displayName = "Men (black) (LOP)";}; class LOP_MEN_POLICE { displayName = "Men (police) (LOP)";}; class LOP_MEN_MIL { displayName = "Men (militia) (LOP)";};class LOP_VEH_Aircraft { displayName = "Aircraft (LOP)";};class LOP_VEH_Armored { displayName = "Armored (LOP)";};class LOP_VEH_Support { displayName = "Support (LOP)";};class LOP_VEH_Wheeled { displayName = "Wheeled (LOP)";}; class LOP_VEH_Static { displayName = "Static (LOP)";}; }; The same applies for CfgFactionClasses in lop_main - adding distinct prefixes to classnames is generally a good idea to prevent compatibility issues in ArmA, like you did with LOP_Insignia_BMC or lop_african_names. This way, you don't overwrite anything and you have distinct categories for your mod's units, so mission makers can easily identify that these are the units from your mod and not from some other mod which probably has similar names for his units. If you go the way with the prefixes, I highly recommend to do it consequently - meaning adding a prefix to nearly everything that could cause comptability issues (ALiVE classnames for example). By the way: love that you added african units, now there's something for nearly every region.... :)