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JamesTheClarke

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Everything posted by JamesTheClarke

  1. Thanks for the info, seems like the reasons for us to switch from TFAR to ACRE2 are beginning to pile up. ;) Kudos on the latest release of F3 Framework, can't wait to update our mission templates and play around with the fixes / new features.
  2. JamesTheClarke

    Arma3 - AGGRESSORS

    I've figured it out. The files downloaded via PWS caused the server not loading the map when CAF_AG and it's similar mods was running. Command line: @cba_a3;@task_force_radio;@allinarmaterrainpack;@asdg_jr;@caf_ag;@cnto_v3;@fallujah;@fata;@fdf_podagorsk;@hlcmods_core;@hlcmods_ak;@hlcmods_augs;@hlcmods_g3;@hlcmods_m60e4;@hlc_wp_mp5;@imrali;@mbg_killhouses_a3;@mcc_sandbox_a3;@outlw_magrepack;@panthera_a3;@rh_m4_a3;@rh_acc;@rhs_afrf3;@rhs_usf3;@sthud_a3;@st_gi;@st_map_autobrightness;@st_stamina_bar;@tao_foldmap_a3;@tec_csat;@tf47_launchers;@thirsk;@tryk;@rds;@rds_staticw_cag;@rds_ag_comp;@rds_rhs_comp;@nato_hellcat; Once I've redownloaded the TFAR from their main website and installed those on the server it finally loaded the maps as it should. PWS needs to verify its files to be the same as the TFAR website files. I'm going to stop using PWS from now on, this has happened the upteenth time that the files on PWS were faulty while the ones on Armaholic / BI forum work just fine. :j:
  3. JamesTheClarke

    Task Force Arrowhead Radio

    I've figured it out. The files downloaded via PWS caused the server not loading the map when CAF_AG and it's similar mods was running. Command line: @cba_a3;@task_force_radio;@allinarmaterrainpack;@asdg_jr;@caf_ag;@cnto_v3;@fallujah;@fata;@fdf_podagorsk;@hlcmods_core;@hlcmods_ak;@hlcmods_augs;@hlcmods_g3;@hlcmods_m60e4;@hlc_wp_mp5;@imrali;@mbg_killhouses_a3;@mcc_sandbox_a3;@outlw_magrepack;@panthera_a3;@rh_m4_a3;@rh_acc;@rhs_afrf3;@rhs_usf3;@sthud_a3;@st_gi;@st_map_autobrightness;@st_stamina_bar;@tao_foldmap_a3;@tec_csat;@tf47_launchers;@thirsk;@tryk;@rds;@rds_staticw_cag;@rds_ag_comp;@rds_rhs_comp;@nato_hellcat; Once I've redownloaded the TFAR from their main website and installed those on the server it finally loaded the maps as it should. PWS needs to verify its files to be the same as the TFAR website files. I'm going to stop using PWS from now on, this has happened the upteenth time that the files on PWS were faulty while the ones on Armaholic / BI forum work just fine. :j:
  4. My bad, I think the way I phrased it wasn't very good. The specific feature I would like to see in future releases is spectators being able to hear direct speech of players if they zoom close to said character (similar how F2 worked in Arma 2 with ACRE). Currently our spectators are disconnecting rather quickly in PvP and Coop without respawns because they get can't hear the players still alive. Just to be clear: I agree that most alive players should remain muted in spectator, they should only become audible if the spectator zooms in on an alive player. Our members are missing the intense reaction of their mates such as "Shit, they just killed Joe! Let's get those bastards!" while "Joe" is grinning in spectator watching the scene after his death. We use TFAR at the moment, but most likely we'll switch to ACRE2 soon now that it has become a lot more stable and refined. I hope this post illuminates my feature request / suggestion more clearly.
  5. Hi aeroson, Thanks for all the hard work in the past, I'm sad to see this script no longer being supported, but I get it. It's a big time investment to keep these scripts up to date with the vanilla game. Hope someone else will pick this script up and keep it alive because it seriously rocks!
  6. I'm looking forward to the latest release of F3, I've been using this framework for a long time now and it is simply amazing. Great work guys! Question: will F3 be focussing on radio mod integration (ACRE2, TFAR) for spectator mode in the future? Especially in no-respawn coop missions our community members who died would love to be able to hear the remaining players communication while being in spectator mode. Something along the lines of how F2 worked with ACRE in Arma 2.
  7. JamesTheClarke

    Task Force Arrowhead Radio

    I'll re-upload the mods onto the server during the weekend. If the issue still persists I'll attach the RPT log here.
  8. I'm not entirely sure about this either, so the following is pure speculation: From what I understood both Shay and Spirit are focussing mainly on a different project, putting MCC on the back burner. I don't think they have completely closed MCC's development or it would have been announced in the OP. But most likely we will see a significant drop in update frequency as developing another game is a very time and resource intensive project. The timing of announcements doesn't fit a total shut down either as Shay posted about an upcoming version on the 13th and one day later Spirits posted about changes in MCC development. Personally, I am very happy with the current functionality of MCC and I don't see much need for new content. However, I do hope that every now and then a refinement patch shows up to iron out existing content and squat some of the very few bugs still in the mod. Whatever the case may be, thanks goes to Shay and Spirit for keeping MCC running as long as it did.
  9. JamesTheClarke

    Task Force Arrowhead Radio

    Hi Nkey I've posted the following feedback already on CAF Aggressors main thread, but I'll post it here too as I don't know which mod exactly needs to be updated to ensure compatibility: We've noticed an issue after updating TFAR and CBA to their latest versions: it seems to break CAF aggressors for MP scenarios. Our server will not load any mission if current CAF aggressors and TFAR v9.7.1 or higher is running simultaneously. If TFAR is reverted to v9.7.0 and CBA to RC4 everything runs fine again. We updated CBA to RC6 while leaving TFAR on v9.7.0 and the screnarios load as well (but of course that breaks all the TFAR key binds). So the compatibility issue must be directly related to the latest TFAR versions and not CBA. I guess it has to do with TFAR having some updated their Zeus component. Hope this feedback helps, if you need more details such as command line / load order let me know.
  10. JamesTheClarke

    The CSAT Modification Project (Release)

    Congrats on the latest release TheEvanCat, without your mod we'd never fight against CSAT. Down with vanilla bumblebees from space, long live the CSAT Modification Project!
  11. I think it would be really awesome if MCC could acquire the permission to use Vcoms driving AI and fully implement it into GAIA from the ground up (possibly increasing compatibility and perfomance). Currently GAIA uses A3 driving AI as far as I know and thus very often crashes soft vehicles such as technicals, especially on A2 maps.
  12. JamesTheClarke

    Arma3 - AGGRESSORS

    Hi Ohally We've noticed an issue after updating TFAR and CBA to their latest versions: it seems to break CAF aggressors for MP scenarios. Our server will not load any mission if current CAF aggressors and TFAR v9.7.1 or higher is running simultaneously. If TFAR is reverted to v9.7.0 and CBA to RC4 everything runs fine again. We updated CBA to RC6 while leaving TFAR on v9.7.0 and the screnarios load as well (but of course that breaks all the TFAR key binds). So the compatibility issue must be directly related to the latest TFAR versions and not CBA. I guess it has to do with TFAR having some updated their Zeus component. Hope this feedback helps.
  13. JamesTheClarke

    Task Force Arrowhead Radio

    Yay new update, thanks for the release! Question: in the changelog it mentions this: "Now it is possible to setup keys right after game launch". Does this mean TFAR is now fully compatible with the latest CBA update or does that changelog line refer to another issue?
  14. Hi Spirit, Sorry for the long reply time, things were quite busy in RL as of late. Congrats on the latest update btw. Here are three of my personal sore spots with MCC I'd like to see addressed if possible: Weather Sync: Currently weather always has to sync with all clients when players join the server. Unfortunately it often won't sync the same conditions for JIP players as for those that were on the server when the mission was loaded from the MCC profile. Is it possible to add the MCC dynamic weather / syncing to the functions that can be disabled via the init file of MCC? Similar to how mission makers can disable MCC interaction, survival and other aspects of the mod? "Disable Respawn" Button: As far as I know (could be totally wrong though) there is no way of reverting the disabling of respawns once that button has been pressed. This lead to a couple of events where an MCC misclicked and the entire mission had to be restarted as we play coop with respawns and pvp without respawns. Especially its current position between the "Mission Settings" and "Set Weather" button makes it easy to be clicked by accident. Solution would be to either make the "Disable Respawns" reversable or add a warning layer on top of the button, e.g. you hit "Disable Respawns" and two other buttons appear asking "Do you really want to disable respawns? Yes or No". Custom Groups: Currently it is possible to create custom groups with MCC to spawn in any future mission, which is simply amazeballs! Question, is it possible to create some sort of "Extract Profile" button whereas custom groups and FOBs can be extracted as a profile file and sent to other mission makers? Currently I've made specific group sizes for various factions, but if I'd like other members of the mission making team to use the same custom groups all of them have to recreate each custom group themselves. That leaves large space for human errors and would be a lot easier to handle if I could copy paste share my group and FOB sets. Hope this feedback helps you and Shay for future MCC versions.
  15. Hi shay_gman and spirit, My community is currently testing the latest update of MCC (been using this fantastic mod for over a year) and noting down some bugs / issues or just general suggestions for the mod. Question: what is your preferred way of reporting issues? Here on the BI forums or do you have a Github Issue Tracker?
  16. JamesTheClarke

    Authentic Gameplay Modification

    Hey guys. I've opened a new agm issue tracker on the topic of the current repair system. Let me know what you think about the suggestion.
  17. JamesTheClarke

    Authentic Gameplay Modification

    Hey Flummi, As always congrats on the continuous development of this awesome mod. I've filed three issues on your Github tracker: Feature Request: Aircraft.pbo Feature Request: Medical System Bug Report: Hand Flares Hope they'll be of use to you and your team. I'm up to help out further testing together with my community Carpe Noctem. Drop me a line on Steam or PM here if you need our support.
  18. JamesTheClarke

    MOD: NATO Hellcats

    Thanks for sharing the link, mate.
  19. JamesTheClarke

    MOD: NATO Hellcats

    Is it just me or did the latest BIS update break this mod? Models are invisible but still accessable, if I hop into the chopper game crashes.
  20. JamesTheClarke

    Task Force Arrowhead Radio

    Check a bit further back in this thread.
  21. JamesTheClarke

    Leights OPFOR Pack

    Hi Leight, First off, congrats to the latest version of your OpFor pack and to the changes you made from specific real life guerrilla groups to generic ones. It's good to see that talented modders are leaving the hype bandwagon of certain factions. My community has been playing / testing intensively with v0.8 of your faction pack and here are some of our suggestions for v0.9. They are intended as constructive criticism, we appreciate and value all the hard work that has already gone into making this mod. I hope they will be of use to you: Increase the Rifle Squad size from 7 men to 10-15 men. It would resemble real squad sizes more closely and makes it easier for Zeus GMs to spawn large groups of enemies. Add a Fire Team group to all factions, size 4-6 men. Currently there is no viable intermediate choice between squad and sentry. This way the mission makers would get more choices for their mission design. Decrease Support Team size from 8 to 6 (similar to the Anti-Tank Team). Maybe also replace the Marksman with a 2nd Automatic Rifleman, that way the Support Team would become more specialised in suppressing enemy infantry with AR fire, just like the Anti-Tank Team is specialised in AT fire. Replace the Grenadier with a Rifleman in the Sentry group. Grenade launchers are quite expensive and thus are usually not in use for low ranking sentry guards in RL. In-game there is also another reason for this request, whenever a mission maker guards a large military base / installation with several sentry groups the players will receive a massive amount of grenade launcher fire when they are spotted. Thus mission makers are less inclined to use this group eventhough they would like to. ChDKZ, Afghan Militia, African Rebels and Ultranationalists: Currently these four factions only use weapons of the caliber 7.62mm. Even on very low accuracy levels this will lead to a much higher damage output than any other faction out there, resulting in a much higher ratio of frustrating one-shot deaths. We came up with the following loadout suggestion (based on the HLC AK replacement.pbo): Replace AKMs and AK47s of all units except Squad Leaders and Fire Team Leaders with AKS74s, AK74s, AK74 (worn) and AKS74Us (for Riflemen AT). With this loadout they will still have more 7.62mm rounds than any other faction (due to the PKMs) but feel less "cheaty" when playing against AI. Bug report: When one starts Zeus the following message pops up 'bin\config.bin/CfgVehicles.LOP_IA_T72BA'
  22. JamesTheClarke

    Task Force Arrowhead Radio

    Hi nkey, Thanks for responding to my post. I totally understand, pleasing everyone with a mod as complex as this one is going to be very hard. I will try your suggested override function, thanks for sharing the relevant info to edit the sound levels. Question: If I modify values within the section of code you've linked, will that have negative domino effects in other parts of the TFAR mod? For example if I change value x will that cause a lot of unforeseeable rtp errors (because other parts of the mod require value x to remain the same)? Or am I quite free to change the distance values as long as I'm reasonable about it, for example changing it from 20 to 30 meters for "normal"? Kind regards, Clarke
  23. JamesTheClarke

    Task Force Arrowhead Radio

    It is mentioned in the readme file of the mod folder, but it took me a while to realise that too. ;)
  24. JamesTheClarke

    Task Force Arrowhead Radio

    You can edit the .pbo directly or you can add a specific line into the init file of your mission. I believe the FAQ on the TFAR homepage explains how to solve this (I can't remember any more because I bypass this nowadays via F3 Framework). EDIT: Found the solution here.
  25. JamesTheClarke

    Task Force Arrowhead Radio

    Hi TFAR team, First off, kudos on the great mod. My community has been using it for a bit over a year and we prefer its great functionality and easy to use interface / key mapping over the more clunky ACRE2. To us it's the best radio / communication mod out there. However, we do encounter one issue on a regular basis: The directional speech volume on "normal" is quite low and the transmission range drops off very fast over just a few meters. This leads to people switching to "yelling" permanently (audio levels for yelling-purposes are fine, perfect range and volume) whereas they transmit much further than they intent to, often ruining YT videos etc. Alternatively some people remain on "normal" but use the short range radios for less vital communications because they fear that "normal" won't ensure that their fireteam members heard it, while "yelling" could possibly disturb comms for the entire squad - this often leads to drop of quality in radio communications due to overuse. Would it be possible to increase the volume of "normal" speech a tiny bit as well as increase the transmission range by x1.5? I think ACRE2 hit a good sweet spot when it comes to their directional speech on "normal", maybe it could serve as a benchmark. I realise that part of this issue of course lies within each communities code of conduct on how to use the radio / directional speech. We could drill people really hard on only switching quickly to "yelling" and then switching back immediately to "normal". And for the most part that is what we advise, however due to us not being a full mil-sim community we try to strike a medium between strict training drills and friendly reminders / semi casual training. As long as "normal" speech transmission range remains within 5-10 meters it will remain very tempting to most people (especially newcomers / recruits) to either use the radio or perma-switch to "yelling". Hope this user feedback helps the mod developers. Kind regards
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