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JamesTheClarke

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Everything posted by JamesTheClarke

  1. JamesTheClarke

    Authentic Gameplay Modification

    Hi KoffeinFlummi, As always awesome work on AGM and congrats on becoming a finalist in the MANW contest. Here's a couple of bugs / issues I've noticed in the latest version: People sometimes bleed out even though they were fully patched up. It's very rare though. The pbo checker does not kick people from the server if set to kick, it makes their screens dark red forcing people to disconnect on their own. The alternative pain effects are awesome but currently for PvP there's an issue. If some people run alternative they have an advantage over regular pain effect users due to the lack of blurryness. Could you add an option to an AGM module so admins and mission makers can force a certain pain effect onto all players to level the plain field?
  2. Hi F3 team, Just wanted to say you guys are doing a fantastic job. Our community uses F3 for over a year now and it has made mission making so much more enjoyable. We've run into a bug as of late though: in PvP if people die they can hear others who are also dead as if they are under water once they enter spectator mode. We're using TFAR as our coms mod.
  3. You can either use the editor module within Arma 3 2D editor or you can edit the init file within the .pbo itself as described at the end of the OP of this thread.
  4. Thanks for the reply and the hard work shay, if you need a testing community ours could help out with dev builds. We are based on GMT+1. Send me a PM either via our enjin website or on BI forum if we can help out.
  5. Bumping this again since it might have gotten overlooked.
  6. Yeah, we are already using Blastcore. I think there's a small misunderstanding here, my post wasn't about the visual conceilment of the smoke which is fantastic with Blastcore I agree, but about the actual invisible conceilment boxes for the AI generated by smoke grenades. Currently AI doesn't respect the smoke clouds (vanilla or Blastcore) and sees through smoke too well. In A2 with ACE AI they could only roughly supress through smoke, but never take pin point accurate shots at you anymore, most of the time they'd even seize fire completely to conserve ammo. But as has been pointed out (thanks for answering btw Spirit!) GAIA AI is all about higher AI functionality so I will need to find some AI mod for lower functionality. However, Bcombat is unfortunately single player only and thus of no use for my community. Vcom AI doesn't have proper smoke conceilment scripts as far as I know from my tests. Oh well, the search must go on I guess. =) Other question: We are having a lot of issues with JIP players joining in and the MCC weather not properly syncing with their clients, i.e. for the majority of players who joined at the beginning of the mission the weather is correctly set to heavy rain while JIP players get all kinds of different weathers once they join. Is there a way to fix this on my end or is it a general issue of MCC? We already tried running @iniDBi on our server and it didn't have any effect on the issue.
  7. Hi Shay, My community has been using MCC for a long time and generally we are very pleased with GAIA AI. There is one thing though we'd love to see included in the future: Could the AI be modified so they recognise smoke conceilment boxes to similar levels like ACE Arma 2 AI? Currently we get shot through smoke constantly to a point where a lot of people plain gave up on even using smoke against AI.
  8. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    You are taking one word "balanced" out of context of my post and add an entire tirade of how balancing in general ruins the game, boiling down to the good old "if you don't like it get out" argument. Granted it does saves you the trouble to adress the suggested points and reply in a constructive way (i.e. explain why you think the variant would be bad for game play, maybe propose alternatives etc.). I never talked to balancing out the factions and vehicles so they all have the same weaponry and capabilities etc. like the Battlefield series. When I used the word "balanced" I was referring to balancing out the choices mission makers have to create diverse scenarios to vary up the experience of the player base. Having an Abrams / Bradley choice that won't be able to utilise the zoom camera will not ruin the game, it just gives players more choice in how to approach a scenario. Nobody says we should get rid of the zoom cameras for balance sake, those variants can and should have a firm place within RHS and vanilla. Adding more choices in vehicle variants is always appreciated by mission makers and players alike. Whether or not the suggested variant is useful / makes sense from a game play stand-point is definitely open to debate. My bad, I should have defined the faction: US Army LMG and MMG, 249er and 240B.
  9. JamesTheClarke

    Authentic Gameplay Modification

    Currently agm_vehicles.pbo is not compatible with RHS US vehicles. Since the Red Hammer Studio faction mods will be hugely popular within the A3 community I thought I'd report that for a possible fix in the future. Thanks for all the hard work Flummi.
  10. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    Again, not talking about reality here. Just what so far is in the game and whether or not these vehicles have the cameras on their unit models. Personally I care very little for 100% authenticity, to me balanced and diverse gameplay is more important. I think it would be a great idea to have two variants of Bradleys and Abrams, one with the zoom cameras and one where the commander only can turn out and has to use his limited eye sight "zoom". Could be fun for mission makers to vary up the mechanised combat a bit. The ACP thingy was totally my bad, was very tired when I wrote that. :o What I meant was the M113A3. When you hop onto the 50cal gunner seat (currently classed as commander seat) you get the full camera zoom function as soon as you hit right-click to aim down sights. Another small bug I ran into in the last couple of missions: The LMG and MMG rifles are both not accessable through Zeus and neither is their ammo.
  11. Hi there, Just a quick bug report: currently F3's loadout init line for vehicles (such as trucks, cars etc.) doesn't seem to work with Red Hammer Studios' US vehicles.
  12. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    Short bug report of something I ran into while buidling our new Blufor base: Both Bradley M2A2 variants have fully zoomable commander seats while turned in, eventhough the M2A2's do not have commander cameras. Same as above for the Abrams M1A2 variants. The ACP-A2 gunner seat (technically commander seat) has the also fully zoomable view when right clicking.
  13. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    I know that, that's why I don't advocate to remove them from the mod at all. If people want them then they have the option to use them. As long mission makers can remove the decals because they might want to keep their game - not real life - free of politics, everyone is happy. Since that is the case there's no point in argueing for or against the "realism" of the decals etc.
  14. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    Oh no, I like them as a concept very much. I'm just not too keen on the politcal related ones, that's all. The idea itself is great.
  15. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    Thanks for your help MistyRonin, much appreciated.
  16. JamesTheClarke

    RHS Escalation (AFRF and USAF)

    Hey guys, First off: this is a fantastic mod and RHS is going to change A3's life cycle forever by finally adding high quality contemporary factions to the game (*rant mode on* seriously Bohemia, who thought bumblebees from space would be fun to fight against? Or giving every AT soldier a lock-on MAT launcher? *rant mode off*). I am eagerly awaiting what awesome factions, weapons and vehicles RHS will bring to the table and I hope they win make arma not war in their respective category. One question though: the US army Abrams tanks all feature client side "logos" on their barrels. Most of them are neutral and totally fine, but some have political connotations like "white privilege", "vote republican", "obamacare" etc. Our community often published youtube videos and we would like to keep the comment section free from possible flame war fodder. Is there a way for mission makers to disable the client side decorations alltogether? Thanks for the hard work and answering my question. ;)
  17. JamesTheClarke

    Arma3 - AGGRESSORS

    Hi Ohally, First off, overall I really like this mod and my community is using it all the time. Congrats to its development and thanks for the hard work so far. However, we do run into a continuous issue and that is the RPG-7's damage model is too low to ever endanger any vehicle beyond MRAP armour value. While I do fully agree that the RPG-7's damage model should be lower than let's say the CSAT RPG-42's, but currently it can only very rarely damage the tracks of mechanised units - not to mention any other parts of the vehicle. Are there any plans of increasing the RPG-7 damage model in the future or maybe a collaboration with Slatts RPG-7 mod?
  18. Have you double checked that the units "not spawning" are not cached? If they're set as cached then the units will only start spawning if a player is within 2.5 clicks (by default).
  19. Hi guys, First off: congrats to the MCC team for the continued excellent development of MCC. It's been a great ride so far. I do have a question though about R9, I know the new yelling function is by default the "C" key, but our community won't be using that feature and it currently conflicts with mosts peoples default key binding for "tactical pace". Is there a way to disable this feature entirely via the init line? Or at least to change the default key permanently via init (I know the MCC operator can do so via the login screen, but doing that every mission is a bit of a hassle)? Thanks for the help.
  20. JamesTheClarke

    ACRE2 Public Beta Release

    Almost everybody in my community reports the same experience as Nuno Basto and madplan. Most people fix this temporarily by lowering the effect slider of the in-game sounds severely. I agree with the assessment that Acre (A2) volume levels would be spot on. Other than that I'm very happy that Acre2 exists and I'm looking forward to its future development. Thanks for all the hard work.
  21. JamesTheClarke

    Simple Rank Patches

    Hi 654wak654, Congrats to this fine mod, it definitely puts the new insignia system to good use. Question: does your mod also set insignias for AI soldiers or only for players?
  22. JamesTheClarke

    MRAP MaxxPro Modification - Release

    Hi RichardsD, I've been checking out this mod every time it updated since it is just looking damn awesome. I did some testing and I can confirm Grumpy Old Man's statement about the uphill issues. Driving in general however is much improved compaired to previous versions, I think you are very close to nailing it perfectly. I found some issues however with the exiting from the back of the vehicle. The Dash Deployed model (pitty that one's my favourite :D ), the MK19 and the Maxxpro M2 in particular seems to bug out like the old versions did previously, meaning your character gets stuck in the door frame and starts taking damage. The other two models DXM and Maxxpro plus caused no issues when exiting. I do use a couple of mods, but I think the only one that could be interfering would be AGM (if at all). Question: Are there plans for the future to disable access to the back unless the door is open? Will there be a function to open the back door from the outside? Keep up the great work, can't wait till this mod is polished and finalised.
  23. JamesTheClarke

    China - PLA Infantry (Alpha)

    That's fantastic news, been hoping for a release before we update our community mod pack and voilà you delivered right in time. Made my day right there. Can't wait to test out the latest version of your superb faction pack. Keep up the good work!
  24. Use the software "unRap" to open the vlc config file of this pbo. There you should find all the config names you seek.
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