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atomictim7

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Everything posted by atomictim7

  1. @dave_beastttt You should post errors to github, this thread isn't monitored for reports https://github.com/CBATeam/CBA_A3/issues/new/choose
  2. @miasdad Did it ever occur to you that maybe some of those mods you're using only work due to CBA and are themselves what's so slow? 13:21:42 [773,195.237,0,"XEH: PreInit started. v3.12.2.190909"] 13:21:42 [CBA] (settings) INFO: Reading settings from settings file. 13:21:42 [CBA] (settings) INFO: Finished reading settings from settings file. 13:21:42 [773,195.398,0,"XEH: PreInit finished."] 0 seconds 13:21:42 [773,195.398,0,"XEH: PreInit finished."] 13:21:43 [775,196.027,0,"XEH: PostInit started. MISSIONINIT: missionName=tempMissionSP, missionVersion=53, worldName=VR, isMultiplayer=false, isServer=true, isDedicated=false, CBA_isHeadlessClient=false, hasInterface=true, didJIP=false"] 13:21:43 [775,196.028,0,"CBA_VERSIONING: cba=3.12.2.190909, "] 13:21:43 [775,196.029,0,"XEH: PostInit finished."] 1 second And this was tested on a laptop. It'll be the mods using CBA that are slow to load, not CBA itself.
  3. atomictim7

    RKSL Attachments Pack

    LDS sight when leaning has its image for CBA optics cut off
  4. atomictim7

    Arma Zeus Cache

    Thanks for the quick fix!
  5. atomictim7

    Arma Zeus Cache

    Think I've found a bug Open the interface and enter any search into blufor/opfor/etc and delete the search term. Go then to empty objects and search for something (e.g desk). Then close the interface and open it again. The blufor/opfor/etc list (whichever one you searched in) will now be empty unless you enter and delete a search term, or restart game Will note I am running with ZEN, but that's the only zeus-modifying mod installed
  6. atomictim7

    3CB BAF Vehicles

    Or 3cb could not obfuscate their PBOs as it's pointless anyway...
  7. @Dedmen That'd be sweet. Personally don't give a damn about battleye as I only play privately with my unit
  8. atomictim7

    3CB BAF Weapons

    @evrik We have a guy who could probably put something together if we can get the source textures of the base L119. PM me?
  9. atomictim7

    3CB BAF Weapons

    Is there any plan to add woodland and desert variants of the L119?
  10. @rekkless Passworded channels is something I'm intending to look at for a future update. It was something I wasn't quite sure how to approach back when I did the first implementation of channel switching, but I have a few ideas now. Stay tuned!
  11. atomictim7

    ARMA 3 ZEUS 2 players

    @HugoPro123 If you want to use custom missions, place the `Game Master` module down in Systems > Modules > Zeus. Set default addons to "All addons (including unofficial ones)" if you play with mods. In the "Owner" box, you need to put the UID of the player you want to access this zeus. This is your steam64 number. https://steamcommunity.com/discussions/forum/1/364039785160857002/. Alternatively, give the playable characters variable names and place that in the "Owner" box.
  12. atomictim7

    Jets DLC Official Feedback

    Are there any plans to add supersonic effects? From videos I've seen, jets can get up to that speed now (~1235 kmh or 676 mph). I think addition of this effect would be really neat, although you'd be on the other side of the map by the time you break the barrier XD
  13. atomictim7

    ACRE2 Stable Release

    Just a heads up, those people who use ACRE and are on Teamspeak Beta, version 3.1 of teamspeak will not allow you to enable ACRE. They've changed their plugin/addon screen, and this message is given: "Plugin failed to load: Api version is not compatible: 20 (current: 21)
  14. Those mods need to integrate ACE fast roping into their mods. They are likely to not work as they are.
  15. atomictim7

    Werthles' Headless Module

    Downloaded the latest version (1.5.3) from playwithSiz to see if it would fix my headless client not working, but I get a script missing error. SendInfo is the script it's not finding. Can't see it in the PBO and from looking at your mission script version it's a fundamental function for making it work.
  16. What are you using to offload ai onto the HC? A script?
  17. Can you elaborate on what disabling signature check means in this case? Do you mean verifySignatures=0 in server config? My headless client crashes after about 10 mins into the game, and repeatedly crashes after relaunching and rejoining in progress.
  18. atomictim7

    ACRE2 Stable Release

    Hoping someone can help me out here...I recently made the switch from TFAR to ACRE in the unit I play with, as we were experiencing some heavy bugs with TFAR that made playing with it slow and near impossible. In most cases, I've not had any problems with ACRE, but there is the odd occasion when on the server waiting for the mission to load where the entire game freezes, but it just looks as though loading is taking longer, which isn't the case. It's not possible to hit escape and try joining again, the game just freezes and that's it, you have to force close it. Anyone else ever experienced anything similar?
  19. Cannot wait for this. Great work :)
  20. Can anyone reinforce that this is indeed the case? I'd like to know if Windows 10 makes a difference before buying a stick and pedals Cheers
  21. atomictim7

    Medium Utility Helicopters

    Getting them into zeus is simple (incase you've not already done it) First, obviously check the class names are correct in CfgPatches>units. If so and they still don't show in zeus, put scopeCurator = 2; in each vehicles class. (or base class if you have that)
  22. I am trying to add a scripted effect to the Apache optics to make the DTV mode black and white with noise. I initially made a script that checks every 2 seconds for whether the camera view is gunner, and if so apply the effect. However I'd rather have it event driven so I don't have a script running unnecessarily. My first attempt at event driven was to add an AnimChanged event handler in an init script which checks the name of the animation in order to apply the effect upon entering the optics. This sort of worked (it was reversed and didn't always apply the effect) however I am unsure of the name for the animation of entering an optic (if there is one). The name of the animation I check for is: heli_attack_02_gunner. I got this by printing the name of every animation done and by my actions deduced this to be the most likley one. Can anyone enlighten me as to the proper animation name, or even a better method to achieve this event driven change? Thanks.
  23. Thanks for the reply. Damn Bohemia so many engine limitations :@
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