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EddiePrice

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Everything posted by EddiePrice

  1. Congrats on the update. Quick question: Just wondering if we will be seeing* invisible targets in ACE3? They were a great feature in ACE2, and added a lot of options for indirect fire of AI etc. (*No pun intended ;))
  2. EddiePrice

    Firing while moving

    Thank you that's fixed it! I've never looked into those controls. Mods please close.
  3. EddiePrice

    Firing while moving

    Hi all, I've noticed a change in a gameplay feature since the last couple of patches that not everyone I talk to is experiencing, I was wondering if anyone could shed some light on the problem. Before the patches if I was jogging and I hit fire, my rifle would raise, and hitting fire again would make me fire while moving in tactical stance. Since the patches this no longer happens, and hitting fire while jogging does nothing. To achieve the same function I have to manually change speed. Has anyone else experienced this? Sorry if I've posted this in the wrong place. Thanks.
  4. Would be happy to. Any ideas what pbos to start with?
  5. That's not something that should be considered "inconvenient" its a game breaking issue. If a server drops to 7-8fps and all the clients are still running normally, functions the server carries out will all run extremely slowly and cause severe lag. I find it weird no one else has reported it yet, either we're doing something wrong or everyone on here is playing in SP.
  6. As I confirmed, it seems BFT has nothing to do with it. When I tested it if you don't place the module you don't get BFT. Regardless of that I get the FPS drop, even when using no modules at all.
  7. Just to confirm disabling BFT, by deleting the module, does not fix the FPS issue I and others are getting. I assumed when you said "disable BFT" if meant this feature was enabled by default. Even when the mod is ran without any modules, the FPS drop comes in after a minute or so, then continues to drop until the game is unplayable.
  8. I take it BFT is enabled by default then? How do I turn it off via the module? Seems I can only change the interval. Thanks for your help.
  9. Yep this is exactly what we're experiencing, normal fps to 3-4fps over about 5 minutes. Doesn't happen in SP with ACE, seems to be limited to hosting MP as the other clients don't have the issue.
  10. Sure but maybe I'm missing something, like an optional pbo file as I'm running RHS as well. Plus you're more than likely using a dedicated server and I'm hosting locally. Others have got the same issue when hosting so its not just me.
  11. Is anyone else experiencing massive FPS drops when hosting ACE multiplayer sessions? I've just tried to host some local games and my FPS, which is normally around 80, drops to 30 on game start and then continues to drop to about 4fps. Done some testing and its definitely ACE causing this. Tried with and without modules, seems to make no difference, only when turning ACE off in my mod line does it fix the issue.
  12. Great to see an official release of this, trying all the features out now thanks to the wiki! Having waited for an official release and reading all the comments in the WIP thread, I would just like to say the interaction menu is a great feature, feels like part of the game than just another pop up menu. However I would suggest, is it possible to have it so while the menus are open the player is in freelook mode? While this is easily fixed by the player doing it manually I would say the menus are much easier to use when in freelook, and movement/direction is not affected. Again, great work to all involved. Can't wait to see what's next!
  13. Good to hear, thanks. Downloading now.
  14. Hi megagoth, Not sure if this has been asked yet but I was wondering - is this a straight up sound replacement mod, or does it use scripting functionality to implement new sounds? Thanks.
  15. EddiePrice

    FSF_SacVentral_CSE edition

    Yes please. I always liked this addon but thought it clogged up an already annoying action menu, so CSE and/or AGM integration is a great idea.
  16. EddiePrice

    Jsrs2.2: Lite

    Thanks LJ I appreciate it. Like you said it comes down to personal preference with these two LITE versions. I'll look forward to an update.
  17. EddiePrice

    Authentic Gameplay Modification

    Still getting a weird glitch with AGM ragdolls. Sometimes when a unit gets hit their arms warp out to the side about 10m for a split second. I mentioned it a while back but it seems to be happening more often now. My guess is some selection issue with the models.
  18. EddiePrice

    Jsrs2.2: Lite

    Hi LordJarhead, I'm just wondering if you're still supporting this mod despite Dragonfyre LITE being your main focus. Reason I ask is I much prefer the sounds from this version, but since the 1.40 patch I have noticed the distortion issues with bullet cracks, mentioned by many in the Dragonfyre thread, also apply to this version. Thanks.
  19. EddiePrice

    AI Discussion (dev branch)

    Agreed. What I would say is a lot of these issues can be solved with some tweaking of the difficulty settings. It takes some trial and error to get the desired result, especially when using mods that change the AI behaviour, but it can be done with great success.
  20. It's stable for a reason, plus I very much doubt half of BI's customers use dev branch. If it's not a problem in stable, then there's your answer, aside from submitting a ticket on the issue tracker.
  21. EddiePrice

    Leights OPFOR Pack

    I think the Farsi language in the game isn't that much different from Arabic, that is if it's anything like the real Farsi it's spoken in Iran, Afghanistan and Tajikistan and across Western and Central Asia. Would be great to see the appropriate units utilise this, and as it's already in the game is much easier to implement than porting VP from ArmA2.
  22. EddiePrice

    AI blind now?

    Can you tell me which units from Leights OPFOR Pack you are using? I encountered a problem with a mission I made where the enemy AI had been made "friendly" as Leight changed their side in his addon. Unfortunately, no matter what I did, even when changing their side manually again in the mission.sqm, they would still behave the same, and I ended up having to remake the mission. I would suggest putting down a default OPFOR unit, not grouped to any others, and seeing if they act the same as the others.
  23. EddiePrice

    AI blind now?

    Kocrachon can you give us a list of mods you are using, if any, as this might have a major part in the problem you're experiencing.
  24. EddiePrice

    Arma 3 Sound Missing in Multiplayer

    And still only 2 votes on this bug report, one of them being myself. If you want this fixed, check my testing processes and vote here.
  25. All the addon threads have been overwhelmed with posts about this nonsense already. I'm sure BI is aware of it, all this started nearly 2 weeks ago so I don't think it was worth putting up another thread about.
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