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kbbw123

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Everything posted by kbbw123

  1. kbbw123

    Arma 3 - APEX - NEWS and SPECULATIONS

    Have you read about that Type 115? its a double weapon system, it apperently has a 6.5MM Auto/semi rifle AND a .50 BW semi rifle!?! but yea quoting Maio:
  2. kbbw123

    Tanoa discussion (Dev-Branch)

    Lets spam steam support with messages saying they should take uploads from BI with priority! And fix their bloody steam licence stuf!
  3. So, I'm not sure if this is asked before but is it possible to change the default ranks to custom once? so far what i managed to do: remove the default once from CfgRanks, added custom once to CfgRanks, problem I'm facing now: ArmA still gets the default ranks from somewhere. Rank and setUnitRank/setRank still only use default value's. Is there a way to change this? Code: class CfgRanks { class EW_0 { rank = "Private"; displayName = "Private"; displayNameShort = "PVT"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_1 { rank = "Lance Corporal"; displayName = "Lance Corporal"; displayNameShort = "LCorp"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_2 { rank = "Corporal"; displayName = "Corporal"; displayNameShort = "Corp"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_3 { rank = "Sergeant"; displayName = "Sergeant"; displayNameShort = "Sgt"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_4 { rank = "Staff Sergeant"; displayName = "Staff Sergeant"; displayNameShort = "SSgt"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_5 { rank = "Warrant Officer 2nd"; displayName = "Warrant Officer 2nd"; displayNameShort = "WO2"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_6 { rank = "Warrant Officer 1st"; displayName = "Warrant Officer 1st"; displayNameShort = "WO1"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_7 { rank = "Second Lieutenant"; displayName = "Second Lieutenant"; displayNameShort = "2ndL"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_8 { rank = "Lieutenant"; displayName = "Lieutenant"; displayNameShort = "L"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_9 { rank = "Captain"; displayName = "Captain"; displayNameShort = "Capt"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_10 { rank = "Major"; displayName = "Major"; displayNameShort = "Maj"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_11 { rank = "Lieutenant Colonel"; displayName = "Lieutenant Colonel"; displayNameShort = "LCol"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_12 { rank = "Colonel"; displayName = "Colonel"; displayNameShort = "Col"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_13 { rank = "Brigadier"; displayName = "Brigadier"; displayNameShort = "Brig"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_14 { rank = "Major General"; displayName = "Major General"; displayNameShort = "Mgen"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_15 { rank = "Lieutenant General"; displayName = "Lieutenant General"; displayNameShort = "Lgen"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_16 { rank = "General"; displayName = "General"; displayNameShort = "Gen"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; class EW_17 { rank = "Field Marshal"; displayName = "Field Marshal"; displayNameShort = "Marsh"; textures = "\A3\Ui_f\data\GUI\Cfg\Ranks\private_gs.paa"; }; delete 0; delete 1; delete 2; delete 3; delete 4; delete 5; delete 6; delete 7; delete 8; };
  4. The P drives now reads from dosuments - arma3 projects not the same position it read from before. that might be the reason
  5. kbbw123

    Custom Ranks

    So no dev that can awnser me? or Pettka that sneaks in like a :ph34r: and post something like: Maybe soon :devil: (<does this even work like that?)
  6. kbbw123

    Steam Workshop subscribed Mods

    you can use steam CMD to acctually download mods to your server workshop_download_item 107410 541888371 however you CAN'T download them anomisly, you will have to login on the steamCMD. next up it will store them probebly somewhere you don't want them to be (although you can't delete them there as steam will keep downloading them there) so If you want the mods to be in a specific folder you will need to create a batch file to copy them there. Oh and btw (its really handy to create a file where you write the names behind the numbers so that you can see what mods you want where and know what they are) by example 541888371 = CUP Vehicles
  7. kbbw123

    Launcher says "mods not allowed"

    I have the same problem with my own servers. we made it so that the server downloads the mods from the workshop (the exect same as my own mods that I download) then after moving the keys in their respected folders and having my mod preset loaded ot will tell me that some of the mods are not allowed, when I uncheck all my mods and klick on the setup mods and join it still loads them up (even when they don't show up on the list) Its quite confusing how to properly setup mods for dedicated servers to work correctly with the launcher. does it: 1st need the mod to be in a specific format (i.e. addons folder and keys folder directly inside the folder of the mod or does it not matter when someone puts a key folder in as a subfolder of by example addons?) 2nd does ot requier the server admins to do something special with the server config? 3rd Where does it acctually read the mods from? the commandline? Because when it come's from the commandline I can't figure out why it wouldn't do it seeing that the mods are both called the same on both server and client? Kind regards, KBBW - Kai
  8. Het TeTeT, if you ever have time to spare(seeing that you working on Unsung) could you mabye include a server key in the steam version??? it would help server admins so much :) Kind regards, KBBW - Kai
  9. Hey John_Spartan and Saul, is it posibble to give the steam workshop version a key? Kind regards, KBBW-Kai
  10. Update Changelog v3.0 **Added** Added the new CfgPatches. Added preview images Added RPG snow [WIP, texture might change] **Fixed** Fixed cyrus desert and snow now show up in arsenal with proper names. **Changed** Brendons backpack got a new camo, renamed it to kitback (miritiem) Changed KH2002 II 2Rnd Burst sounds [WIP still learning these new sound settings.]
  11. the best would be a tool where you can specify where to copy to, (also maybe ftp posibility). also is there no way to contact steam and ask if they can make the path of the cache not hardcoded?
  12. eden supports respawn now ingame ;) go to attributes -> multiplayer enable respawn set the value's and select a option like custom respawn location, then you only need to add a marker called respawn_west or respawn_east
  13. kbbw123

    Mod issues with 1.60

    i.e. the mods they are now stored in your steam cache not in the folder you told it before (there is another threath somewhere where BIS_Wizard explains that)
  14. when your logged in and type the #missions command you will see a box in the bottom called game difficulty (or something alike) there you can set the difficulty and even more ;)
  15. So I'm sure you all heard of microsofts new AI technologie Captionbot (link = captionbot.ai) And on a first impact it seems really cool (which it is Its kinda amazing tech sofar) But put the captionbot together with ArmA and you get helarious results By example: and meh... close enough
  16. kbbw123

    [Official] Launcher Feedback

    jup same folder as the workshop folder... but it seemed that it was because i switched to RC and then swithced back... still strange how it could still read my mods.. (I now have to unsubscribe and subscribe again)
  17. kbbw123

    [Official] Launcher Feedback

    Euhm might just be me... but did something happen with the launcher? I have a custom mods folder where the workshop downloads mods to, the launcher displays all my mods in the mods list but they are no where to be seen in the folder....
  18. kbbw123

    Need help importing TOH to arma 3

    if you want to use it in missions as decoration you can just copy the p3d file and use a new command to make it appear in game https://community.bistudio.com/wiki/createSimpleObject
  19. kbbw123

    2017mod - full conversion mod

    Those are some very nice fps for a city portion (I still remebmer kavala on SSD with 980 and only 45 fps),absolutely can't wait to try the map ;)
  20. Update Changelog v2.0: **Added** Bubblybill Bill70 Warhound Silvers backpack (I always keep my promise ):D ) HMG and GMG versions of the Oshkosh M-ATV New Experimental uniform for maritiem **Fixed** Fixed Eden support (all is nice and tidie) Fixed VhC support Fixed Advanced protection support **Changed** Changed the EW patch on the WL uniform slightly to make it fit better. Changed after doing some recearch I decided to rename the Leopard 2A7 to Leopard 2A4 Revolution MBT Download link in the first post is still active
  21. kbbw123

    2017mod - full conversion mod

    Sow how is the map running for you devs fps wise? It looks like it has allot of objects? Does look absolutly gorgeus though!
  22. the problem is is that your class itemInfo is supposed to be inside you uniform class but it aint. class cfgWeapons { class Uniform_Base; class UniformItem; class RTAF_CombatUniform_wdl : Uniform_Base { scope = 2; displayName = "RTA Uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; }; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; should be: class cfgWeapons { class Uniform_Base; class UniformItem; class RTAF_CombatUniform_wdl : Uniform_Base { scope = 2; displayName = "RTA Uniform"; picture = "\A3\characters_f\data\ui\icon_U_B_CombatUniform_mcam_ca.paa"; model = "\A3\Characters_F\Common\Suitpacks\suitpack_blufor_diver"; class ItemInfo : UniformItem { uniformModel = "-"; uniformClass = "Example_Soldier_F"; //would be same as our made soldier class containerClass = "Supply20"; //how much it can carry mass = 80; //how much it weights }; }; };
  23. regarding the fps issue people complain about, I'm 100% confident that its just bad scripting (sorry if I offend anyone) I have tested it myself throughoutly! When testing missions we make we are having ofcoarse cheats running on us for debug testing (you know the usual allowdamage false, infinete ammo etc.) but befor that I get a stable 60 fps with roughly 100 - 200 units. when I start using some of the scripts it goes down to 20, if the cleanup script is not working properly it goes down to 15 fps. people have to remember that just because stuf is applied locally to one guy doesn't mean it won't be I guess distributed to other guys, if your walking around with scripts affecting you it wil also harm other units because they have to recieve the info about what happens to you. Missions like Altis life and epoch and such have loads of local commands running on them which are broadcasted to other clients effectifly balasting them (the server wont feel shit on my tests my server was always stable between 40 and 50 fps only when we spawned 800+ guys in one AO with HC it went down to 25) Coders have to think more about optimization than cool stuf that drains fps for everyone, by example there is no need for an admin menu in a mission.. just make it so that the logged in admin has the debug console done, because an admin menu will decrease the fps drasicly if the admin uses his admin code ;)
  24. kbbw123

    Battlefield 1

    Well fact is for me: I hate battlefield it went downhill for me from BF4 onwards (ssds (same shit diffrent skin)) but if that was not pre-rendered than it does look absolutly gorgeous
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