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chain

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Everything posted by chain

  1. chain

    Zombies & Demons 5.0

    Yea it works, just its a bit buggy at the moment. Zombies attack each other, fps lags when zombies spawn in, zombies will continue to spawn in no matter what. Also for some reason (maybe not related to the script) but when you jump in vehicles you are stuck in them. Ryanszombies module spawners work way better :) (just the zombies do no damage in exile). This is the git im using for the fix: https://github.com/rscaptainjack/ZOMBIES_CODE
  2. chain

    Zombies & Demons 5.0

    I have been looking into the zombie damage problem for nearly 2 days now. Have made no progress. So am giving up. If anyone else has this problem just use this zombie script, its a shitty fix but works. http://www.exilemod.com/forums/topic/release-exile-z-server-files-add-zombies-to-server-v0-9-19sp2/ It would be awesome if the ryanzombies team could fix the problem.
  3. chain

    Zombies & Demons 5.0

    I don't think they officially support any mod. I believe they do have their own way of setting damage, probably because of the health scanner system they have. Here is an bit of code taken from ExileServer_object_player_network_loadPlayerRequest.sqf (found in exile_server.pbo) Just from this you can see they have split the damage between multiple body body parts. Idk if or how or why this would conflict with ryanszombies though.... name _player, if (_player getVariable ["ExileIsDead",false]) then {0} else {1}, damage _player, getFatigue _player, _player getVariable ["ExileHunger", 100], _player getVariable ["ExileThirst", 100], _player getVariable ["ExileAlcohol", 0], getOxygenRemaining _player, getBleedingRemaining _player, _player getHitPointDamage "hitHead", _player getHitPointDamage "hitBody", _player getHitPointDamage "hitHands", _player getHitPointDamage "hitLegs", Edit: Took a look at the exile client mod, just in the config found this. So I would think, the way exile is handling there med system basically nullifies the way Ryan is calling sethit or setdamage. Could be wrong though. class CfgFirstAid { access = ReadAndWrite; vehicleFireCoef = 6; CollisionFactor = 0.001; MinCollisionSpeed = 0.5; collisionHeigth = 120; collisionAngle = 0; MinCosSpeedAngle = 0.6; SpeedReduction = 0.242; HealingDuration = 4; HealingLeaderDistance = 20; CriticalHeadHit = 1; CriticalBodyHit = 1; InjuredTreshold = 0.1; HeadHitLimit1Threshold = 0.5; HeadHitLimitThreshold = 1.01; HeadHitLimit2Threshold = 1.01; HandsHitLimit1Threshold = 0.5; HandsHitLimit2Threshold = 0.85; LegsHitLimit1Threshold = 0.5; LegsHitLimit2TThreshold = 0.85; firstAidScript = ""; HealSpeedMedic = 1.5; HealSpeedSoldier = 0.05; HealSpeedAutomatic = 0.004; MinHealingDistance = 10; HealDiffMupliplier = 1.2; BleedingInjuryMinProjectile = 0.1; BleedingInjuryMinExplosion = 0.2; BleedingInjuryMinImpulse = 0.4; BleedingInjuryMax = 1; BleedingFrequency = 1; BleedingFrequencyMin = 0.25; BleedingFrequencyMiddle = 1; BleedingFrequencyMax = 2; StabilizeTime = 5; BleedingFrequencyMinSound = 0.5; BleedingFrequencyMaxSound = 2; DrowningInterval = 1; DrowningDamage = 0.005; InjuredSoundIntervalMin = 2; InjuredSoundIntervalMax = 10; PulsationSoundInterval = 1; BurningSoundInterval = 1; ConsumedOxygenThresholdSound = 0.2; BreathingFade = 0.2; UnconsiousTreshold = 1.01; UnconsciousPulsesNumber = 10; UnconsciousPulsesOffset = 0.3; UnconsciousSoundIntervalMin = 1; UnconsciousSoundIntervalMax = 5; UnconsciousPulsationSoundVolume = 1; };
  4. chain

    Zombies & Demons 5.0

    Currently trying to figure out how to fix the Zombie damage in Exile but am having no luck. Has anyone else made progress? 10/10 mod btw Ryan :D
  5. chain

    3CB BAF Weapons

    Hey what are the gunstats for the 8.6x70mm sr98. I need them in order for the Ace 3, AtragMX to work. By defualt ace does not have the rifle/gun as an optionc so I cannot correctly use the AtragMX to calculate firing soloutions. The rangecard works though.
  6. Hey all, My mislim unit rents a 40 slot Arma 3 server in Australia and we usually struggle for frames as we have quite a large unit. Last night i was running a scripted mission for about 18 guys, normally my frames would average 15-20. The operation was quite hard and long, due to this a lot of people died or had to leave due to time constrictions. As each player left though everyones frames increased though as this happened. Towards the end of the operation I was left with 7 players connected to the server and I was averaging 60 frames. I know mod count and scripts affect performance. I was wondering though why as the player count dropped the fps increased. If anyone could tell me why this happens or what is the cause, that would be awesome.
  7. Hey, using the latest version of CBA (v2.0.0.150817). When Ingame with my milsim unit we all get the same message in the bottom left hand corner of our screen. The message being "waiting for custom radio channel". The message would then disappear but would change our Short range radios channel and freq (we use the tf_anprc152_1, short range radio). After about 5-10min the message would re-appear. Changing our channel and freqency yet again. EDIT: Disregard was my scripts fault.
  8. chain

    UIcorrections Suite

    Could you please add a feature, which gets rid of the Parachute UI. As in the velocity and height bar.
  9. Awesome Script. Really loving this :) Ths script does conflict with ACE3 though, specifically the ace_parachute.pbo. What happens is your parachute despawns and spawns 3 times then you fall mid air. Not sure why though. Just thought I would let you know. I made a ticket so they can look into it :) https://github.com/acemod/ACE3/issues/1983
  10. chain

    Zero Dark Zero

    Tried using all the aircraft, they all had the same problem. I think its a conflict with one of the many mods I was running, probably ace. The thing is though it would work with the mods as long as the description.ext wasn't available. Yea I know it should have no affect at all that's why its really weird haha. I waited 8min at one stage.
  11. chain

    Zero Dark Zero

    Hey, Goblin for some reason the HALO modules will not work with my description.ext. The aircraft spawns in but the Jumpmaster and Crewmaster do not. If I remove the description.ext then the units spawn in. Here is my Description.ext enableDebugConsole = 1; respawn = 3; // ONLY SOCOMD ADMIN TO CHANGE respawndelay = 15; // ONLY SOCOMD ADMIN TO CHANGE disabledAI = 1; // NO AI-CONTROLLED PLAYABLE UNITS - ONLY SOCOMD ADMIN TO CHANGE disableChannels[]={2,4,5,6}; // GLOBAL, SIDE, AND GROUP CHANNELS ONLY REMAIN - ONLY SOCOMD ADMIN TO CHANGE Author="SOCOMD HQ J4"; // ONLY SOCOMD ADMIN TO CHANGE loadScreen = "MissionPicture.paa"; // ONLY SOCOMD ADMIN TO CHANGE OnLoadName = "SOCOMD Stratis HQ"; // MISSION NAME HERE TO BE DISPLAYED ON LOAD SCREEN OnLoadMission = "Dynamic Missions - Every deployment is unique."; // SHORT MISSION DESCRIPTION TO BE DISPLAYED ON LOAD SCREEN - ONLY A FEW WORDS PLEASE overviewPicture = "MissionPicture.paa"; // PROVIDE A PICTURE OF YOUR MISSION WITH YOUR SUBMISSION FOR SOCOMD ADMIN TO ADD AND HAVE IT DISPLAYED IN THE MISSION SELECTION SCREEN overviewText = "SOCOMD Stratis HQ<br />Commandos: Up to 2 Platoons and 3x3-man weapon crews (Maximum of 53 Commandos = 6x8 Patrols, 3x3-man weapon crews and 2x3-man HQ's)<br /><br />5th Aviation Rotary: Up to 8 Rotary Pilots<br /><br />5th Aviation Fixed Wing: Up to 4 Fixed Wing Pilots<br />"; // RECOMMENDED & REQUIRED GAME ASSETS class Header { gameType = Coop; // Game type, see accompanying 'GameTypes' document minPlayers = 1; //min # of players the mission supports maxPlayers = 22; //max # of players the mission supports }; EDIT: I found that it seems to be these two lines respawn = 3; // ONLY SOCOMD ADMIN TO CHANGE respawndelay = 15; // ONLY SOCOMD ADMIN TO CHANGE that are causing the crewmaster and jumpmaster not to spawn. I have no idea why. It is a huge bug though. Dont know if it is the latest Arma 3 update that caused this.
  12. The mod seems to be out of date with CBA as none of the keybindings and configuration work. Any chance of an update soon?
  13. Did anybody ever end up fixing the machine gun zoom bug?
  14. Will the mod be updated so that you can use bipods, with certain weapons (e.g. Minimi)?
  15. chain

    WarfareThai EX Mod

    Just looked at your Weapons config and quickly edited it, copied this line over to the Minimi class. class UnderBarrelSlot : COREVUnderBarrelSlot {}; New code listed below. My unit cant play without the bipod on the minimi, so we really are dependent on this update :p class Auto556x45_Minimi_A : Auto556x45_Negev { author = "WarfareThai";:) displayName = "FN Minimi Para (Belt)"; model = "\corevweaponsextaf\weapons\MINIMI_IRON"; picture = "\corevweaponsextaf\data\equip\w_minimi_ca.paa"; initSpeed = 866; inertia = 0.8; discreteDistance[] = {300, 400, 500, 600, 700, 800, 900, 1000}; discreteDistanceInitIndex = 0; handAnim[] = {"OFP2_ManSkeleton", "\corevweaponsextaf\HandAnim\machinegunlight.rtm"}; reloadAction = "GestureReloadM200"; modes[] = {"FullAuto", "close", "short", "medium", "far_optic1", "far_optic2", "HiRPM"}; class Single : Single { class StandardSound : StandardSound { begin1[] = {"\corevweaponsextaf\Sounds\556x45_m249_1", 1, 1, 1000}; begin2[] = {"\corevweaponsextaf\Sounds\556x45_m249_2", 1, 1, 1000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; initSpeed = 866; dispersion = 0.002; reloadTime = 0.085; recoil = "recoil_single_sdar"; aiDispersionCoefY = 22; aiDispersionCoefX = 25; }; class FullAuto : FullAuto { class StandardSound : StandardSound { begin1[] = {"\corevweaponsextaf\Sounds\556x45_m249_1", 1, 1, 1000}; begin2[] = {"\corevweaponsextaf\Sounds\556x45_m249_2", 1, 1, 1000}; soundBegin[] = {"begin1", 0.5, "begin2", 0.5}; }; initSpeed = 866; dispersion = 0.002; reloadTime = 0.085; recoil = "recoil_auto_sdar"; showToPlayer = true; displayName = "Low RoF"; aiDispersionCoefY = 22; aiDispersionCoefX = 25; }; class HiRPM : FullAuto { reloadTime = 0.052; recoil = "recoil_auto_mk20"; recoilProne = "recoil_auto_prone_mk20"; displayName = "High RoF"; textureType = "hirof"; aiDispersionCoefY = 22; aiDispersionCoefX = 25; }; class Library { libTextDesc = "A Paratrooper model of the FN Minimi light machine gun, with a shortened barrel and a telescopic stock. The FN Minimi light machine gun was developed by the Fabrique Nationale company in Herstal, Belgium. Its various modifications have since been adopted for service by many NATO countries. The weapon only has a fully automatic mode of fire. The weapon is belt-fed, with belts stored in ammo boxes. It can also accept detachable M16 magazines. Effective range: 500m."; }; descriptionShort = "$STR_desc_short_556x45_LMG"; deployedPivot = "bipod"; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 155; class MuzzleSlot : MuzzleSlot { compatibleItems[] = {"muzzle_snds_M"}; }; class UnderBarrelSlot : COREVUnderBarrelSlot {}; }; arraySwitchMags[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow"}; strSwitchMagsTo = "Auto556x45_Minimi_B"; class ItemInfo { priority = 1; RMBhint = "FN Minimi Para (Belt)"; onHoverText = "FN Minimi Para (Belt)"; }; }; class Auto556x45_Minimi_B : Auto556x45_Minimi_A { author = "WarfareThai"; displayName = "FN Minimi Para (STANAG)"; model = "\corevweaponsextaf\weapons\MINIMIS_IRON"; reloadAction = "GestureReloadSideFeedLeft"; dexterity = 1.4; inertia = 0.5; magazines[] = {"30Rnd_556x45_Stanag", "30Rnd_556x45_Stanag_Tracer_Red", "30Rnd_556x45_Stanag_Tracer_Green", "30Rnd_556x45_Stanag_Tracer_Yellow", "COREVMagazineMinimi200"}; modes[] = {"FullAuto", "close", "short", "medium", "far_optic1", "far_optic2"}; class Single : Single { initSpeed = 866; dispersion = 0.0017; reloadTime = 0.052; }; class FullAuto : FullAuto { initSpeed = 866; dispersion = 0.0017; reloadTime = 0.052; displayName = ""; textureType = "hirof"; }; class WeaponSlotsInfo : WeaponSlotsInfo { mass = 146; }; arraySwitchMags[] = {"200Rnd_556x45_Box"}; strSwitchMagsTo = "Auto556x45_Minimi_A"; class ItemInfo { priority = 1; RMBhint = "FN Minimi Para (Magazine)"; onHoverText = "FN Minimi Para (Magazine)"; }; };
  16. chain

    WarfareThai EX Mod

    Just tested it all now, yea it is all working really well, I love the additions btw. Would you be able to do a quick update, allowing the the Minimi Para (Belt) to use the Bipods?
  17. chain

    WarfareThai EX Mod

    Sorry for never posting up my RPT got caught up with IRL stuff. Did you end up fixing the faction crash?
  18. OMG yes, the hype was real :D One question though, will the mod include an Explosive system similar to AGMs?
  19. @BiggerDave Thanks so much man yea I have it all working now :)
  20. Hey all :bounce3: So I am modifying a uniform mod for private use. Whenever I launch the mod, I get an error stating: File 2010_multicam\config.cpp, line 171: /CfgVehicles/AUS_2010_Multicam_FeildUniform1/: Missing '}' I have reviewed my config.cpp and cannot find the error for the life of me. I have looked at line 171 and also the surrounding lines of code. I cannot see any missing Boolean or even a data value. I have no idea what I am missing. If someone could point out what I am doing wrong that would be awesome :D #define ReadAndWrite 0 #define ReadAndCreate 1 #define ReadOnly 2 #define ReadOnlyVerified 3 #define true 1 #define false 0 #define VSoft 0 #define VArmor 1 #define VAir 2 #define TEast 0 #define TWest 1 #define TGuerrila 2 #define TCivilian 3 #define TSideUnknown 4 #define TEnemy 5 #define TFriendly 6 #define TLogic 7 #define private 0 #define protected 1 #define public 2 class CfgPatches { class AUS_Pack_Craig_2010_Multicam { units[] = {}; weapons[] = {}; requiredVersion = 0.1; requiredAddons[] = {"A3_Data_F","A3_Weapons_F","A3_Characters_F","A3_Characters_F_BLUFOR"}; }; }; class CfgFactionClasses { class AUS_Pack { displayName = "Australian Pack"; priority = 100; side = 1; icon = "\AUS_Pack\Icon\Icon.jpg"; }; }; class CfgVehicleClasses { class AUS_2010_Multicam { displayName = "Australian 2010 Multicam"; }; }; class CfgVehicles { class B_Soldier_base_F; // External class reference class B_Carryall_oucamo; // External class reference class B_AssaultPack_Base; // External class reference class AUS_2010_Multicam_AssaultPack : B_AssaultPack_Base { scope = public; displayName = "AUS Assault Pack [Multicam]"; hiddenSelectionsTextures[] = {"\AUS_Pack\2010_Multicam\AssaultPack-Multicam.paa"}; maximumLoad = 300; class TransportItems {}; class TransportMagazines {}; }; class AUS_2010_Multicam_FieldUniform1: B_Soldier_base_F { scope = 2; displayName = "2010 Multicam (Field Uniform)"; faction = "AUS_Pack"; vehicleClass = "AUS_2010_Multicam"; canCarryBackPack = 1; canDeactivateMines = 1; engineer=1; attendant = "true"; uniformAccessories[] = {}; uniformClass = "AUS_2010_Multicam_FieldUniform1"; nakedUniform = "U_BasicBody"; model = "\SP_Pack\Models\FieldUniform.p3d"; Items[] = {}; weapons[] = {"Throw","Put"}; magazines[] = {}; linkedItems[] = {"ItemWatch","ItemRadio","ItemGPS"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; hiddenSelectionsTextures[] = {"\AUS_Pack\2010_Multicam\FieldUniform1.paa"}; hiddenSelections[] = {"Camo"}; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3 \Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads \Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"; }; }; class AUS_2010_Multicam_FieldUniform1_SS: B_Soldier_base_F { scope = 2; displayName = "2010 Multicam (Field Uniform)"; faction = "AUS_Pack"; vehicleClass = "AUS_2010_Multicam"; canCarryBackPack = 1; canDeactivateMines = 1; engineer = 1; attendant = "true"; uniformAccessories[] = {}; uniformClass = "AUS_2010_Multicam_FieldUniform1_SS"; nakedUniform = "U_BasicBody"; model = "\SP_Pack\Models\FieldUniform2.p3d"; Items[] = {}; weapons[] = {"Throw","Put"}; magazines[] = {}; linkedItems[] = {"ItemWatch","ItemRadio","ItemGPS"}; respawnLinkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","ItemGPS"}; hiddenSelectionsTextures[] = {"\AUS_Pack\2010_Multicam\FieldUniform1.paa"}; hiddenSelections[] = {"Camo"}; class Wounds { tex[] = {}; mat[] = {"A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3\Characters_F_Beta\INDEP\Data\ia_soldier_01_clothing_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_black_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_hairy_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_white_old_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat","A3\Characters_F\Heads\Data\hl_asian_bald_muscular_injury.rvmat"; }; }; class AUS_2010_Multicam_Carryall: B_Carryall_oucamo { scope = 2; maximumLoad = 500; displayName = "Australian 2010 Multicam (Carryall)"; picture = "\AUS_Pack\2010_Multicam\ui\Carryall.paa"; hiddenSelectionsTextures[] = {"\AUS_Pack\2010_Multicam\Carryall.paa"}; }; }; class cfgWeapons { class Uniform_Base; // External class reference class UniformItem; // External class reference class InventoryItem_Base_F; // External class reference class ItemCore; // External class reference class HeadGearItem; // External class reference class V_PlateCarrier1_rgr; // External class reference class VestItem; // External class reference class ItemInfo; // External class reference class AUS_2010_Multicam_FieldUniform1: Uniform_Base { scope = public; model = "\SP_Pack\Models\Suitpack"; displayName = "Australian 2010 Multicam (Field Uniform)"; picture = "\AUS_Pack\2010_Multicam\ui\FieldUniform1.paa"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "AUS_2010_Multicam_FieldUniform1"; containerClass = "Supply60"; mass = 80; }; }; class AUS_2010_Multicam_FieldUniform1_SS: Uniform_Base { scope = public; model = "\SP_Pack\Models\Suitpack"; displayName = "Australian 2010 Multicam (Field Uniform)"; picture = "\AUS_Pack\2010_Multicam\ui\FieldUniform1.paa"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "AUS_2010_Multicam_FieldUniform1_SS"; containerClass = "Supply60"; mass = 80; }; }; class AUS_2010_Multicam_PlateCarrier: V_PlateCarrier1_rgr { scope = 2; displayName = "Australian 2010 Multicam (PlateCarrier)"; picture = "\AUS_Pack\2010_Multicam\ui\PlateCarrier.paa"; model = "\SP_Pack\Models\PlateCarrier1"; hiddenSelectionsTextures[] = {"\AUS_Pack\2010_Multicam\PlateCarrier.paa"}; hiddenSelections[] = {"Camo"}; class ItemInfo: VestItem { uniformModel = "\SP_Pack\Models\PlateCarrier1"; containerClass = "Supply120"; hiddenSelections[] = {"camo"}; mass = 50; armor = 60; passThrough = 0.30; }; }; }; //}; I think I need an outside perspective to find my error :(
  21. Hey man it still doesn't work, same error just on a different line.
  22. So particularly my brand of mouse has a function where you can either save all the keys via a program (profiler) or you can save the keys to the mouse (install mouse mapping). I used the first option only relying on the program to assign the keys for my mouse. For some reason and I do not know why (obviously a conflict of some sort). Armasync did not recognize the profiler or vice versa. So instead I installed my mouse mapping onto my mouse and because my keys are now hard coded into my mouse Armasync recognizes and responds to my mouse. TLDR; Armasync was not recognizing my mouse profiler program, nor responding to its commands/presence. So I installed the key mappings to my mouse instead (which worked).
  23. chain

    WarfareThai EX Mod

    1. I have only tested and used WarfareThai Ex. in Stable branch. 2. I used two mod sets (reference a and b) a: @socomdsys, @adf, @alive, @allinarmaterrainpack, @asdg_jr, @at_satchel, @blm, @blood_mist, @chains_m27_law_pack ,@chinookpack, @cse, @fhq_m4_a3, @hiddenIdentityv2, @lkr_ammo, @rds, @rds_tank, @sthud_a3, @task_force_radio, @tmr, @us_helos_kimi, @warfarethaiextaf, @xactionui, @xlib, @cba_a3, @fhq_accessories, @blastcore_tracers, @blastcore_A3. b: @chains_m27_law_pack,@warfarethaiextaf, @chains_javelin, @agm, @blastcore_tracers, @blastcore_A3. I also tested only running Warfarethai and the game still crashed, so I do not believe it is crashing because of a mod conflict. 3. For me it just crashed when spawning any unit with the Takistani Force faction (Infantry,vehicle and static weapons). Extra Info: No error was given when my game crashed, I will review my RPTs and upload it for you when I can. PS: If you need any help with the mod hit me up :)
  24. chain

    WarfareThai EX Mod

    Heyo, something seems to be broken with the Takistani Force, whenever they are placed in the editor, zeus or via MCC, both my game and Arma 3 server crashes. Everyone else who is participating in a mission also crashes. It seems to only be the the Takistan Force (faction) though.
  25. I really like ArmAsync, but for some reason it doesn't work with my mouse buttons (extra buttons). I have a corsair M95 and have set up my keys on my M95 mouse to better my gameplay experience. But for some reason, whenever I launch Arma 3 with or without mods from ArmAsync my extra mouse buttons never work. Only my two main buttons work (left and right mouse click). When I launch Arma 3 via PW6, steam or via the direct arma.exe, my mouse buttons work. Is there any fix for this? Edit: Disregard, found a fix.
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