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Everything posted by UK_Apollo
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[IceBreakr/IBIS] Island Panthera for A3
UK_Apollo replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, so I've found the issue with still receiving this message: Warning Message: Addon 'A3_Map_Panthera3' requires addon 'CUP_ibr_plants' It's a conflict with the mod map N'Ziwasogo. I guess there is an overwrite of objects, which prevents Panthera from loading correctly. When running @cup_terrains_core and @panthera_a3, no problem. When running @cup_terrains_core, @panthera_a3 and @nziwasogo there are problems. I'll cross-post to the N'Ziwasogo thread so hopefully one or other author can resolve the conflict. -
[IceBreakr/IBIS] Island Panthera for A3
UK_Apollo replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All the other Cup terrains maps work ok, so I'm definitely running the core mod. -
[IceBreakr/IBIS] Island Panthera for A3
UK_Apollo replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Downloaded Panthera fresh from PwS this morning, no errors given. Running the split Cup Terrains pack, all other maps work fine: @cup_terrains_core v1.2.0 @cup_terrains_maps v1.2.0 It could still be an error my side, but as others have seen the same error previously I thought I'd report it as a likely bug still. -
[IceBreakr/IBIS] Island Panthera for A3
UK_Apollo replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This message is still present after updating to Panthera 3.66 Warning Message: Addon 'A3_Map_Panthera3' requires addon 'CUP_ibr_plants' -
Those are odd numbers for the visual LOD's. "1.000" and "2.000" would be more usual. Does it look ok in Object Builder when you put on solid faces? (View>Projected, View>Solid Faces) Have you Recalculated Normals (F5)? Does it look ok in Bulldozer? (View>Viewers>Bulldozer>Start) What happens if you temporarily delete the second visual LOD? (Change it to an EDIT LOD)
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[IceBreakr/IBIS] Island Panthera for A3
UK_Apollo replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm also seeing the error message: Warning Message: Addon 'A3_Map_Panthera3' requires addon 'CUP_ibr_plants' Running amongst other things: @cup_terrains_core v1.2.0 @cup_terrains_maps v1.2.0 -
Does the helicopter disappear when you move away from it (increasing the distance) or only when you view from behind? How many visual LOD's do you have in the model?
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PBO Project - Bis Binarise error
UK_Apollo replied to Johno89's topic in ARMA 3 - COMMUNITY MADE UTILITIES
This may or may not help with your particular problem, but you have an errant semi-colon in your config: class CfgPatches {; remove that ; on line 2 -
Which helicopter Roofie?
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I suspect you are turning on the non-movable pilot's landing light (using the L key or "lights on"). The searchlight is available from the copilot's seat with the User Action "Searchlight On" and is definitely steerable. Having said that, I'm not seeing the searchlight beam at all right now, and wonder if the lighting update has broken it.
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Thanks Roofie. Bug confirmed. We'll fix it in the next scheduled release.
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Thanks. Bug confirmed. It doesn't seem to affect functionality, so will be fixed during the next scheduled update.
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@HeroesandVillains You are correct, there is a backwards compatibility error with existing missions relating to the old Merlin/reskinned Mohawk (now obsolete) which we didn't spot until after release. We have already produced and tested a fix, so we will be aiming to release a hotfix later today. Apologies!
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All the details of usage are in the readme with the mod, and also on our website: https://3cbmod.wordpress.com/released-mods/3cb-baf-vehicles/usage-vehicles/ Enjoy!
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Issues with either p3d or model.cfg
UK_Apollo replied to Rabbit35's topic in ARMA 3 - MODELLING - (O2)
Try setting the following Named Property (usually in the Geometry LOD):- Property Name: autocenter Value: 0 Ctrl+1 brings up the Named Properties window if you don't have it displayed, or go to the Window menu. -
@Heroes&Villains I'm not seeing that problem. Can you give exact steps to reproduce please? Send in a PM if you like.
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Ok turns out not to be a bug, but an Arma engine limitation and already in our list of known issues. Gunner/Copilot has to get out before the pilot gets the resupply option.
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@Heroesandvillains Yes, you are correct. Place down the crate, sync it to the module, land within 100m, switch off engine, scroll mouse to access the resupply options. However, I know what your problem is - there seems to be a bug if you have an AI copilot sitting next to you. Order him to disembark the helicopter and the resupply options will appear. I'll add this to our bug tracker for fixing. Open the spoiler for a picture guide!
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Yes, it's "UK3CB_BAF_Faction".
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Currently there are no vehicles included in our Alive groups on the @3CB_BAF_Units mod, because we didn't want to force @3CB_BAF_Vehicles as a prerequisite. However, as we increase the content across all our various mods, there is much that needs to be common across them, so it is quite likely that in due course we'll start adding inter-dependancies - when that happens the Alive units will be able to include mechanised/motorised options.
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@yourstruly: don't worry, everyone hates the answer too..."when it's done". ;-) We're close to leaving the development phase now for testing and QA, so not too much longer. Sorry, can't be more specific than that, but things are progressing well.
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Thanks chaps. My feeling based on the evidence so far is that our Wildcat seating will remain forward/rear facing, unless we see photo's which show they should definitely be side-facing. It would be nice to update to individual crash-worthy seats at some point in the future if time allows. As da12th says, Wildcat isn't designed as a troop taxi anyway, so although it replaced Lynx it would seem more limited in it's role, with troop transport being pushed solely to Merlin and Chinook in real life? As with the external weapons, some imagination is required until the Wildcats have been in operational service for a while longer and clearer details emerge of how they are configured. In the mod, the 6 pax version is closer to representative of what they might carry, but the 8 pax will be retained as an option because it allows carriage of a full Section for those preferring utility in game over real life spec.
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Any recent photo's of seating arrangements in the operational Wildcat's would be nice to see.
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@TheLimbo365 Yes, it's an error present in the default BIS Hellcat too, but it's been fixed in our dev build for a while and correct ace3 fast roping will be included in the next update, coming soon TM.
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bezz, when you say "spawn" are you talking about what you see in the Eden Editor? In the Editor, the units do not appear to have helmets, vests, backpacks... ...but they do appear when you 'Play Scenario' and get in game for real.