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Everything posted by UK_Apollo
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Slinging your helmet to backpack is a 3CB function which we add into the ace menu's. As to whether it can be scripted by mission designer, I suspect it can be, although it would need to fire after our load-out script kicks in and might be non-trivial. We're currently reviewing the load-out script process, module and variables to see if we can take on board feedback from the community since release, so perhaps best to watch this space for the update in due course.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
UK_Apollo replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is ace fast rope availability on modded helicopters controllable through config code during game play? EDIT: I was trying to use ace_fastroping_enabled = 0/1 but suspect the correct way is to create a custom FRIES. -
The poly limit on objects did indeed increase very significantly in mid-February. From this tech report: https://dev.arma3.com/post/techrep-00026 "Binarize has been updated; the P3D binarization process now uses 32-bit vertex indices and now produces binarized models (P3D) at version 70." Previously it was at 15 bit (2^15 = 32k). Now at 32 bit (2^32 = 4 billion). Lol I've built a model with 120k faces for testing purposes, no problem.
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[Arma3][Stable][1.56.134627][DS] rpt spam/errors if not spawn as leader in lobby
UK_Apollo replied to shukari's topic in ARMA 3 - TROUBLESHOOTING
Is a fix still in the works for this? Our dedi server rpt file is consistently massive, spammed with this 'group no leader' entry - 500MB+ ! -
ALiVE - Advanced Light Infantry Virtual Environment 1.0 (GA)
UK_Apollo replied to ALiVEmod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well done on finding the problem! So far so good on our public server. And as others have said, really pleased to see that the community can now help index maps. Very many thanks from 3CB for this update. :-) -
Thanks jcae.
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Quoting lifetap from the 3CB BAF Units thread, which hopefully answers the question: Default Gear on Respawn: Yes (No) - Select 'No' to allow other mods or scripts to set unit gear on respawn This affects units on a respawn only, not the initial spawn. It is to avoid conflicts with the death script within other mods eg. ALIVE, etc. Randomise Equipment: Yes (No) - Each unit will have a randomly selected uniform, helmet, vest, backpack and glasses appropriate to it's role This removes gear randomization and uses the default item (the first in the list). However it always applies this 7 seconds after the initial spawn. The reason for this method of initialization is to allow the mod to be used with and without ACE. We have a number of users would do not wish to use ACE, whilst others who wish to have ACE items in their loadouts. Our mission makers have no issue with the 7 second delay. They just apply their loadouts, when required, after this time period.
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@tokyoindia, it's no problem, thanks for your suggestion @limbo365, many thanks for the images! disclaimer: WIP image and still no promises :P
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Sounds like a good idea toyokoindia. Would you mind posting some real life photo's with close-ups of any insignia or cap badges if you can get them so we have something to work from please? No promises, but good research by others saves us time and makes it more likely to happen. :-)
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@Heroes, those problems shouldn't be an issue as we'll be creating our own Alive factions and as you say, just using the weapons. :)
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Oh Evrik, you've let the cat out of the bag. You'll never get it back in now! @Heroes, yes, RHS will be a dependency, so as to avoid duplication of weapons and vehicles. It looks like the possible RHS/Alive issue is now known to be just an Alive / BIS function problem, which they are working on fixing (if we're talking about server freezes), so having RHS in the mix going forward should be fine.
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Place the 3CB BAF Unit Configuration module on your mission. Details are in the readme with an extract here: Modules > Misc > 3CB BAF Unit Configuration Default Gear on Respawn: Yes (No) - Select 'No' to allow other mods or scripts to set unit gear on respawn Randomise Equipment: Yes (No) - Each unit will have a randomly selected uniform, helmet, vest, backpack and glasses appropriate to it's role
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Currently our 3CB BAF Vehicles do not have 3CB BAF Units / BAF Equipment / BAF Weapons as pre-requisite requirements. Therefore, the vehicles are crewed by NATO units. If you wish to add our 3CB BAF Units (Infantry or Marines) to the vehicles, download the other mods and it's relatively straightforward to swap them in the editor or via Zeus. We are however looking at ways in which we can provide alternative simple solutions as this question comes up quite frequently - watch this space! Because of the standalone nature of the Vehicles mod, vehicles are not currently included in the Alive faction groupings. So you will only see infantry/marines and support elements. Again, this is being worked on right now to enhance the Alive AI experience.
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There is a dependancy: @cba_a3 Regardless of that, I'm replicating your set-up but not getting the L85 error. None of the configs call for that class name either, from a quick check. My guess would be that you're running @3cb_baf_units as well, which would then require @3cb_baf_weapons. If not, can you give exact reproduction steps to demonstrate the error so we can investigate further for you please? Apollo
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They're in the 3CB hangar under-going reassembly and conversion work as we speak. If only the instruction sheets made any sense. A few months (or less, or more) is a likely time frame.
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Is that the distant sound of rotor blades beating the air? Secure the LZ lads...
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Can anyone give advice on how to ensure that a player walking into the rear vertical rotor of a helicopter (such as the BIS Wildcat / LittleBird) is hurt / killed by the impact please? In my model I have a Geometry LOD: sharpened, closed, convex and all components found. The tail rotors are a named selection in the Geo LOD of "mala vrtule" and have mass (tried 10 to 500kg!). Visually the tail rotors work as expected, going from static to the blur proxy. The player bumps into the rotors but never takes damage. Well mostly never - a few times it seems the right combination of movement directions causes him to get hit and die, but it's 1 in 100 times.
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ALiVE - Advanced Light Infantry Virtual Environment
UK_Apollo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fabulous work on the latest update @Alive team. We're so pleased to be able to offload all the AI to the Headless Client, great job. Thanks from 3 Commando Brigade. -
No problems with hearing the sounds of the UGL firing here. Please remove JSRS from your mod list and test again.
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I can quickly answer this one. I'm assuming you're running @3cb_baf_units, although you left it off the mod list? In the Editor place down the Module 3CB BAF Unit Configuration and set Default Gear on Respawn to No. This will solve that issue. From the Readme and first post: Modules > Misc > 3CB BAF Unit Configuration Default Gear on Respawn: Yes (No) - Select 'No' to allow other mods or scripts to set unit gear on respawn
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Sorry mate! I've corrected it on these forums and PwS info. Regards, Appiloow :P
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This pack uses Soldierman's Coyote model, with his permission, as noted in the Readme Credits. As he mentions, and as far as we are aware, it is all his own work (based on released BIS content). We never knowingly use a 3rd parties work without their express consent, we document our content provenance and always credit authors that have given permission in the Readme. smokedog3para, if you're still concerned about this we'll be very happy to discuss it with you to resolve any concerns you have - PM one of us 3CB mod-team members on here (myself, lifetap, serjames, evrik or the 3cb account). From the readme: Very special thanks go to our external content providers for allowing us to modify their work for this pack:- Aplion: open-source release of the BIS ArmA 2 Jackal converted to ArmA 3 Soldierman (16AA) - Coyote chassis and headlight high beam concept Redders (VCB) - GPMG and HMG models LAxemann - vehicle weapon sounds
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Tapatalk - smartphones app for forums browsing
UK_Apollo replied to Variable's topic in BOHEMIA INTERACTIVE: Web-Pages
Thanks for the confirmation BohemiaBeck and all the best with finding a solution. -
Tapatalk - smartphones app for forums browsing
UK_Apollo replied to Variable's topic in BOHEMIA INTERACTIVE: Web-Pages
I have the same problem as Serjames. Android, latest version of Tapatalk. Tried both username and email with password, "Log In" does nothing.