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Everything posted by UK_Apollo
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Our mods will be released in separate packages for added flexibility. You'll see a BAF Weapons pack coming very soon, it's in final QA right now. We'll then update this BAF Units mod to use the new weapons. There will be an Equipment pack - some really nice goodies in there too. :-) Coyote and Apache probably added to our BAF Vehicles pack - more info to come (in a different thread), nearer time of release.
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Apologies if this has been posted previously somewhere in this thread - there are a few minor errors popping up in the RPT's for @rds (Static Weapons) v1.12 RDS_D30_AAF: artillery_muzzle_flash - unknown animation source muzzle_hide_arty RDS_D30_CSAT: artillery_muzzle_flash - unknown animation source muzzle_hide_arty RDS_D30_FIA: artillery_muzzle_flash - unknown animation source muzzle_hide_arty Warning Message: Cannot open object rds_staticw\spg9\og9.p3d Warning Message: Cannot open object rds_staticw\spg9\pg9.p3d
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Burnes Armories Tanks and Deployment Vehicles
UK_Apollo replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Burnes, I'm looking to get your LCU Mk10 onto our public server - 50 guys all telling us we should be using it! And they're right!! However, I'm an RPT obsessive in order to keep the server stable, and we still have the texture error that Serjames reported a little while back: "Warning Message: Cannot load texture burnes_lcac\data\lcacdeck.paa." <repeats> Would you be able to take a look see please and put out an update? pretty please :-) Cheers, Apollo -
As Evrik says, you can expect to see some exciting, high quality, mod additions for the BAF faction coming from us at 3CB very soon.
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rksl RKSL Attachments Pack
UK_Apollo replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The clue may be in the name of at least one of the scopes: "Lightweight DAY Sight". ;-) Probably the glass used isn't NVG compatible (i.e. it doesn't transmit the infra-red part of the spectrum used in Night Vision systems). Haven't checked, but that's what I'm guessing.- 98 replies
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rksl RKSL Attachments Pack
UK_Apollo replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks so much for the replies guys. I almost expected to be told to bog-off with such a crazy weird problem, so I appreciate you taking time to think about it. :) That BIS ticket is quite similar in many ways. Perhaps Anton found a solution, but not the full cause. Here are the RPT files. Dedicated Server: verifySignatures=2; 1. Not working (rksla3.bikey): http://hastebin.com/uqisomahoz.tex 2. Working (Z1_rksla3.bikey): http://hastebin.com/ohalizilur.tex On test 1, it seems not to load the mission - the first player never gets into the lobby. On test 2 with the silly renaming of your bikey, the player gets into the lobby and the mission loads fine. As far as I can tell the bikey continues to work, rejecting players with unsigned mods, and still accepting @rksl_attachments. I was surprised at that too. I've got a feeling I did read somewhere that keys generated with A3 beta tools might give issues, but can't remember details. Thanks again. Apollo Edit: Obvious RPT differences are at the end: Case 1 (not working) 1:07:28 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 1:08:38 NetServer::finishDestroyPlayer(1298611051): DESTROY immediately after CREATE, both cancelled Case 2 (working) 1:10:02 Initializing Steam server - Game Port: 2302, Steam Query Port: 2303 1:10:02 Connected to Steam servers 1:10:05 No owner 1:10:06 Server error: Player without identity Lt. Apollo (id 1416104385)- 98 replies
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rksl RKSL Attachments Pack
UK_Apollo replied to da12thMonkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a really odd problem which occurred when I tried to add this mod to our public server yesterday, relating to the bikey's. Adding rksla3.bikey to the dedicated server 'keys' folder resulted in the mission not loading (clients freeze at map screen prior to mp lobby). But that's not the end of the story, and to be honest I'm not really expecting, just hoping, that someone might understand what is going on. It's possibly not even related to this mod, but maybe it is. lol Here's our current mod list, all bikey'd: @3cb_baf_units @3cb_baf_vehicles @agm @alive @allinarmaterrainpack @asdg_jr @beretpack2 @burnes_challenger @cba_a3 @chinookpack @cup @fa18_a3 @fdf_pogagorsk @grace_fv510 @grace_real_warrior @psylandrover @rh_m4_a3 @rhs_afrf3 @st_nametags @sthud_a3 @stkr_bi @task_force_radio @vcomai We wanted to add @rksl_attachments to this list. Server and clients are running it. When adding rksla3.bikey the mission fails to load. When adding rksla3.bikey AND removing one other key (tried 4 or 5, didn't seem to matter which), it works. When renaming rksla3.bikey to Z1_rksla3.bikey it also works! So it seems like the rksla3.bikey conflicts with something, somehow, or perhaps there is a 'load order' based on the file name? Sorry this is so bizarre, any ideas?! Apollo- 98 replies
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Vcom AI V2.0 - AI Overhaul
UK_Apollo replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
How's it going Genesis? We're using VComAI on our busy public server 24/7 to great effect. :) However, most of the players find the default AI skill setting rather too high (360 no scope!) Per Serjames post about the inability to read a config file, we're looking forward to your next update with great anticipation. -
British Beret Modifications by Steel
UK_Apollo replied to TheoryOfWar's topic in ARMA 3 - ADDONS & MODS: COMPLETE
B_P_Beretrlc B_P_Beret B_P_BeretOff B_P_BeretRct No Editor crate. You can use the following line in the unit's INITIALIZATION field: this addHeadgear "B_P_Beret"; -
Presumably the cage armour is there to help defeat RPG's? It must be a pain for the driver to have to crawl through from the back. Why didn't they put a break in the cage/armour shell so the doors could still open?
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Thanks da12th, I'm sure you are correct about the doors as I've never been in one. I was taking information from this website http://www.army-technology.com/projects/cougar_ridgback/ where it says the Ridgback has 3 doors, 2 at the front and a double clam door at the rear.
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Nice work cleggy! RPT error reports look clean, great! FFV from the rear, lovely. Initial thoughts: - at present you can only enter the vehicle from the rear doors. Would be nice if Driver/Commander seats could be entered from the front of vehicle too? - interior textures are quite sparse, presumably because it's WIP? Let us know at 3CB if you need assistance though. - as someone else reported, going into the rear camera is bugged (no way back out) - is it sling-loadable? (guess it maybe too heavy, haven't checked it's weight)
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Vcom AI V2.0 - AI Overhaul
UK_Apollo replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Following on from Serjames post: This is the code snippet from the .pbo which defines where to find the VComAI settings. _InitialCode = false; _InitialCode = [] execVM "userconfig\VCOM_AI\AISettings.sqf"; if (isNil "_InitialCode") then { _InitialCode = [] execVM "VCOMAI\DefaultSetting.sqf"; }; Is it correct that we have this structure: OurServerFolder arma3server.exe ...various folders including... \keys \mpmissions ...and \userconfig\vcom_ai\aisettings.sqf OurModsFolder \@vcomai -
Authentic Gameplay Modification
UK_Apollo replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is of course what I would ask for too if it was me receiving a bug report, and we'll probably do it if you don't get any similar notifications. However, as a quick reply, it's worth pointing out that yesterday the mission worked (and has been running 24/7 for days on our public server) and today (after the AGM update), the mission doesn't work (as in players are semi-invincible). The only change was to remove/replace the AGM modules after the update using the same settings. On a side note, thanks for some brilliant changes. Personally I'm happy to see the Respawn button make a reappearance in concert with @Alive, love the Inventory size increase and welcome the grenade safety feature. The first thing we played with was the fast-roping - looks pretty good, although there may be some bugs to be ironed out. Here is a quick summary without detailed further testing: - multiple players can deploy multiple ropes from the same chopper causing a mess, and the pilot doesn't get options to cut more than one set - fast roping from a gunner position results in the player roping in the gun animation pose - ropes cut and left trailing over buildings can destroy the building - the fast rope animation can remain glitched for some players; ie. a pilot exciting the heli will see me in a fast rope animation pose ("clutching a teddy bear"), while others already on the ground see me in a normal weapon pose. -
Authentic Gameplay Modification
UK_Apollo replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm ashamed. But I'm also invincible (almost). Swings and roundabouts ;-) -
Good point da12thMonkey. When the grey RN version is seen around these shores I expect we'll release a version to match. In the meantime, the green Merlin in RN service looks at first sight just like the RAF one, with the exception of the "Royal Air Force" or "Royal Navy" text on the tail boom (and of course change of unit insignia)? Kind of luckily for us, we weren't able to include the tail boom writing on our mod because of the issue with the model from BIS which results in text mirroring on the reverse side and wouldn't have looked great, so we chose to leave it off. So hopefully people will be happy to see it as either a RAF Merlin pre Oct 2014, or RN Merlin post Oct 2014.
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Version 2.1 released. DESCRIPTION For the third release in the 3CB BAF Vehicles mod we bring you the Merlin. Our talented texture artist Arka [3CB] has been hard at work once again, this time re-texturing the ArmA 3 AAF Mohawk as accurately as possible in the colours and markings of a real-life weathered RAF Merlin HC3 currently serving with British Armed Forces: Royal Airforce Merlin HC3, S/N ZJ124 (cn 50133) - Registered Westlands, Yeovil: 2000 - Dubai, UAE: Nov 2005 - Camp Bastion, Afghanistan: Feb 2010 DOWNLOAD Download from the links on the first post. BACKGROUND The Merlin is an advanced, medium support helicopter for the RAF designed to operate away from base workshops and in difficult terrain. It is an all-weather, day and night, multi-role helicopter used in both tactical and strategic operational roles. It's diverse range of bulky cargo carried internally or under-slung can include artillery, Land Rovers or light-strike vehicles and more than five tonnes of freight. FEATURES Olive green Accurate markings and decals Some panels patched or repaired after damage Oil and grease stains, plus other weathering Rear ramp opens to allow firing from vehicle Sling loads a Land Rover (but not the Jackal which is too heavy) REQUIREMENTS None SCREENSHOTS * Other mods depicted: Royal Marines Commando uniforms: @3CB_BAF_Units by 3 Commando Brigade USAGE Units are available in the Editor under Units > Blufor > BAF > Air Units > Empty > Air CLASS NAMES [b]UNIT CLASSNAMES / DESCRIPTION[/b] UK3CB_BAF_Merlin_RAF_ZJ124 Merlin HC3 RAF Green 'H' Worn ZJ124 KNOWN ISSUES The AAF Mohawk is quite a close fit to the Merlin HC3. However it suffers in some regards from a lazy model design, in that certain parts of the air-frame are mirrored from the port to starboard sides, resulting in reversed decals if not careful with placement. We have made a few small compromises in order to get around this issue, such as leaving out the "Royal Air Force" writing on the tail boom and re-positioning of the aircraft serial numbers. CREDITS Texture Artist: Arka Configuration: Apollo Project Management: Apollo
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Thanks Bravo, we'll look into it.
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We've decided not to make our BAF units a dependancy of this vehicle mod, as that would restrict others who don't want to use our MTP uniforms. You can still script the BAF units in, as I did with the screenshots. My guess is that most mission designers will put down empty Jackals, and use our 3CB_BAF_Units for the players.
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Version 2.0 released. DESCRIPTION For the second release within this modset we are proud to present the Jackal 2. This uses the ArmA 2 BAF model which was ported to ArmA 3 by Aplion and released as @hafm_uk. We have taken this model, which Aplion released open source since he finished working on it, and have fixed all the bugs (zero rpt errors), plus added a number of improvements: - fixed bone skeleton errors - fixed speed wobble - fixed gunners field-of-view - added sling-loading capability - added FFV (firing from vehicle) - added integration of long-range radio (TFAR) in vehicle DOWNLOAD Download from the links on the first post of this thread. BACKGROUND Jackal 2 is a high mobility weapons platform, with a unique air-bag suspension system allowing rapid movement across varying terrain. It is designed to protect personnel against roadside explosions and mine attacks (the chassis is heavier than its predecessor to give additional protection). Jackal 2 is armed with a General Purpose Machine Gun for crew protection and can carry either a Heavy Machine Gun or a Grenade Machine Gun as the main weapons system in the fire support role. The gun ring has been moved forward to give a 360 degree sweep of fire, as opposed to the previous rear-fire only position on the original Jackal. FEATURES 4 variants comprising 2 in desert camo, 2 in woodland, armed with L2A1 HMG or GMG. Driver, Commander, Gunner + 2 passenger seats both with FFV. Sling loadable by Chinook or Huron. REQUIREMENTS None SCREENSHOTS * Other mods depicted: Royal Marines Commando uniforms: @3CB_BAF_Units by 3 Commando Brigade RAF Chinook: @chinookpack by Deltagamer USAGE Units are available in the Editor under Units > Blufor > BAF > Cars Units > Empty > Cars CLASS NAMES [b]UNIT CLASSNAMES / DESCRIPTION[/b] UK3CB_BAF_Jackal2_L2A1_D Jackal 2 L2A1 Desert UK3CB_BAF_Jackal2_GMG_D Jackal 2 GMG Desert UK3CB_BAF_Jackal2_L2A1_W Jackal 2 L2A1 Woodland UK3CB_BAF_Jackal2_GMG_W Jackal 2 GMG Woodland KNOWN ISSUES Slight clipping of player body through Jackal sides while in Firing-From-Vehicle mode. CREDITS Original ArmA 2 Model (BAF): Bohemia Interactive Studios Converted to ArmA 3: Aplion (released open-source) 3CB Mod Team: Andy, Evrik, Goodson, Lifetap, Apollo
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
UK_Apollo replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Lol, but "the essential one" made SJ's gun sounds go AWOL. Did you add a stealth module? ;-) -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
UK_Apollo replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey shay, good to talk to you again. :-) Quite a long list as you would expect of us!! So it could be a conflict of MCC with one or the other. Prepare yourself, you might want to sit down... 3cb_baf_units, 3cb_baf_vehicles, agm, alive, allinarmaterrainpack, ares, asdg_jr, beretpack2, bornholm, burnes_challenger, cba_a3, chinookpack, cup, psylandrover, rds_civpack, rh_m4_a3, rhs_afrf3, st_nametags, sthud_a3, stkr_bi, task_force_radio We didn't try to narrow the issue down further as that wasn't our primary goal at the time. But if you compare this list to what others with the same bug are seeing you might notice a common denominator. -
Authentic Gameplay Modification
UK_Apollo replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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ALiVE - Advanced Light Infantry Virtual Environment
UK_Apollo replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Oksman You probably know this, but just in case...Headless client set-up changed a bit with the latest ArmA update. Headless Client set-up We're running a dedicated server at 3 Commando Brigade with a headless client controlling the @Alive CQB and it works very well. Game Logic > Virtual Entity > Headless Client (Playable, name="HC") HC connects to the server and auto joins the HC slot - only visible to a logged in admin. Verify that @Alive is off-loading CQB units to HC by monitoring with Arma Server Monitor.