delta1292
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Everything posted by delta1292
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RHS Escalation (AFRF and USAF)
delta1292 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Guys, just a quick question, are the UGL sights on all the AR-15 variants bugged currently or is it just me? The foresight is showing but the leaf sight isn't animating with it and is just laying flat... EDIT: Fixed, internal mod broke it.- 16574 replies
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[RELEASE] T8 Units - a less dynamic AI creator
delta1292 replied to t-800a's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Big thank you for this script, I use it in pretty much every mission I make, such an easy way to add in many different complex types of unit behaviour to missions! In future would it be possible to see the "timeout" functionality added to triggers so they can be delayed for a time (can get some pretty nice randomisations with min, mid and max). -
First off, this is a great mod, it's very nice to see so many british units and vehicles becoming available for communities to use. I would like to report two problems I have encountered with the Apache that may / may not be bugs or due to 1.56 being released. Firstly the FCS for the apache's gun doesn't show the range in the top left just "-----" irrelevant of how close or far away the targeted piece of ground is. Secondly the sounds seem to be a bit messed up, firstly I get reoccuring random shots even when I haven't fired the gun, and secondly when I fire the gun I only hear 1 shot even if I fire 5 or 6 or more rounds. Also it would be great that if in the next release it would be possible for the main gun to be able to lock onto the laser and have an "auto" ranging control, allowing the gunner to change targets quickly without having to mess around with the BIS ranging system.
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Lowlandswarrior RNLAF AH-64D Apache
delta1292 replied to Crielaard's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Firstly, great mod, I'm really looking forward to using it. However, I am encountering a slight issue with using the FCS, namely I cannot lock to the lase. I have watched Kimi's video on it and I do not get any of the same happening when I use it. The only thing I can lock is a vanilla lase and that doesn't follow the crosshair, it stays where I originally lased. Therefore if I lock on to it the missiles track to it, and the auto ranging on the cannon doesn't work, it will range to the initial lase point and not where the crosshair is pointing. Would it be possible for those that have it working correctly to say which key (and what it is in the key assignment) they use to lock? -
Hi guys, firstly great mod, we are loving using it in our sessions!! I have a question I would like to ask you, as we run a lot of different mods that use 5.56mm STANAG Magazines we run our own internal compatibility config as this means that we dont end up with 2 players both with magazines that are compatible IRL but not in game (eg RHS M4 mag and a 3CB L85 Mag, or 2 people with different mod 40mm UGL rounds). We normally run this by grabbing the weapon names and inheritances from the mod cfgWeapons as this is easiest, however, I have noticed that all the 3cb pbos won't unpbo with various tools, I presume this is intentional. As such is it possible for you to share the CfgWeapons from your weapons pack? Many Thanks, and keep up the good work!
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VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
delta1292 replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Although I agree with this, armoured vehicles (eg LAV, BTR-80) have good offroad capabilities and can go more than 5km/h which is the current limit on the surface. Unfortunately I have to report that we are still experiencing that specific terrain stoping ai vehicles from moving (they try to turn and get stuck turning). -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
delta1292 replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nummi it would be fine if vehicles were slowed, but the terrain has so much friction a large number of vehicles cannot physically move on it and get stuck permanently, they cannot even reverse off it, even if 1 wheel touches it. Now players can potentially just keep away from the forested areas, however, the AI do not understand this and it leads to the AI just getting stuck randomly on the map with no way of ever moving. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
delta1292 replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm unsure how it can be vanilla vehicles as they work on all other terrains (both modded and stock) fine, to me it looks like the terrain friction is set very high and the vanilla vehicles (and any vehicles that inherit from them or have similar power/weight ratio) do not have enough power to move on it. Anyway, I hope it is fixable, either by BI or yourself. Other than this the terrain is great! -
Hi firstly, thank you for the fantastic british gear, with reference to the binos being broken would it be possible to release a hotfix or to say what is causing the bug so that it could be patched by communities (eg not by modifying your files but by using a hotfix config patch that would run after 3cb weapons is loaded). I appreciate the fact that you may be near to a release of an updated version, however, in the mean time it can cause problems for communities that also like to run low tech missions (eg 1980s style, where binos are crucial for SL/Plt. CO)
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VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
delta1292 replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have tested with all wheeled vanilla apcs they all exhibit the same problem. It also means that any modded vehicles that inherit from them, eg strykers, have the same problem. It is unfortunate as it makes a large portion of the map unplayable for mechanised infantry warfare. To add to my initial post, it actually freezes the vehicle to the ground and makes it unmoveable (both forwards and backwards) meaning that the vehicle is effectively stuck indefinitely. I haven't encountered this bug on any other terrain, it seems to be something to do with the friction of the surface of the terrain. -
VT5 - Valtatie 5 | Final release thread | Finnish terrain for A3
delta1292 replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi firstly, congrats on releasing such a great map! I have been testing areas in it for use as part of a mechanised infantry assault and have come across a bug. I initially found the bug in the forested area in the NW of grid 049 966. If you are driving a tracked vehicle or a car type vehicle (BI MRAP thing) then it is all ok, but if you try to drive a wheeled armoured vehicle (eg BI Marshall) it grinds to a halt like the terrain has max resistance. I have noted this bug on all areas in the map that use the same kind of ground. -
Toadie's SmallArms and Animations for Arma3
delta1292 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@Broduz Ah thank you, I stand corrected, I thought it weird that it would be missing as the rest of the animation is so detailed. -
Toadie's SmallArms and Animations for Arma3
delta1292 replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi Toadie, firstly great mods, your animations and models are literally second to none. However, a quick query, using the new RHS M249's which are I believe are your M249's, when you reload them you go through the full reload animation (which is great by the way), however, at the end the player doesn't recharge the cocking handle to put the new round into the chamber? Other than that keep up the good work! -
I'm not sure if this is an issue with the weapons or the uniforms but when having both 3CB uniforms and an L85 with a scope attached (be it an elcan, Susat, or vanilla sight), if while crouched or prone you move forward the vest seems to clip through the sight. It is quite a problem if you have to move slightly when firing as the vest covers the scope. I have tried with the same uniforms but other weapons and do not get the problem, could this be something to do with how far back the sight is on the L85?
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Hi BlackPixxel - amazing work with these launchers, my group uses these all the time as they are simply the best launchers around. A quick question on the SMAW front, will it have dual firing modes? By which I mean the real life version has the spotting rifle build in which fires rounds which are ballistically matched to the rockets. I know that is probably very difficult to implement ingame but it would be brilliant if it was. Thanks for the continued hard work!
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Authentic Gameplay Modification
delta1292 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unsure if just me or if I am doing it wrong (very probable) but the magazines part of AGM_Logistics does not seem to be working for me. Steps to repro: Spawn a vanilla armoured vehicle (using a CSAT T-100 for this instance) Add the relevant magazine to the player via debug console. In this instance I am trying to add extra MG ammo to the tank - "player addmagazine "450Rnd_127x108_Ball"; AGM interact with the tank, magazines option is greyed out even though I have the ammo in my inventory to load. As I said above there is a large probability that I am doing this wrong, I know very little about coding, only enough to get me by making missions, however, I have tried all variations I can think of and it isn't working. -
RHS Escalation (AFRF and USAF)
delta1292 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I see that the russian part of RHS is on PWS, but the US forces are currently not, will they be uploaded soon? The reason I ask is because my community has a session tonight and large last minute updates can cause problems.- 16574 replies
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Burnes Armories Tanks and Deployment Vehicles
delta1292 replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah sorry, I do try to keep abreast of the thread but have probably missed where you said it! -
Burnes Armories Tanks and Deployment Vehicles
delta1292 replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving the direction this is going in. Being able to use binos as commander is a brilliant idea! I don't know if this would be possible but it would be awesome if you could implement the smokescreen functionality of the Challenger 2 where it can lay a smoke screen by injecting diesel into the exhausts? Video for reference: -
Arma 2 F117 Nighthawk Mod Port.
delta1292 replied to MrHuachuca's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If you're going to port a mod at least do it with permission and do it right, as far as I can see all that you have changed is the readme file to include your name as well. It still has dependencies on mando missile, the faction is the default Arma 2 USMC faction, the pilot is also from the default USMC faction for gods sake. I mean it would be something if you had taken it, spent time porting it (by which I mean at least placeholder sounds and weapons, removing old dependancies, updating the scripts to work with the new sounds and weapons, and maybe implementing the new physics model as a to do) ending up with something that is functional. But it isn't even that, it's just a rip off of someone else's hard work. If this is what you think porting means then I suggest you stop it until you learn the correct definition -
Burnes Armories Tanks and Deployment Vehicles
delta1292 replied to a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Most important question about the challenger, is there a BV? -
ACRE2 Public Beta Release
delta1292 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Firstly, thank you Nou for ACRE2!!! Secondly a bit of background to my question that will follow. I'm midway through creating a mission which has a small German Force in charge of a larger Independant Force (like an OMLT) attacking an objective and as such am using babel to keep the language barrier intact. I have set up the languages from the information I could find in the thread and think they should work. What I would like to do is as well as setting the languages for the sides also have a single player who can act as an interpreter between the two forces. I have limited coding knowledge, in fact all I know has come from arma, and as such I'm having great difficultly trying to work out firstly how to get the specific unit and secondly how to allow the unit to speak both languages? The code I am using to set the languages is: ["german", "Deutsch"] call acre_api_fnc_babelAddLanguageType; ["pashto", "Pashto"] call acre_api_fnc_babelAddLanguageType; if (side player == west) then { ["german"] call acre_api_fnc_babelSetSpokenLanguages;}; if (side player == east) then { ["pashto"] call acre_api_fnc_babelSetSpokenLanguages;}; if (side player == resistance) then { ["pashto"] call acre_api_fnc_babelSetSpokenLanguages;}; any help would be greatly appreciated
