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Everything posted by divaya
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Incredible update, thank you for the hard work and many hours put into this stuff. I'm over the moon to have an LAV-25 ❤️
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The commander hatch of the UK Cromwell still does not rotate correctly, it 'slides' and is mismatched with the turret as it turns. Additionally, it looks like the shadow LODs for most German and Commonwealth (UK / Canada) uniforms are missing. You can see how the equipment and rifle shadow appears sharp, but the rest appears blurry. The shadow should look like this:
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Hello, big fan of the modpack, and the 3CB mods in general. I seriously appreciate all the work that goes into the mods. I'm not sure if this is the right place to report bugs, but our group has noticed that the T-34-85M 'fades out' after approximately 200-300 meters. If you zoom in on it with weapon optics, binoculars, or the view zoom as infantry, it's okay. Otherwise, it's got some crazy passive camouflage (being invisible and all) up to that 200-300 meter mark.
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Iron Front in Arm3 LITE - preview versions
divaya replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Loving the mod, but I'm getting a thin white line that appears in the lower-third of the screen whenever I enter a vehicle with this mod enabled. It only happens in multiplayer, and only when in an Iron Front vehicle. Is there a fix coming for this any time soon? -
Heyo, love the mod but I'm experiencing some bugs with the Faces of War mod: - Commander in the Cromwell Tank clips out of the side, and the commander hatch on top also rotates off centre when the commander looks around. - Main guns of all tanks, AT guns are silent when you're more than 20m to 50m away. These issues are happening without any other mods running, just the latest CBA addon and Faces of War.
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@Ares - Modules expanding Zeus functionality - Release Thread
divaya replied to antonstruyk's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, is it a known issue that the ARES Modules in Zeus sometimes get put under the wrong categories/not show up at all? Seems to happen at random on our server. For reference, we're running 4 default Zeus modules with Curator Presets Mod/No Zeus Eagle enabled as the only other thing that affects Zeus. -
RHS Escalation (AFRF and USAF)
divaya replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks.- 16577 replies
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RHS Escalation (AFRF and USAF)
divaya replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Since the RHS Documetation wiki is down, is there anywhere I can get a text file with the classnames in it? I need the classnames for the AN PVS 14, AN PVS 15, and the M136 HEAT.- 16577 replies
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What's the classname for the M4/M16 full and side rail covers? I can't find them in the classnames list for the life of me.
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Iraqi-Syrian Conflict
divaya replied to accuracythruvolume's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Heya, since the recent Arma update the gear randomization seems to not be working on servers. Here's what the rpt says: 7:32:04 Error in expression <rms\IS_woodland_2_t_woodland_1_b.paa" ] select _randomSeed1]; }; if ((_class == > 7:32:04 Error position: <select _randomSeed1]; }; if ((_class == > 7:32:04 Error Zero divisor 7:32:04 File IraqiSyrianConflict\IS\script\randomize_gear.sqf, line 364 I checked and in IS\script\randomize_gear.sqf, you do "_rnd1 = floor random 288;", but you only have 272 total textures in the array. I think that's what's causing it. Just letting you know, love your mod and our community is super eager to play with it. -
Sorry to bug you, but it looks like these heads have started to glow in the dark again: http://puu.sh/geBHy/25d3bd2e6e.png (464 kB) Running only Femal3 and CBA. Love the work, hope you manage to fix this.
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I'm getting "rh_acc.pbo" and "rh_acc_cfg.pbo" are not signed by the server errors when trying to join my from the v1.01 update.
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Doesn't seem to work for me. I have raise/lower weapon on middle mouse, and if I mash it a few times I get the same "oh man oh man I gotta run up before lowering my weapon" bug. Pros: It works as an autorun, useful for making food while you're waiting for your dude to stop. Cons: A couple seconds of middle-mouse mashing lead to forty solid seconds of running, unable to stop. (using side respawn btw)
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Getting this when trying to load the mod: --------------------------- Arma 3 --------------------------- Include file userconfig\cyp_quickrelease_a3\cyp_quickrelease_a3_config.hpp not found. --------------------------- OK --------------------------- Thought I'd let ya know.
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Hiya, I love your work. Could it be possible to get a class list for all the uniforms? It'd be super helpful for some work me and my community are working on.
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Hey! I love the mod, but firesupport always sound super distant (82mm mortars, 155mm howitzers, and 230mm rockets). Is this a known bug and can you fix it?
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L_armFatigue - A fatigue system for your arms! (Release thread)
divaya replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Heya, kind of a big bug report here: Maybe it's because AGM updated to v0.95 recently, but resting your weapon doesn't work to prevent/reduce arm fatigue at the moment. Also, could it be possible to add some kind of co-effective value to the module? A lot of players are kind of frustrated that we started running this because after 1.5 minutes, no matter your load, your aim will start shaking (any stance, even prone). This kinda sucks because it makes extended firefights not fun to play. The AI obviously doesn't have to play around these rules, and it's frustrating when you can't lift your arms or aim straight enough while rested or prone to hit a guy right in front of you because your "arms are too tired". Here's our full issues list right now: - AGM Resting doesn't prevent arm fatigue at the moment - Normal rifles start shaking at 1:30 regardless of carrying load (this gives you literally a minute of aiming time) - There's no way to tweak any values to control how fast fatigue sets in (this is a biggie) - Your aim still shakes when prone (the gun is rested on the ground, there's no reason for it to shake) I tested by holding up an equivalent rifle, and my nerdy white self could hold up a shouldered 10 pound rifle longer than the combat-trained soldiers of ARMA. We'd love to keep running this mod, but some of the above really needs to be fixed. -
Thanks a bunch for the update! Multi-zeus editing works a lot better now. We're able to edit each other's units in zeus now pretty well. Some bugs/notes: 1) If you spawn a manned vehicle, other Zeuses can only edit the driver (and not the vehicle itself). If you spawn an empty vehicle and then put a driver in it via dragging him into it, you'll still be able to edit/move around the vehicle and the driver as you should be able to. 2) Selecting a lot of stuff at once (eg 50+ objects) can cause a client crash. Might be BI's fault? 3) You can't see or edit other Zeus's firesupport. Not a huge deal really, but it would be nice. Thanks again for putting the time into this script, it's seriously so useful.
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Hi, We tried out your script again. Using the default mission, "zeus1" and "zeus2" could both teleport and zeus1 could edit zeus2's units, but zeus2 could not edit zeus1's units. I also tried having four units (zeus1, zeus2, zeus3, and zeus4), but then the script would only load for zeus1 and not load for zeus2, zeus3, and zeus4.
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Hi, I love the script but we're having a lot of trouble getting it to work on our server. I tried following the documentation included and also messed with the example mission you provided, but I couldn't get the script working in multiplayer. The arma3server.rpt's are listing this as an error a lot: 6:06:59 Ref to nonnetwork object <No group>:0 (Logic) I could get two players with this zeus script working in single player, sometimes 3 working in single player if the players were BLUFOR. For some reason, I could only get one working if the player was a civilian. Despite getting two BLUFOR Riflemen working with the script in editor (being able to pull up the mouse-wheel menu to teleport around and stuff), I couldn't get it working in multiplayer. Hope you sort out some of the kinks with the script, because our community would love to have it working.
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Authentic Gameplay Modification
divaya replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, I noticed today after the hotfix that the default map marker for ARMA 3 seems to be the dot marker (previously 'unknown' marker). AGM made the default marker the dot marker before, but it looks like Bohemia literally swapped the dot and the cross markers, and now AGM forces the default marker to be a cross and the dot isn't available. I thoroughly tested the mods on the server and confirmed that AGM is causing it, and a little digging up found this like in the file "agm_core.pbo", in "fn_getMarkerType.sqf". // generic marker ["n_unknown", "b_unknown", "o_unknown"] select ((["GUER", "WEST", "EAST"] find (str _side)) max 0); I hope you guys resolve this soon, everyone misses having dots as their default marker on our server. (Awesome mod by the way, you guys are great!)