SSD
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Really like the mission, want to see if any of the issues I've encountered so far are already known/may be fixable: 1) The spectator camera seems to have a strong tendency to keep coming back to stationary, unarmed vehicles. 2) Repeated dismount, move 5 feet, mount orders for vehicles 3) Is there a way to disable the spectator camera ppeffects? I ended up manually editing the camera scripts but I'm curious if there's a better way. and of course, the atrocious AI driving, but that's entirely on BI to fix
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RHS Escalation (AFRF and USAF)
SSD replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that's too bad and I really hope you reconsider that decision. with the way it's currently set up, the VDV will be the only faction I ever use or even see, and any other factions are essentially wasted space. I don't see this as "for each user's needs", as it's an issue that affects all users of the mod. RHS is the only mod I've ever seen that splits a country's forces into multiple factions. you can even look at the vanilla factions as an example. NATO, CSAT, etc. - they're all set up as one faction per side, and this makes them very easy to work with.- 16550 replies
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I like the mod but I agree that the patches are too big.
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RHS Escalation (AFRF and USAF)
SSD replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is pretty much exactly what I was getting at.- 16550 replies
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RHS Escalation (AFRF and USAF)
SSD replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
one more question - why are russians split into multiple factions? is there any way to merge them? it makes them either difficult or impossible to use for certain missions. for example, hetman war stories requires 1 faction per side.- 16550 replies
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RHS Escalation (AFRF and USAF)
SSD replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
anyone else getting this error spammed in rpt files? Error in expression <RHS_127x107mm_muzzle_flash> Error position: <RHS_127x107mm_muzzle_flash> Error Undefined variable in expression: rhs_127x107mm_muzzle_flash- 16550 replies
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That seems to have worked, it greatly reduces the amount of goggles spam, I guess I'll let the mission creator know. Glad it didn't end up being due to a mod issue. Thanks again for your help! (mission still runs terribly but I'm pretty sure there's a bunch of other issues with it) edit: spoke too soon haha, units spawn with NVGs and then the NVGs instantly disappear... I'm kind of done troubleshooting someone else's mission
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Sure, here's the list with non-effects clientside mods removed (along with those I know for sure can't be the problem, like maps). I'm not entirely sure what you mean by vehicle based, I've marked anything that either contains vehicles or affects them in some way. Thanks for helping out! I'm fairly sure there would be some conflict between the RHS compatible aggressors config, and the aggressors HLC AK replacer, but it doesn't seem like that would affect a mission not using aggressors. (edit: have depbo'd both of these as well as @rhs_afrusaf (RHS HLC compatibility) and there are no references to NV goggles in any of the files). EDIT: in the mission pbo itself there's an sqf file (addnvg.sqf) to assign NVGs: in the mission description.ext is: I could be wrong but it doesn't seem like this is scripted right, as far as I can tell the forEach loop is unnecessary since this is called for each unit's init anyway. It seems like this would loop through every single unit whenever any unit is created. E EDIT 2: I just tried taking out forEach allUnits - NVGoggles_OPFOR spam goes away and performance is about 10 fps better but now units don't have NVGs. (NVGoggles_OPFOR spam replaced by Error side: Type code, expected Object,Group,Location)
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Bohemia Interactive please comment on whats hindering you to introduce Ponds to Arma3
SSD replied to fabio_chavez's topic in ARMA 3 - GENERAL
as far as furniture, shouldn't it be possible to dynamically spawn it only when the player is near (at least in SP) to minimize performance hit? -
I tried this earlier actually, a clean mission rpt doesn't have the NVGoggles_OPFOR spam but does have other issues, here's the contents: http://pastebin.com/GJuDpMqm
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I've bolded the ones I think are most likely to be causing problems.
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Trial and error's the only way? There's roughly 60 mods active, and it takes about 10 min to boot up that mission...
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I'm running a good number of mods, and haven't really had any issues, but just tried running an alive mission (putin's dream) in MP by myself and had awful performance - about 18 fps, when I normally get around 45-50 in singleplayer. I decided to take a look at the .rpt file (first time I've checked it), and ... it's a complete disaster. I don't know if the performance is attributable to any of the problems in the .rpt, but if anyone could take a look it would be greatly appreciated. I've been using play withsix to keep everything up to date. I had to split it into multiple files to get pastebin to accept it, here's the links: http://pastebin.com/U1LMx7Y8 http://pastebin.com/9UCsLfUF http://pastebin.com/7hf3R5KM http://pastebin.com/hd3hQDYi http://pastebin.com/LvDcPFbV http://pastebin.com/0LGK9kSE (a large amount of it consists of "Inventory item with given name: [NVGoggles_OPFOR] not found" over and over)
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SMD Sahrani A3 - Bohemia's Sahrani Terrain as ported by SMD
SSD replied to cifordayzserver's topic in ARMA 3 - ADDONS & MODS: COMPLETE
will this be added to play withsix? -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
SSD replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
that seems to have worked nicely, thanks- 5764 replies
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