Jump to content

SSD

Member
  • Content Count

    32
  • Joined

  • Last visited

  • Medals

Everything posted by SSD

  1. SSD

    [SP] HETMAN: War Stories

    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
  2. SSD

    RHS Escalation (AFRF and USAF)

    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.
  3. SSD

    Simple Rank Patches

    I like the mod but I agree that the patches are too big.
  4. SSD

    RHS Escalation (AFRF and USAF)

    This is pretty much exactly what I was getting at.
  5. SSD

    RHS Escalation (AFRF and USAF)

    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.
  6. SSD

    RHS Escalation (AFRF and USAF)

    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
  7. 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)
  8. 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
  9. 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)
  10. 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?
  11. 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
  12. I've bolded the ones I think are most likely to be causing problems.
  13. Trial and error's the only way? There's roughly 60 mods active, and it takes about 10 min to boot up that mission...
  14. I'd like to modify the fall script to only allow player falls when getting shot, not for drops from a height. This is for compatibility with other mods and is just for myself - I wouldn't release it. I can't actually figure out how to do it though. As far as I can determine, the change would need to be made in tpw_fall_fnc_hitproc (or possibly tpw_fall_fnc_fallproc), but I can't get any farther than that. Is there a way to make this change?
  15. The distance LOD models for the trees could use some work, but other than that it looks great.
  16. 2 issues: 1) There are 3 zoom levels when not aiming down sights; the game defaults to the middle zoom level. Is there any way to change it to default to the first (least zoomed) level? The first level seems to correspond better to what your perspective would really be. 2) pressing 2xNUM- toggles to the first zoom level described above, but aiming down sights and then back out resets to the middle level (http://feedback.arma3.com/view.php?id=2905). Is there any fix/workaround for this? edit: manually changing fov partially resolves #1 but isn't at all ideal, since it breaks scope mildots.
  17. the compatibility mod seems to break some of the default unit loadouts - they end up with the wrong ammo (US marksman for example). any way to fix this other than manually editing loadouts each time?
  18. What's the current status of this mod? It works for all vanilla guns, but only some modded guns seem to work - for example, the RH pistols don't work. Was the scripted system ever added?
  19. is there any way to tweak the grenade accuracy/frequency? it seems like AI have perfect throwing accuracy even when they shouldn't know your exact position - a lot of the time multiple AI will all throw nades to my exact position at once. also, I've been testing in the editor and I can't get the AI to track me down if I hide in a building, even if I fire a bunch of times with them standing outside the building.
  20. SSD

    Enhanced Movement

    the settings menu is covering the agm menu for me, would it be possible to move it?
  21. any chance of releasing just the cover system as a separate mod?
×