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Found 10 results

  1. haleks

    m3mory

    Mod version : 0.10.0 (2021.11.08) m3mory Hello people! Here comes a new tool to keep your Arma3 saves in good health... M3mory is a tiny mod that will keep the size of your save files in check and ensure they remain usable for as long as you want. It doesn't require any configuration : simply load the mod whenever you're playing in single player, and it will automatically do its job anytime the engine saves your progress. Works with all types of engine saving event (mid-game, save & exit, autosaves - including during Alt+F4), in any mode (campaigns, scenarios - official or custom). Why? The engine indiscriminately saves any change made to terrain objects, amongst many other things : any opened door, any damage to any structure, any broken tree, wall or fence, ends up in the file. This means that no matter what, the size of your saves will increase - either gradually over time or dramatically depending on several factors. It can take some time in a "quiet" and well designed scenario, or it can happen very quickly in more intense, all out war scenarios. Loading or saving takes more and more time as this happens, and, on the bigger or denser terrains, this will cause the engine to crash eventually... While it may not be problematic for the most typical mission designs, it can potentially cause game-breaking issues for "endless" type or very long scenarios. M3mory is designed to solve this problem by excluding unnecessary terrain-related data from the save system. Every inconsequential object that is not in the player's vicinity is reverted to its original state whenever progress is saved, with the exclusion of destroyed structures (avoiding any potential conflict with mission critical objectives). This effectively puts a hard limit on the maximum size of your saves, or rather, it limits the impact of terrain objects interactions on your save files. Keep in mind that the mod doesn't interact with scripts or variables, which also have a direct influence on the volume of data that is saved. A few considerations Initial Test Results Download Want to support my work?
  2. Hello, my username is xArbie11. I have been playing your guys game for a couple months now, I’ve also spent some money for a couple battle passes and other items. I’m not able to set any presets, therefor I have to unload everything I loot from an encounter and then equip what I want. I have looked online and found nothing, I’ve deleted and reinstalled the game to see if that would help, nothing again. I reached out to support and Dominik said you guys are aware of this issue, but when I replied asking if there was anything I could do to fix it, I got a reply from Jiri telling me that I should post here. I play the game daily, and I simply wish I could use the presets. It really bothers me.
  3. What it does: Blocks connecting,connected,disconnected etc messages from systemchat. Finally easily done due to the latest Arma 3 update and it's fixes. ############## ### Installation ## ############## 1. Make two CfgExileCustomCode overrides for the files in step 2 and 3 and modify them. 2.For ExileClient_object_player_event_hook.sqf add this code below. addMissionEventHandler ["HandleChatMessage", { params ["_channel","_text"]; _channel = _this select 0; _text = _this select 3; _ltxt = toLower _text; if(_channel == 16) then { { if(_ltxt find _x > -1)exitWith{true}; } forEach [ [localize "STR_MP_CONNECTION_LOOSING", " "] call BIS_fnc_splitString select 3, [localize "STR_MP_VALIDERROR_2", " "] call BIS_fnc_splitString select 2, [localize "str_mp_connect", " "] call BIS_fnc_splitString select 2, [localize "str_mp_connecting", " "] call BIS_fnc_splitString select 2, [localize "str_mp_disconnect", " "] call BIS_fnc_splitString select 2, "modified", "signed" ]; }; }]; (Modified and signed are probably different depending on the language of your server (not sure tho, you have to test that)). 3. For ExileClient_object_player_event_unhook.sqf add this code below. removeAllMissionEventHandlers "HandleChatMessage";
  4. What it does: This fixes a couple of issues with the take all function. For example: If you have a container with 5 different NVG's and press take all it removes one NVG of each type instead of just one. Other small QOL changes like possibility to use take all for multiple NVG's and GPS etc. Download (Github) Video example of the take all bug with NVG's:
  5. What it does: Fixes a Exile bug/design flaw which took your poptabs while aborting the PIN change at the Vehicle Customs Trader. Now the poptabs only get deducted if the PIN change is successful. Download/Installation (Github)
  6. What it does: This enables PIN code change on objects like doors/gates/hatches/drawbridges etc. So you don't have to remove and replace an object to change the PIN code. Download(Github) 1. Replace the code of @ExileServer\addons\exile_server\code\ExileServer_object_lock_network_setPin.sqf with the code from Github. 2. Add this to class Construction of the CfgInteractionMenus inside mission config.cpp class ChangePinCode : ExileAbstractAction { title = "Change PIN"; condition = "((ExileClientInteractionObject getvariable ['ExileIsLocked',1]) isEqualTo 0) && (call ExileClient_util_world_isInOwnTerritory)"; action = "_this spawn ExileClient_object_lock_setPin"; };
  7. What it does: If you logout with a weapon in your backpack that has attached attachments/magazines they will now get saved instead of them just vanishing. (Only works for backpacks, couldn't be bothered to apply it for vests!) # Exile Weapon Attachment Save Fix v0.10 by El' Rabito Download (Github) #> Installation 1. Add this two functions below above line 43 of @ExileServer\addons\exile_server\bootstrap\fn_preInit.sqf ['ExileServer_util_getWeaponMagCargo','exile_server\code\ExileServer_util_getWeaponMagCargo.sqf'], ['ExileServer_util_getWeaponAttachementCargo','exile_server\code\ExileServer_util_getWeaponAttachementCargo.sqf'], 2. Put/replace the files from the code of the download folder into @ExileServer\addons\exile_server\code and repack your exile_server.pbo 3. Done ! Nothing more needed.
  8. Gets rid of the number changing base cameras and sorts them by distance so they should always have the same number. Make a CfgExileCustomCode override for ExileClient_gui_baseCamera_event_onLoad.sqf with the code below. /** * ExileClient_gui_baseCamera_event_onLoad * * Exile Mod * www.exilemod.com * © 2015 Exile Mod Team * * This work is licensed under the Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. * To view a copy of this license, visit http://creativecommons.org/licenses/by-nc-nd/4.0/. */ private["_display", "_camerasCombo", "_range", "_cameras", "_index"]; _display = uiNamespace getVariable ["RscExileCameraView",displayNull]; _camerasCombo = _display displayCtrl 4005; _range = ExileCameraSystemBase getVariable ["ExileTerritorySize",0]; _cameras = nearestObjects [ExileCameraSystemBase, ["Exile_Construction_BaseCamera_Static"], _range]; lbClear _camerasCombo; if(_cameras isEqualTo [])then { _index = _camerasCombo lbAdd "No cameras in your base"; _camerasCombo lbSetData [_index,"0"]; _camerasCombo lbSetPictureRight [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; } else { _index = _camerasCombo lbAdd "Select a Camera"; _camerasCombo lbSetData [_index,"0"]; _camerasCombo lbSetPictureRight [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; { _index = _camerasCombo lbAdd ("Camera " + (str _forEachIndex)); _camerasCombo lbSetData [_index,netId _x]; _camerasCombo lbSetPicture [_index,"\exile_assets\texture\ui\cameraView\camera.paa"]; if(_x getVariable ["ExileCameraInUse",false])then { _camerasCombo lbSetColor [_index,[221/255, 38/255, 38/255, 1]]; _camerasCombo lbSetPictureRightColor [_index,[221/255, 38/255, 38/255, 1]]; _camerasCombo lbSetTextRight [_index,"IN USE!"]; _camerasCombo lbSetColorRight [_index,[221/255, 38/255, 38/255, 1]]; } else { _camerasCombo lbSetColor [_index,[160/255, 223/255, 59/255, 1]]; }; } forEach _cameras; }; ExileClientPlayerIsInSecurityCamera = true; ExileClientPostProcessingColorCorrections ppEffectAdjust [1, 1, 0, [0, 0, 0, 0], [0.39, 0.32, 0.25, 1], [0.5,0.5,0.5,0], [0,0,0,0,0,0,4]]; ExileClientPostProcessingColorCorrections ppEffectCommit 0; ExileClientPostProcessingColorCorrections ppEffectEnable true; ExileClientPostProcessingSecurityCameraFilmGrain ppEffectCommit 0; ExileClientPostProcessingSecurityCameraFilmGrain ppEffectEnable true; false call ExileClient_gui_hud_toggle; _camerasCombo
  9. Lord of the Exiled Winks

    Useless guns

    There’s really no point in not using the KP 31. Except for the cool factor other guns are too rare and expensive for how much they benefit you, not much. Scopes are cool but barely increase your ability to deal damage as they only give you like 3x mag in the best of circumstances. What’s the point in trying to take a scoped weapon when you could honestly snipe just as effectively with the cheap starter gun. Until you get plans for a weapon ammo is extremely rare, and it’s not like having rare ammo increases your Killing ability as all weapons take about the same shots to kill. I like the headshot is an instakill, but when you’re using the starter shotgun (useless) you literally have to hit a headshot every encounter or you’re screwed (it takes three shots to kill but you’re using an over/under lmao and the reload is long as fuck) it’s literally pointless not to use the KP31 because even if you do bring out a scoped weapon the weather is rarely ever clear enough for you to make it useful. So you end up at the mercy of everyone else using their KP31’s at close range and spraying you down with their 72 round magazine. Bad enough that several weapons in game are just straight up useless (SKS with a fire rate worse than the Mosin but you still have a 6 shots to kill?). It seems like the game wants to punish you for doing well or playing smart at every turn (terrible exit locations some are impossible to reach or even find the entrance too, and when you do make it you have so little cover from campers it’s not even worth it). Especially with the 3 kill mark, the permanent mark on players who snatched the airdrop, the airdrop circle etc. the meta of the game is to just camp and with visibility being almost always terrible, scopes being worthless, no bino etc. what’s an agressive player supposed to do other than get continually ambushed until he’s back to, guess what, using the KP31 and dinking other players as soon as they try exit. Some of my best games have been with the KP31 and under 800 m traveled. I mean the airdrop location is obvious from the beginning of the match (why not make it only appear after the airdrop has actually landed or to attentive players who are watching for the plane and the parachute) so from there you locate the obvious exit points and just camp. I get that everything on the maps is static and that the maps are all hand designed, they really are good maps I enjoy playing on them, but there should be several different exit configurations and they should rotate between maps so you never get the same exit setups between encounters, airdrops shouldn’t been known until it touches the ground or until you see, hear the plane or the parachute, players who get the airdrop should be marked either for a limited time or the time between their icon appearing on the map should be drastically increased. Or another option would be that players who get the airdrop don’t appear on the map unless they’re spotted by an enemy player, giving players a stealthy option as well. Exits shouldn’t be biased towards campers, if you give players terrain to camp behind you should give players trying to exit plenty of terrain to hide behind as well, scopes need to be have an increase in magnification, other modifications such as grips, bipeds etc. should increase the stability of the weapon platform. I have the HBAR but the gun sways so bad that the bipod actually clips into the ground lol. I should be able to actually use the bipod to stabilize my gun, and I should be able to bipod on ledges or on window seals. Modifying your weapons with your own accessories and decals or paint jobs should be added as well. Damage outputs for all guns should be increased, shotguns should be deadly in close quarters, 1-2 shot kills, snipers should be 2-3 shot kills at range, everything else should be 4-5 shots to kill. Either that or just accurately portray gun shot wounds in game (personal favorite). I.E. non-fatal gunshots lead to bleeding that you must stem with bandages (hey guess that makes them useful now) fatal gunshots could be an instant or near instant kill. I mean ya that would make the game much more difficult but it would also make the game much more rewarding. Having to actually be careful and take your time checking your corners and watching those vantage points. Slowing down the game experience IS NOT a bad thing, if I wanted to play PUBG I’d just play PUBG if I wanted a fast run and gun under 10 min matches I’d play COD or battlefield. For a game that claims to be a Escape from Tarkov and PUBG baby it’s slacking on the hardcore aspects. I can count on one hand the number of satisfying shootouts that I’ve had. When you die you shouldn’t be mad at the game for screwing you over you should be mad at yourself for not playing well enough. This is something PUBG managed to get down, there’s not much in the game that you can actually point at and say “this is an exploitative or biased feature,” there’s much you can point at in Vigor.
  10. Pl0x3r_2605

    [SUGGESTIONS] *QOL-BUGS-GAMEPLAY*

    Hi, I am an avid Arma 3 player and have been playing zues quite a bit. Here are some suggestions and bug reports that I have for Arma 3 dev team on the topic of Zues. (Official servers) Suggestions: - Allow a "ban for 5 minutes option". This would help out so much with trolls and the like. It would also prevent people who go join back with auto-join scripts, just so they can cause trouble. - ..I find myself spending alot of time moving units into buildings that I have put down. It would be cool if there was an option to move a set group of units into the building unit, and it would move them into preset positions all throughout the building. (bunkers, shops, offices) - It would be very cool if I could place pre-made loadouts from the arsenal as units DIRECTLY from the unit menu. - It would be much appreciated if the placeable non-static objects like Trawlers and whatnot, had their invisible barriers updated. Some of them are too wonky and have invisible walls and unwalkable floors. - It would be cool if I could place trees and plant life. - It would be cool if there was a VERY stormy weather option, where wind speeds are very fast and trees are moving alot more. - It would be cool if I record a voice message on a recorder, and then place it down as a unit. Then a player could pick it up and hear that message. - It would be nice if I could spawn groups units into different formations rather than having to change them after they have spawned. Bug reports: - I crash a lot when opening my map as zues. This could be from units that have been placed, but it is very anoying. - I cannot turn on lights of cars or helicopters when controlling units as zues. - There seems to be a unit cap when placing too many of one faction, but it could be a bug. - Some people seem to have trouble loading classes from a crate that has been made into an arsenal. - It seems that AI units refrain from using barrel attachments like flashlights and lasers. Not sure if that was intended. Thats all I can think of off the top of my head. Might add more later. Also feel free to add to the list.
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