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PERO

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Everything posted by PERO

  1. In my opinion, we don`t need this, we are not UK strict-milsim that would always use these vehicles. RHS vehicles are enough, there will be more added, remember, RHS is still in Beta. Don`t get me wrong, they are great vehicles, I`ve used them before, but adding stuff nation-wise, we could end up with 20 additional mods because everyone would want one.
  2. Tehnically, this already exist. When you connect, your gear gets change due to a script running in onPlayerRespawn.sqf. But we don`t need a script for that, common sense is enough. Rules are simple and understandable, play your role.
  3. That "error" that pops up at the beginning, some people modify their profile with mods activated, they select glasses that vanilla game doesn`t have. The error pops up because you dont have the model/entry of the glasses (neither have they, because all of those mods are disabled on EU1 and EU2). Nothing to worry about. Occasionally, the game does crashes randomly, mostly due to Steam issues. A fix for that is to run the game directly through Arma3.exe
  4. Have you check the Steam Integrity of the game yet? Was that the error that popped up?
  5. Well, my bet is AGM and CSE are coming together and creating ACE3 (which has secretly been announced by Dyslexi some time ago, plus a few other individuals). If it`s a Aprils fools joke, then it`s a really bad one.
  6. I&A can`t be ported to any custom map due to one function that checks that only Altis or Stratis are used. Transport & Ambush needs a sufficient amount of players (15-20) to be propery played and not boring. As for other missions, it`s hard to make perpetual missions, needs a lot of scripting, meaning Christiansen and Bacon are putting a lot of their time in it. As the mission will reach as stable or suitable development, it will be ported to other islands/maps. You can create your own missions as well, we occasionally play short PvP or Coop missions during the week or weekend.
  7. Hm...its saying 15.00 for me, same as UTC, but it should be 16.00 CET
  8. Winners of BI`s competition Make Arma Not War have been announced. SP Scenario Resist by Kydoimos MP Scenario King Of The Hill by Sa-Matra Best Addon our beloved Task Force Radio by Nkey Total Modification RHS Escalation by Red Hammer Studios Health Care in Danger Pilot Civ Air Rescue by Robj2210 More info on MANW Official Website
  9. The date has been announced: April 8th More info: http://arma3.com/news/arma-3-marksmen-dlc-available-on-april-8th Price: 12.99€
  10. I remember seing the trailer for this, it looked really good, can`t wait for the release.
  11. What I will suggest next will affect the mission maker and complicate things or it could be a fairly easy and simple solution. Have 2 version of the mission being developed. And by that, I mean have the public one developed normally (this is where most of development/testing is done) and one that is only available for mission nights. I know that complicates it for Christianses, Bacon, Josh (sorry if I missed anyone), but whitelisting can stay for the normal one and AGM module is set to respawn players with the gear carried when they were killed (no need for people to save and reload loadouts every time they respawn). The issue with this is the pre-set-gear a player spawns on mission start (onPlayerRespawn.sqf), so that would have to be removed (maybe). The "mission-night" version can be deployed only when it`s organized as one, most of development is done with the public one. That would ofc mean, 2 versions are needed especially due to onPlayerSpawn.sqf. Another idea could be linking onPlayerSpawn.sqf to execute only if parameter of the mission is set to "Game Night - YES". I am not sure that is possible (but if it is, I am sure Bacon or Christiansen are able to do it). If the mission makers think this is to much of a deal and involves to much additional work, just ignore. This was just an idea that came to mind yesterday evening.
  12. I have an idea for a PvP mission where civilans would be a part of it, no idea when will I start making it.
  13. Some people dislike, some don`t, the same was in Arma 2 ACE/ACRE. I personally like that, adds some enviroment sounds to fill the silence.
  14. I`ve heard TADST tool is used to start/stop the servers, so I don`t think its possible to set it it automatically restarts with it. I could be wrong.
  15. For whoever missed the yesterdays stream about new DLC, posting YT link for ya: It`s worth watching, especially the 1st part about new weapons, weapon resting and bipods. Enjoy!
  16. In my experience, having sniper slots is giving people a green light to go lone-wolfing, I`ve seen that happen in my ex-squad, in some others I`ve tried. I would rather see a Recon squad (as it has been stated a couple of times), 3-4 man squad where one of them could carry a sniper/marksman rifle and others just silenced ARs.
  17. I would say this could only be useful on game nights, civilans are a pain in the ass in perpetual missions (like Gauntlet or PO), they just kill the performance really fast.
  18. That update came out just before 1.40 patch and it was there to fix its iternal mod issues. I know Josh was getting a crash after 1.40 update, it could have been an issue with client version of the lunchers (1.3.5) and the server (1.3.4) mismatch. I just spotted the Repo was updated so we`ll see if the crashes still occur for Josh. As for Steam ticket fail, I`ve been using a Mod launcher that allows you to run the game straight through arma3.exe and not through Steam Game ID. Maybe try that, easy to install and use. I haven`t had any Steam ticket crashes since using this. Arma 3 Mod Preset Launcher
  19. Disable -noLogs parameter and check the RPT after the crash. I`ll try that as well.
  20. Thank you for the info, switched to the new one.
  21. If you are running DragonFyre with RHS, those issues can appear (look into DF BI forum topic). It shoud be fixed (read - is being tested) in RC5 for DF.
  22. PwS was updated with 3.6.1 version (a signature fix for 3.6.0 version), so I guess Repo admins will update everything soon (although most people use ArmaSync)
  23. I am sorry, but I will not be able to attend this, some family stuff came in between. I`ll be back playing later tonight, after game night will complete. Have fun and go get some!
  24. Thanks for the info! Hopefully, you guys won`t have many issues sorting it out (some heads up from the BEC boy would have been great as well).
  25. AGM Keys player createDiaryRecord ["faq", [ "AGM Keys", " <br /><font size='16'>Q:</font> Which keys to I use to interact with myself or others?<br /> <br /><font size='16'>A:</font> <br /> 1. Press Left Control+ Left Windows key to interact with yourself. <br /> 2. Press Left Windows key to interact with other players/vehicles. <br /> 3. Your SELF-INTERACTION key is used to interact with your gear, from putting earplugs in, attaching items to you, self-healing, repacking your magazines. <br /> 4. Your INTERACTION key is used to interact with other players, vehicles. You can heal other players, use Team Management to join their squad, cable-tie units (do not use on friendly players). <br /> " ]]; Basic AGM Vector usage player createDiaryRecord ["faq", [ "AGM Vector", " <br /><font size='16'>Q:</font> How do I properly use AGM Vector and which keys to use?<br /> <br /><font size='16'>A:</font> <br /> 1. Use Vector as any other binoculars, press B to pull it out. <br /> 2. Always point the middle cross towards and on the target. <br /> 3. To measure DISTANCE to the target, aim at it, press and hold R until a red square appears then release the key. A distance to your target should appear in the right section of your vector. Distance is measured in meters. <br /> 4. To measure BEARING to the target, aim at it, press and hold Tab until a red square appears then release the key. A bearing to your target should appear in the left section of your vector. Bearing is measured in degrees. <br /> 5. For more information about the usage of the Vector, visit the AW Forums, in EU#3 section, click Basic Guides topic. <br /> " ]]; AGM Weapon safety player createDiaryRecord ["faq", [ "AGM Weapon Safety", " <br /><font size='16'>Q:</font> How do I put my weapon on safe?<br /> <br /><font size='16'>A:</font> <br /> 1. Press Left Control + ~ (tilde key - next to 1). <br /> 2. A weapon and text should appear in top right corner saying: "Put on Safety" and your fire mode has no bar. <br /> 3. Remove the safety by pressing same buttons again or by switching firing mode of your weapon. A text should say "Remove safety" and your fire mode should be visible. <br /> " ]]; Planning to do explosives tomorrow, maybe something else that comes to mind in the mean time. Note: it may contain spelling mistakes
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