• ARMA Series (I, II, III) - v. Update Your Repo
    5,000 replies, posted
[QUOTE=IrishBandit;48968787]TBH I'd be okay with most of the vehicles just using configs from the vanilla vehicles.[/QUOTE] You can inherit a lot of stuff, but there's still a bunch of work that needs custom configs. [editline]24th October 2015[/editline] And from my experience, engine configs and hitpoints aren't very straightforward.
[QUOTE=IrishBandit;48968787]TBH I'd be okay with most of the vehicles just using configs from the vanilla vehicles.[/QUOTE] But then you 1) went to the effort of making models for vehicles which are functionally identical 2) nothing has a different flavour 3) it's boring Configuring is half the fun of making vehicles and weapons in A3 in the first place (not so for uniforms and items tbh), seeing as you can experiment and end up with weird, humourous occurences Plus you can alter/change the power of vehicles, it's not like everything has to be the same, plus it opens up a wide range of gameplay oppurtunities
[QUOTE=Mallow234;48969066]But then you 1) went to the effort of making models for vehicles which are functionally identical 2) nothing has a different flavour 3) it's boring Configuring is half the fun of making vehicles and weapons in A3 in the first place (not so for uniforms and items tbh), seeing as you can experiment and end up with weird, humourous occurences Plus you can alter/change the power of vehicles, it's not like everything has to be the same, plus it opens up a wide range of gameplay oppurtunities[/QUOTE] I agree, having a variety of vehicle performance would be ideal, but I'd rather have vanilla configs than badly configured stuff.
#arma [img]http://images.akamai.steamusercontent.com/ugc/393296542107014570/03C92FF1B131C7B6E70CA1450DF00D5223A1BBF5/[/img]
Bought Arma 3 yesterday and holy shit the player cap in some of the servers are huge. I'm used to the 70cap in Arma 2 and in the first server i played in Arma 3 had like 100 players
[URL="https://fparma.herokuapp.com/events/event/co-austerity-measures"][IMG]https://i.imgur.com/zKd7B73.png[/IMG][/URL] Mission for next week: Greece refuses to pay denbts to Germany, and now the Bundeswehr have been sent in to take Greece's money by force. Guaranteed to be 99.9% RHS Free!
[url]https://fparma.herokuapp.com/events/event/co-austerity-measures[/url]
What's a "Auxillary Rifleman"?
Filler slots if all other slots are taken.
Asking permission to talk only in German during the whole OP.
Second
No pre game briefing because I can't speak Italian, just wing it lads tbh you'll do fine
You're the best.
Guys I am really hungover from MCM Comic Con. But don't worry, I'm sure I can handle explosives as a Sapper no problem. I won't set timers to 10 seconds or pre-detonate before everyone clears the blast zone.
Reminder that daylight saving time is fucking everything up yet again
It's at 7GMT like always no matter if the clocks went back
Just check on Cuels sign up page, it has corrected local time on there.
tbh, I can't even remember the last time when we didn't play on the usual time. Just take daylight saving time into account like you'd do for anything else (Work, school, whatever...)
[QUOTE=Thomo_UK;48978555]It's at 7GMT like always no matter if the clocks went back[/QUOTE] are you triggering me on purpose
[QUOTE=SuicideZ;48978642]are you triggering me on purpose[/QUOTE] It's a non issue
[QUOTE=diwako;48978618]Just check on Cuels sign up page, it has corrected local time on there.[/QUOTE] It does not, actually. If the mish was indeed set to be at the usual time then by today's daylight saving switch the displayed time on the page is an hour too early.
the steam event is correct.
I'll drop out for today yo
Quick note, the Rocket explosions from the BM21 grad are invinsible right now (As are all Rocket Artillery explosions currently). Something in FP_0 is causing an issue with the config that both the BM21 Grad and MLRS Sandstorm is inheriting from. I'd advise giving them An Ural + 1-2 MK6 mortars in order for Artillery fire to actually be visible. Just saying. They still do damage and make damage, but the actual explosion is not visible, making potential danger-close attacks all the more dangerous, since the ground units cant actually see the impacts and react to them. Edit: It's Real Armor Mod (RAM) that does cause this.
this? [quote]14:13:14 Updating base class ->BulletBase, by ram\addons\ram_weapons\config.bin/cfgAmmo/ais_ammo_heat_base/ [/quote]
Yeah, it's fucking RAM doing it >.< TBH we need to dump RHS as soon as possible, it fucks so much stuff up
Ye. They are basically doing this which prompts the update. [quote] class BulletBase : BulletCore { explosive = 0; }; [/quote] Which I don't really understand why.
the fuck [editline]25th October 2015[/editline] i think a lot of addons use bulletbase instead of rocket/missilebase for rockets. maybe they wanted to "fix" that
It if worked prior to RHS's (Or rather their "Real" Armor Mod) little tea party, then why fuck with it. Literally no reason to do it.
Speaking of ditching RHS, I gave the early release of CUP Vehicles a spin. It's missing some air vehicles, trucks, and the WaPa tanks, but most of the things in there are great! As a matter of fact, the only thing that's bad so far is the Abrams' broken sound effect, Dingo's 15kmph power sliding, and the lack of a driver's seat in the BDRM. Driving feels way smoother than it does in RHS, too. Probably because it uses the old driving model, but still. Not flipping BMPs over feels good.
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