• ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
    5,000 replies, posted
That F1 style wheel change.
[QUOTE=Dominic0904;50065433] Still it was pretty fun, wish there were more drivers and a toolbox to repair the vehicles if they got too fucked.[/QUOTE] It was a cool race I hope that we can have more non combat operations like this soon.
[QUOTE=caboose6565;50066328]It was a cool race I hope that we can have more non combat operations like this soon.[/QUOTE] I think it would have been better with a couple more obstacles or challenges. Maybe slalom to force us to slow down, an off-road section (walled off to stop people getting lost) and roaming civis running on the track. Just throwing ideas out there.
[QUOTE=Dominic0904;50066484]I think it would have been better with a couple more obstacles or challenges. Maybe slalom to force us to slow down, an off-road section (walled off to stop people getting lost) and roaming civis running on the track. Just throwing ideas out there.[/QUOTE] I've noticed that when you get within a meter or two of another vehicle going at speed you enter their internet-lag-bubble and shit just goes wack as fuck.
[QUOTE=Thomo_UK;50066614]I've noticed that when you get within a meter or two of another vehicle going at speed you enter their internet-lag-bubble and shit just goes wack as fuck.[/QUOTE] We wouldn't know because every other racer was eating our dust. :smug:
[QUOTE=Thomo_UK;50066614]I've noticed that when you get within a meter or two of another vehicle going at speed you enter their internet-lag-bubble and shit just goes wack as fuck.[/QUOTE] I also noticed that in the first 5 seconds, my car was first, while in Demonics video, he was first. Then suddenly he rubber-banded at 300km/h way in front of me. IMO, Arma is a very wonky engine for Car Races. Especially the fact that if you barely touch anything, your car immediately catches fire/breaks. Also at high speeds, physics get really wonky, as indicated by me fazing trough that one car.
[QUOTE=Thomo_UK;50066614]I've noticed that when you get within a meter or two of another vehicle going at speed you enter their internet-lag-bubble and shit just goes wack as fuck.[/QUOTE] [QUOTE=kaukassus;50066767]I also noticed that in the first 5 seconds, my car was first, while in Demonics video, he was first. Then suddenly he rubber-banded at 300km/h way in front of me. IMO, Arma is a very wonky engine for Car Races. Especially the fact that if you barely touch anything, your car immediately catches fire/breaks. Also at high speeds, physics get really wonky, as indicated by me fazing trough that one car.[/QUOTE] Maybe for the next one we could try a timed rally where each team goes separate through the route and the fastest time wins. Another idea is a race with no set route you are given a start and end point and have to navigate your own route.
regarding the 'tackle', it's not an addon or anything but actually part of the game. everyone has it it's the same as when you get hit by a vehicle, you ragdoll dunno if some setting for it was changed in the engine, making it happen more often or so
@Cuel - why exactly are we removing the PTRS from the Russian weapon pack - The quality isn't bad and it fills a very useful purpose
because it looks utterly ridiculous
[QUOTE=Cuel;50068795]because it looks utterly ridiculous[/QUOTE] Because it's long? That's not really a good reason for removing it, we have plenty of ridiculous guns like the M107 and As50 that look stupid but we'd still use them - and people playing in missions wouldn't mind Plus it's not a useless weapon, it's very handy for knocking out light vehicles from safe distance, just because it can't kill modern MBTs doesn't mean it doesn't have a use Plus a decent amount of work went into porting the thing [editline]4th April 2016[/editline] You must be under this height to enter the modpack
those are like half the length. the ptrs clips into the ground how about forcing people to walk when it's equipped as primary
[QUOTE=Cuel;50068857]those are like half the length. the ptrs clips into the ground how about forcing people to walk when it's equipped as primary[/QUOTE] That would work but it would require scripting
This reminds me that I wish ARMA had a weapon resting system similar to Red Orchestra 2. So you wouldn't be able to shoulder fire and jog while carrying a stinking big gun. You'd have to rest it or deploy it in order to aim.
To be honest Mallow its pretty snowflakey.
I'm just sad cause after our last update all of my loadouts vanished. [img]http://i.imgur.com/QhF4rOF.jpg[/img] Anyway to get some of them back without remaking them all?
[QUOTE=Cpt.Funkymonk;50071250]I'm just sad cause after our last update all of my loadouts vanished. [img]http://i.imgur.com/QhF4rOF.jpg[/img] Anyway to get some of them back without remaking them all?[/QUOTE] Use the XLA Fixed Arsenal mod. Allows you to load loadouts with missing gear, but replaces them with vanilla equivalent. Load the loadouts and save them again.
[QUOTE=kaukassus;50071349]Use the XLA Fixed Arsenal mod. Allows you to load loadouts with missing gear, but replaces them with vanilla equivalent. Load the loadouts and save them again.[/QUOTE] For some reason the Eden update broke it, he says he's working on getting it figured out.
[QUOTE=Whitefox08;50070866]To be honest Mallow its pretty snowflakey.[/QUOTE] By that definition a lot of weapons are snowflakes, like any submachinegun, or any antimaterial rifle Specialised weapons exist and it doesn't matter how snowflakey they are, it's a decent model with a useful purpose which isn't covered by much else
[QUOTE=Cpt.Funkymonk;50071668]For some reason the Eden update broke it, he says he's working on getting it figured out.[/QUOTE] Still works for me. Not aware of any issues as of now. Keep in mind that it's completely separate from regular arsenal. You call it using a different function to open it. [QUOTE=Mallow234;50071669]By that definition a lot of weapons are snowflakes, like any submachinegun, or any antimaterial rifle Specialised weapons exist and it doesn't matter how snowflakey they are, it's a decent model with a useful purpose[/QUOTE] I used to have a Modded AS50 that used 14.5mm AP Rounds. Worked very well for taking out Engines and wheels of light armored vehicles.
[QUOTE=kaukassus;50071701]Still works for me. Not aware of any issues as of now. Keep in mind that it's completely separate from regular arsenal. You call it using a different function to open it.[/QUOTE] So I can't just go Learn->Arsenal? Why do they have to make things so much more complicated than I want them to be?
[QUOTE=Cpt.Funkymonk;50072015]So I can't just go Learn->Arsenal? Why do they have to make things so much more complicated than I want them to be?[/QUOTE] IIRC, you can't override BIS functions anymore, so they have to use a different namespace for their functions (XLA_fnc_Arsenal instead of BIS_fnc_Arsenal). This essentially is good since some Addons think it's a good idea to override BIS_fnc_MP (Breaking all sorts of things in the process) in the past, and is also a security feature (Essentially guaranteeing that BIS functions haven't been tampered with). [quote] Anti-hack protection using compileFinal (see Recompiling for more info) [/quote] [URL]https://community.bistudio.com/wiki/Functions_Library_(Arma_3)[/URL]
So I found out that the Estonian camo has been made to Arma 3. If anyone is interested [url=http://www.mediafire.com/download/ed65ij9f7vzw0x1/%40EDF.rar]here is the link[/url] [t]http://images.akamai.steamusercontent.com/ugc/280721044822728694/BEC27243354EBD178E9EB91ACC1B4CA60E9C14DF/[/t][t]http://images.akamai.steamusercontent.com/ugc/397804571990504711/8D50C909A11197D50FC6419411BB57A5CCEF0084/[/t][t]http://images.akamai.steamusercontent.com/ugc/397804571990504579/2A7D6BCC952D76151717E3DD52D6B7AFE5AB32FB/[/t]
[QUOTE=kaukassus;50072044]IIRC, you can't override BIS functions anymore, so they have to use a different namespace for their functions (XLA_fnc_Arsenal instead of BIS_fnc_Arsenal). This essentially is good since some Addons think it's a good idea to override BIS_fnc_MP (Breaking all sorts of things in the process) in the past, and is also a security feature (Essentially guaranteeing that BIS functions haven't been tampered with). [URL]https://community.bistudio.com/wiki/Functions_Library_(Arma_3)[/URL][/QUOTE] Guess that makes sense, so what is the easiest way for me to access XLA_fnc_Arsenal?
[QUOTE=Cpt.Funkymonk;50072057]Guess that makes sense, so what is the easiest way for me to access XLA_fnc_Arsenal?[/QUOTE] Call the function [code] ["Open",true] spawn xla_fnc_arsenal; [/code] In the Debug Console (When you're in-game in an editor session), Press ESC and paste that function in and press Execute Local (Or whatever it's called).
good news is that some work is being done on HC for Linux and it was the issue that I assumed [quote]Hello, I've done some testing, looks like the game process is hitting the system limit of the maximum allowed opened file descriptors. You were right about the 512 number, from my testing the default value is 1024 but since there is the signature for every PBO file this means the game hits the limit in about 512 PBO files (512 PBOs + 512 signatures). I've done some changes, the game is raising the limit to max. system allowed value (from my test it's 4096[/quote]
yes, we working on the limit , afaik this will be via setrlimit() yet the ceiling default is 4096 (better than now 1024) and unfortunately using ulimit to raise it beyond that works only on some Linux systems ;( what's being discussed is server.cfg option to disable verifySignatures for Headless Client completely
[QUOTE=Dwarden;50072525] what's being discussed is server.cfg option to disable verifySignatures for Headless Client completely[/QUOTE] Isn't signature verifying for Headless Clients kinda unnecessary since you already have to define an array of client IP's you trust for headless Clients within the server.cfg? [code] localClient[]={127.0.0.1}; headlessClients[]={127.0.0.1}; [/code] This would already declare that the server essentially trusts Headless Client connections from the Address 127.0.0.1 (Obviously 127.0.0.1 is trusted, since it's also the same origin as the server itself). I personally don't see the reason of verifying the Addon signatures for Headless Clients which share the same origin as the Dedicated Server itself. More often than not, the Headless Client and the Dedicated Server reside in the same folder/path and use the same Mod Folders.
New Offroad coming with the expansion, this is from the artist's profile. [url]http://velebny.net/offroad.html[/url]
[QUOTE=Tuskin;50073221]New Offroad coming with the expansion, this is from the artist's profile. [url]http://velebny.net/offroad.html[/url][/QUOTE] [I]Comfy Camping Experience: Safari Adventures[/I] when?
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