武装突袭3

武装突袭3

O&T Expansion Eden
459 条留言
Trager  [作者] 11 月 28 日 上午 8:57 
ok
Apricot_ale 11 月 28 日 上午 12:33 
Can you optout the sonus mod from this?

I liked the sonus, but in some terrain mods goes made it annoying, like the cicadas chirping even in autumn and winter maps and the ambient sounds of the wire mesh being extremely loud because many fence on one position.

However, I would like to continue using elements other than Sonus.
I think it's not include all elements other than Sonus with just using Capsul and Dropdrop. right?
Cheezy. 11 月 27 日 上午 1:05 
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Trager  [作者] 11 月 19 日 下午 1:23 
Most of the assets are added by new code in the game configuration, the mission with them will create dependency. So this mod needs run by every player and server.

Assets that was just unlocks will not create depends but list of such objects too small.
FlyingGasmask 11 月 19 日 上午 10:52 
So this unlocks hidden game assets from the base game? Does that mean any missions using this dependent on the mod? Or is it just client side for the mission maker while in the eden editor?
Trager  [作者] 11 月 17 日 上午 1:01 
Charles B. Punchington
a defining of Asian persons to Greek identity was made by the developers, apparently mistakenly. We can request in feedback tracker a change in the identity types for these three faces with new asian camo identity and apply it to the CSAT (Pacific) sniper, as he currently uses a non-camouflaged version of the asian faces, although his counterparts from other factions use camouflaged types of faces.
Charles B. Punchington 11 月 16 日 下午 5:57 
I noticed that the three camo Asian heads added by O&T are tagged as Greek heads and thus are sometimes used for AAF snipers. Any chance this could be changed so they're applied to CSAT Pacific snipers?
Trager  [作者] 10 月 29 日 上午 3:29 
ah, no way to do this, engine limitations :\
Żegota IV Jamba''lumba Fufu 10 月 29 日 上午 3:24 
I meant, the default ones alredy placed on map :/
Trager  [作者] 10 月 29 日 上午 1:22 
@Babatunji Jamba''lumba Fufu
All markers created via "Map Marker" are deleting and recreating each time the scenario runs in the editor or gameplay. Delete the object or uncheck the "Map Marker" box and reopen the scenario. There should be no marker after that.
Trager  [作者] 10 月 29 日 上午 1:18 
@Longshot133
Sphere (200cm, Inner) and Sphere (Big, White) indeed have an texture change attribute that was incorrectly added. Their 3D model does not support this. I'll remove it, thanks!
Żegota IV Jamba''lumba Fufu 10 月 28 日 下午 10:27 
Is there any way to remove pre made 2d building marker?
Longshot133 10 月 28 日 下午 7:35 
Sorry to bother but I was asking if theres currently a bug with the Helper spheres, I have been trying to use them however they will not change color/texture, but the vanilla ones still will.
Dedmen Miller 10 月 27 日 上午 11:43 
Changing CfgPatches classes will mess up missions, unless you have both old and new classes in your files. Which is annoying to do.
DickLouden 10 月 22 日 下午 7:17 
Thanks
Trager  [作者] 10 月 22 日 下午 2:10 
@DickLouden will look into it, I'm not sure if I can do this in the core of vehicles. If no I'll add this in each vanilla vehicle manually
Thanks
DickLouden 10 月 22 日 上午 9:21 
In some of the object specific attributes for static weapons it has turret rotation limits, is that something that could be added to vehicle turrets? It would help a lot fro some of the compositions i'd like to make.
Trager  [作者] 10 月 22 日 上午 4:56 
@Dr. AWPenheimer
dunno I haven't seen anything like this in Zeus/Eden. I tried on all the particle quality settings, everything works. Maybe some mod breaks the particles... this mod do nothing with particles settings
Dr. AWPenheimer 10 月 18 日 下午 7:39 
anyone got a fix for the smoke sticking to the floor all of a sudden? i can move it around just not up lol. same with fire etc
Ace 10 月 9 日 上午 5:00 
Well, if you don't have that (or any other) DLC, and you want a thank you gift for your hard work so far, hit me up. I can afford to throw something your way. :VBOY:

Not to imply this comes with strings attached. Whether or not you add content for that is totally up to you. Changing the scope would definitely make the vehicle available, or in my case, I changed a line of data manually in my mission file to make it available and then saved it in a composition for later use.
Trager  [作者] 10 月 9 日 上午 3:28 
Ace. I do nothing for cDLCs at this moment. Sorry don't know about react forces, maybe scope=2; for this class can help, I have not purchased it can't check
Trager  [作者] 10 月 9 日 上午 3:23 
Thank you for the reprot, Dedmen Miller. I fully overwrite samples so no need remove. Rename CfgPatches classes will fubar our and other missions, won't it
Ace 10 月 8 日 下午 9:41 
By the by, if you're doing hidden assets from DLC as well, B_Heli_EC_02_RF is inaccessible normally in 3den, but it's a perfectly good and usable Cougar helicopter. It's nice because it's a BLUFOR version of the fully armed Cougar with a turret.

I'm sure there's plenty of other hidden things in the DLCs.
Ace 10 月 7 日 上午 3:50 
Appreciate the fix!
Dedmen Miller 10 月 7 日 上午 3:50 
I was investigating why our Arma produced so much RPT spam, and it lead me to this mod.

in your expEden.pbo/scripts/config.cpp you are doing this "samples[]+="
Which does NOT work, and causes RPT spam "Config array append with unsupported value type"

The += operator can only append numbers and strings. It cannot append arrays.
That is an engine limitation that should be fixed, but considering your current code doesn't even work, you can probably just delete that as it currently does nothing besides spamming errors to RPT.

Also your PBO naming and prefixes violate convention.
The "a3/" pbo prefix, is for base game Arma 3 files, mods shouldn't be putting themselves into there.
Same applies to the CfgPatches (and pbo filename) "_F" suffix.
Trager  [作者] 10 月 7 日 上午 3:34 
https://drive.google.com/file/d/16kbhkb9KkxQB-7Grr22yYOFzqX0sOehZ/view?usp=sharing
@Shank нere are the mod files you need to paste & replace in this path, ambient cats and dogs will be silent:
C:\Program Files (x86)\Steam\steamapps\common\Arma 3\!Workshop\@O&T Expansion Eden\addons\
Trager  [作者] 10 月 6 日 下午 4:35 
Oho sorry for my ingrish, will fix it next update thank you
Ace 10 月 6 日 下午 2:11 
Oh so it's supposed to be a "pellet" grenade, not a "pallet" grenade. We shooting a 40mm shotgun blast, not forklift supplies.
Trager  [作者] 10 月 4 日 下午 11:01 
Hey Shank , the game doesn't has tech possibilities to disable dog sounds. Late I'll send you a file with silent dogs to swap in mod bin so you don't have to hear them. The file will signed, so MP won't be an issue
Shank 10 月 4 日 下午 7:34 
Hey is there anyway we can turn off the ambient dogs please?
Trager  [作者] 10 月 3 日 上午 6:09 
Ace
I think it is
M1001 HVCC, high-velocity canister cartridge Canister shot containing several flechettes. Produces a 3 to 4 ft (0.91 to 1.2 m) wide dispersion pattern at 50 m (164 ft).
or
https://en.wikipedia.org/wiki/M576_40_mm_grenade

Or an attempt to implement it, in this mod this grenade is fired from an UBGL at a speed of 185 m/s, and opens after 0.0097000003 seconds, creating 20 damaging elements at an angle of 2° and a flight speed of 240 m/s each
Ace 10 月 3 日 上午 3:30 
What is a 40mm "Pallet" Grenade?
Pitusas 9 月 23 日 下午 2:28 
@Trager dont mention it. Many thanks to you for this awesome mod and the quick response.
PanzerKatze_Miy 9 月 23 日 上午 11:11 
@Trager I want to apologize for being so lazy.
I scrolled down to the bottom of the report and found hundreds of thousands of lines with the next statement:
EOF in string
Context: ShapeLoad: N:'rhsafrf\addons\rhs_mi28\rhs_mi28_rotordestruct.p3d' P:'rhsafrf\addons\rhs_mi28\rhs_mi28_rotordestruct.p3d'

I had to do a little work with the RHS files, and I removed the Mi-28 from the scenario, and everything started working again.
I don't understand why everything was working fine until yesterday, it's some kind of Arma magic.
Mateusz_R 9 月 23 日 上午 2:59 
Can confirm that the bug concerning the ejection of passengers no longer occurs. Thank you for the swift response.
Trager  [作者] 9 月 23 日 上午 1:20 
Pitusas , error will be hotfixed, thank you for letting me know
Pitusas 9 月 22 日 下午 8:01 
im getting this error when placing the Portable Long Range Radio (Classname "PortableLongRangeRadio_RadioChatEngF")

´ bin/config.bin/CfgSFX/RadioChatterGEN_SFX.empty´
Trager  [作者] 9 月 22 日 下午 2:06 
This warnings should not cause freezing or crashing iirc. Can you please upload this file on Google Drive, send link here I want check
PanzerKatze_Miy 9 月 22 日 上午 9:13 
@Trager The report contains the following line:
[ACE] (refuel) WARNING: Class CanisterFuel_Full: Items_base_F [@O&T Expansion Eden] needs XEH
And after it comes a large number of lines with a warning about the entity name "does not support Extended Event Handlers!
Addon: @O&T Expansion Eden" with various entities, for example:
[CBA] (xeh) WARNING: Land_FMradio_F does not support Extended Event Handlers! Addon: @O&T Expansion Eden

I took a look at all this, and it seems that it's more related to compatibility with CBA/ACE than just some specific problems with O&T.
Trager  [作者] 9 月 22 日 上午 6:03 
@PanzerKatze_Miy
All my debug scenarios launching ok. I need to see the error text before the crash to find the cause
e.g. from C:\Users\profileName\AppData\Local\Arma 3\ → .rpt file on crash date
PanzerKatze_Miy 9 月 22 日 上午 4:53 
After yesterday's update, a few of my scenarios where I use this mod just stopped launching in the editor and started crashing the game. After disabling O&T Expansion Eden, everything worked correct again.
Mateusz_R 9 月 22 日 上午 3:01 
The helicopter is the UH-80 Ghost Hawk. The mission is included in the main Ravage mod if you want to run the exact scenario. I extracted the mission from the pbo and imported it into the editor to take a look what could be going wrong. Looks normal and the problem doesn't appear to be tied to the Ravage assets. I removed everything related to it and left only the helicopter, the crew and the passengers. They still fall out of the vehicle as soon as I enable O&T and go back to normal when it's disabled.
Trager  [作者] 9 月 22 日 上午 2:24 
Mateusz_R please provide which helicopter has this issue so I can fully test the fixes?
Trager  [作者] 9 月 22 日 上午 1:20 
Thank you @Mateusz_R
I gonna remove my actions with seats for helicopters. It would be much safer to create a separate heli asset with such seats, as suggested by one of the commentators ago...
Hotfix on the way ETA 0-2 days, sorry
Mateusz_R 9 月 21 日 下午 7:19 
I've encountered this problem in some other scenarios that randomly stopped working correctly somewhere in the last few months, but was unable to determine the cause. This time I managed to triangulate it to O&T.
Mateusz_R 9 月 21 日 下午 7:10 
Hello, I have a bug report. The latest version of the mod (and the one before it at least) sometimes causes transported units to be ejected from flying helicopters at the start of missions. For example the stock Ravage mission Ghost Hunters becomes unplayable because the PC just dies at the start. Even before the start in the briefing window you can see that the PC and some other teammates do not have a transport listed under their names. But when O&T Expansion Eden is disabled, the transport helicopter is listed correctly and the mission starts as it should.

Tested with only CBA, O&T Expansion Eden and Ravage.
UEemperor 9 月 20 日 上午 4:21 
@Trager @Dipstick

Thanks for the reply, thats prolly 3den enh then indeed!

Dip, thanks for the info dude, that helps! The object doesnt have a simple object thats why its been a hassle. Ill try this out!
Dipstick 9 月 19 日 下午 9:05 
if (isServer) then {
private _simpleObject = this call BIS_fnc_replaceWithSimpleObject;
_simpleObject setObjectScale 3.0;
};
Use that to scale objects for MP files
Trager  [作者] 9 月 19 日 下午 8:08 
the option tooltips added by this mod contain author note at the end of the message
Trager  [作者] 9 月 19 日 下午 7:59 
UEemperor SIZE ADJUSTER for 3D models? No, I didn't add that. If I remember correctly 3den Enhanced had such functionality