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#4135812 - 06/18/15 03:03 AM Re: New mods required!! [Re: Meatsheild]  
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Fridge Offline
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We are running into some issues with ACE 3.0.1 - Javelin functionality.

And 3.1.1 was released about 12 hours ago (which removed the 3.1.0 link, to make this a little more confusing).

Shouldn't/Can't we update?


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#4135824 - 06/18/15 03:25 AM Re: New mods required!! [Re: Meatsheild]  
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Linebacker Offline
LB
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LB
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YYZ
Looks like the guys are already running into version issues.

This is how I have my SHQ mod folders renamed until I’m told otherwise ...



which is a bit of a problem since duplicate mod names show up in the launcher. I had to double check the folder locations by clicking on this folder icon ...


#4135874 - 06/18/15 08:40 AM Re: New mods required!! [Re: Meatsheild]  
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Ragtop Offline
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Updates were always going to be a consideration when we use so many mods combined.

LB if you delete the old mods before installing the new ones you shouldn't run into any duplications.


[ CPU: i5 2500k @ 4.7gHz | MoBo: Gigabyte GA-Z68XP-UD3P | RAM: 16Gb Corsair Vengeance LP | GPU: OCUK GTX 980 Reference | OS: Win10 ]
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#4135906 - 06/18/15 11:09 AM Re: New mods required!! [Re: Linebacker]  
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Meatsheild Offline
Arma3 guy!
Meatsheild  Offline
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Peoples Republic of Yorkshire
Originally Posted By: Linebacker
Looks like the guys are already running into version issues.


First post

"To install, DELETE your current @SHQTerrainPack and @SHQV3 folders!"

If you had the RHS and ace stuff installed for the thursdays testing bits, then they can be safely deleted (and i'd recommend deleting them) and replaced with the ones in the rar files.

Quote:
We are running into some issues with ACE 3.0.1 - Javelin functionality.

And 3.1.1 was released about 12 hours ago (which removed the 3.1.0 link, to make this a little more confusing).

Shouldn't/Can't we update?


flipping typical. At the moment i'm inclined to say no and stick with the one in the modpack for a while and we'll update later, for now titan will have to do.


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#4136004 - 06/18/15 02:07 PM Re: New mods required!! [Re: Meatsheild]  
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LB
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LB
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I actually had some of the mods like RHS installed for TacBF which is why I won't be deleting them but rather renaming the folders for the SHQ versions.

Thanks again!

#4136057 - 06/18/15 03:20 PM Re: New mods required!! [Re: Meatsheild]  
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The launcher is defaulting to the name specified in the mod.cpp, if you have multiple folders that have the same name specified in that file, than you'll see duplicate mods in the list. solution is to consolidate mods, edit the mod.cpp, or delete the mod.cpp.


And I'm getting a persistent script error about fn_getInsignia or some such with the @shqv4 mod activated.


Off to greener pastures
#4136086 - 06/18/15 04:22 PM Re: New mods required!! [Re: near_blind]  
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LB
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Not nessessary. See my post with the two little screenshots above near blind.

Would be nice for next release though.

I didn't see that script error while trying this stuff out last night. I'll see what happens tonight.

#4136125 - 06/18/15 05:55 PM Re: New mods required!! [Re: near_blind]  
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Meatsheild Offline
Arma3 guy!
Meatsheild  Offline
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Peoples Republic of Yorkshire
Originally Posted By: near_blind

And I'm getting a persistent script error about fn_getInsignia or some such with the @shqv4 mod activated.


any chance you could grab the details from your arma3 rpt? Its the first i've heard/seen that error!


SimHQ Arma3 sessions, weekly semi-serious co-op action for all ages and skills! check the forum sticky for more info!

http://simhq.com/forum/ubbthreads.php/topics/3732626/SimHQ_Arma3_Sessions,_who,_wha#Post3732626

All spelling errors are included free of charge and courtesy of a broken spell checker!
#4136132 - 06/18/15 06:01 PM Re: New mods required!! [Re: Meatsheild]  
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near_blind Offline
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When I get home, I've also got screenshots.


Off to greener pastures
#4136178 - 06/18/15 07:10 PM Re: New mods required!! [Re: Meatsheild]  
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boomerang10 Offline
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Texas
Is Tac Thursday still a thing? I can see old topics but nothing for tonight and it's disappeared from the getting started thread. If they are, what time does it start?

#4136181 - 06/18/15 07:26 PM Re: New mods required!! [Re: Meatsheild]  
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adlabs6 Offline
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Yep, Thursday should be on. Most players get there around 7 or 8 pm central. I'll post up a new thread now.


WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
#4136330 - 06/19/15 03:01 AM Re: New mods required!! [Re: Meatsheild]  
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KlarSnow Offline
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Want to make a small suggestion for people, this is an optional client side mod that I have been using that sometimes adds screams of pain when people get shot, MRG unit Sound FX

This especially helps with ACE and TFAR since we no longer get kill messages. It can give a team leader or battle buddy the little bit of SA that somebody just got hit, it also adds a body falling noise when people die, its subtle but can be pretty effective at again letting you know that something is amiss during a firefight, without having to either see it, or have text popping up on the screen to let you know.

It is not over done and obnoxious at all IMHO and fits in very well with the more realistic setup we have now.

#4136387 - 06/19/15 08:48 AM Re: New mods required!! [Re: Meatsheild]  
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Ragtop Offline
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Kent, UK
Good suggestion Klar.

When a soldier gets shot and no one is around to hear it, does he make a sound? He does now!

When that armour clipped and squashed me last night, and I was laying on the floor in a crumpled heap, looking up at the sky - I wondered if I was going to be found. Luckily people were switched on and got to me. There was no resistance by then however. In heated combat, I'd have probably been less fortunate.


Also FAO whoever it was asking about Helo chatter. I found the switch by accident. Pause the game and you'll see RHS Settings on the left side, about halfway up the screen. Click that and you'll see the checkbox.


[ CPU: i5 2500k @ 4.7gHz | MoBo: Gigabyte GA-Z68XP-UD3P | RAM: 16Gb Corsair Vengeance LP | GPU: OCUK GTX 980 Reference | OS: Win10 ]
[ H/W: LG 34UC97 | QPAD Mk-80 | Razer Deathadder | Logitech G27 + Nixim Mod | Warthog HOTAS | Saitek Combat Rudders | TIR5 | Rift CV1 ]
#4136841 - 06/20/15 04:20 AM Re: New mods required!! [Re: KlarSnow]  
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Linebacker Offline
LB
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LB
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YYZ
Originally Posted By: KlarSnow
Want to make a small suggestion for people, this is an optional client side mod that I have been using that sometimes adds screams of pain when people get shot, MRG unit Sound FX


+1 on that Klar. Thanks for the tip! Very subtle yet game changing effects ...


http://www.youtube.com/watch?v=rG7kbB2ExQc

@Ragtop ... nice tip on the helo chatter.



#4136974 - 06/20/15 03:54 PM Re: New mods required!! [Re: Meatsheild]  
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KlarSnow Offline
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NAS Pensacol, Fl
Another quick tip post for ACE3. Highly recommend everybody check out the new control options for ACE3, allows for some remaps that are IMHO far better than were previously available in Arma, and allows for better control setups.

These control remaps are accessed by launching into a mision (I just go into the editor and throw a rifleman down) hit configure, controls, configure addons at the bottom of the menu.

Here you can also customize controls for TFAR if you so desire.

however for ACE 3 here is what I have found interesting and recommend people check out

1) the weapon selects can be rebound to a much more conventional shooter layout, 1 key selects pistol, 2 key selects rifle and switches fire modes for the rifle, 3 key selects underbarrel grenade launcher if you have one, 4 key selects launcher, and 5 key selects binos.
This has a couple of quick advantages, no more scroll wheel for choosing weapons! yep
It also frees up the "f" key from switching weapon modes, I remapped hold breath to it so I can use it better instead of just with the zoom key but you can do whatever you want with that.
This also separates grenade launchers from fire modes, so you can switch fire modes without having to cylce thru the launcher and select the launcher without having to cycle fire modes!

2)check out the grenade commands which in ACE 3 default to 6,7,and 8.
these allow you to switch between lethal grenades with 6, switch between nonlethal grenades with 7, and the throw type with 8, can help a lot with making sure you throw the right grenade the right way in the heat of the moment, just watch out for the drop option biggrin

3)similar changes have been made to vehicle weapon selects so you no longer have to cycle through various weapons to get your MG up while driving the tank or switch back to the main gun when a tank rolls round the corner.

Anyhoo recommend taking a look at these and seeing if there are any changes to make to the long standing control layouts that arma has always had.

#4137382 - 06/21/15 07:32 PM Re: New mods required!! [Re: Meatsheild]  
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I just looked at the list of additional hotkeys I need to configure...

mycomputer


"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here."

- Jayne Cobb, "Firefly"
#4137450 - 06/21/15 09:33 PM Re: New mods required!! [Re: Meatsheild]  
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Actually Brennus, I recently made a custom lefty Arma3 keyboard layout too. So far I find that I can use the ACE stuff on their default locations without stepping on any toes. Most of that stuff, like popping up the TFR radios is rare to never needed.

The most frequent new binds are the ACE "Self Interact" and "Interact", which are Left CTL+WIN and Left WIN, respectively. I am just reaching over with my right hand to trigger these, and continuing to mouse left. Works pretty well.

So in my own case, very few/no binds are stepped on. Maybe your own custom binds could work out the same.


WARNING: This post contains opinions produced in a facility which also occasionally processes fact products.
#4137485 - 06/21/15 10:24 PM Re: New mods required!! [Re: Meatsheild]  
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I'm not discouraged adlabs, at least you can now re-configure 'em in-game.


"You know what the chain of command is? It's the chain I go get and beat you with 'til ya understand who's in ruttin' command here."

- Jayne Cobb, "Firefly"
#4137505 - 06/21/15 11:17 PM Re: New mods required!! [Re: Meatsheild]  
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KlarSnow Offline
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Also, lots of em are context dependent so can be remapped, for example you could put he vehicle lase key to the same as your hold breath key.

I think my left ctrl key right now is a modifier for like 12 different things lol, while also being my TS push to talk key. Same for Left shift and alt, makes it so I can access about 80% of all my commands with my left hand on the keyboard with 2 keypresses or less. biggrin

I may just be crazy though.

#4139086 - 06/24/15 09:30 PM Re: New mods required!! [Re: Meatsheild]  
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New to Arma 3....summer Steam sale grabbed me. I downloaded the mod pack and Ace 3 is still 3.0...I am I right in this because I know there is a 3.1.1 update....just a thought

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