[QUOTE=diwako;48901305]How many explosion should I expect?[/QUOTE]
Well, there are tanks, planes, artillery, ATGMs, grenades and aircraft on the field so I would expect quite a few
No blinding explosions though (maybe)
[QUOTE=Mallow234;48901121][t]http://i.imgur.com/1iq4caF.png[/t]
[url]https://fparma.herokuapp.com/events/event/co-co31-vremya-ostanovitsya-2[/url]
It'll work this time[/QUOTE]
If for some reason it doesn't work this time are we playing it again next Sunday?
We're playing it until we beat it.
[QUOTE=kaukassus;48902333]We're playing it until we beat it.[/QUOTE]
[T]https://hollowknowledge.files.wordpress.com/2014/06/edge-of-tomorrow.jpg[/T]
?
[QUOTE=Mallow234;48901121][t]http://i.imgur.com/1iq4caF.png[/t]
[url]https://fparma.herokuapp.com/events/event/co-co31-vremya-ostanovitsya-2[/url]
It'll work this time[/QUOTE]
Back when I was making missions, we'd play the several one several times in a row.
And we never did defend those doritos.
Yeah i finally understood the grievances against RHS after messing around with it in the arsenal and standard gameplay. It's all over the place.
Also i don't understand the general and global hype around it. If we look at it from a pure "what looks better" standpoint (since the "gameplay" elements RHS features are pure garbage and conflict with everything in existence) VTN looks better. Like way, way better. And i can't emphasize this enough, VPN models and texture work in general is stellar.
Someone with enough time should really rip weapons and optics out of VPN, throw toadie (or vanilla) values on them and call it a day.
[QUOTE=Tinter;48902546]Back when I was making missions, we'd play the several one several times in a row.
And we never did defend those doritos.[/QUOTE]
duDE WE WON DEFENSE OF DORITOS
WE TOTALLY DID
THAT'S WHY WE'RE NOT GONNA PLAY IT AGAIN
was that the mission that desynced out of earth into space?
like some guys could be waiting near the docks for the boat to leave while others were already assaulting on the other side of the island
[QUOTE=Cuel;48902685]was that the mission that desynced out of earth into space?[/QUOTE]
I remember that the one with Soviets in Afghanistan/FATA had way, way too many cases where desync caused vehicles to clip and explode.
[QUOTE=Cuel;48902685]was that the mission that desynced out of earth into space?[/QUOTE]
No that was one of my many other failures. I know which one you're talking about and I think I called it Pyrogos. We never even made it across the water.
[editline]14th October 2015[/editline]
[QUOTE=croguy;48902699]I remember that the one with Soviets in Afghanistan/FATA had way, way too many cases where desync caused vehicles to clip and explode.[/QUOTE]
That one is Karavan-156, which is more recent and not my fault at all, people just can't stop desyncing while being drivers and blowing everyone up.
[t]http://i.imgur.com/FkS12iT.png[/t]
Not too good but it does the job
[QUOTE=Tinter;48902718]
That one is Karavan-156, which is more recent and not my fault at all, people just can't stop desyncing while being drivers and blowing everyone up.[/QUOTE]
We never finished that actually, should replay it.
We also never finished Kavala '35, it's been changed to ACE standard medical now and is completely ball pool tier, you simply can't fuck it up now.
[editline]14th October 2015[/editline]
Well, you can.
[B]IF YOU SHOOT THE VERY OBVIOUS AAF HOSTAGE.[/B]
[I]HE'S WEARING CAMOUFLAGE DUDE[/I]
[QUOTE=Thomo_UK;48903130]We also never finished Kavala '35, it's been changed to ACE standard medical now and is completely ball pool tier, you simply can't fuck it up now.
[editline]14th October 2015[/editline]
Well, you can.
[B]IF YOU SHOOT THE VERY OBVIOUS AAF HOSTAGE.[/B]
[I]HE'S WEARING CAMOUFLAGE DUDE[/I][/QUOTE]
Camouflage is for evil people.
Which is why we have so much in the modpack.
[QUOTE=IrishBandit;48904339]I wonder why the expansion is called Apex.[/QUOTE]
THE APEX OF THE ARMA EXPERIENCE obviously.
[QUOTE=Tinter;48904406]THE APEX OF THE ARMA EXPERIENCE obviously.[/QUOTE]
IT'S ALL DOWNHILL FROM HERE
ARMA 3 DOWNHILL STAGE
*eurobeat*
What are the TFAR module settings to automatically set up the radio channels?
Something along the lines of
[code][(call TFAR_fnc_activeSwRadio), 1, "81.1"] call TFAR_fnc_SetChannelFrequency;
[(call TFAR_fnc_activeSwRadio), 2, "32.2"] call TFAR_fnc_SetChannelFrequency;
[(call TFAR_fnc_activeSwRadio), 3, "424.8"] call TFAR_fnc_SetChannelFrequency;
[(call TFAR_fnc_activeLrRadio), 1, "41.5"] call TFAR_fnc_SetChannelFrequency;
[(call TFAR_fnc_activeLrRadio), 2, "78.2"] call TFAR_fnc_SetChannelFrequency;[/code]
There's many ways to set this up, this could be ran in 'initPlayerLocal.sqf' for example.
[url]https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Functions[/url]
You can scope the functions here.
[editline]15th October 2015[/editline]
well fuck me then
[URL]https://forums.bistudio.com/topic/159708-alive-advanced-light-infantry-virtual-environment/page-333#entry2925263[/URL]
I'm more moist than a wet river right now.
Looks like I have to hurry up with my static weapons, so I can experiment with the new Alive stuff this weekend.
New stamina system on Dev
[QUOTE=Thomo_UK;48907132]New stamina system on Dev[/QUOTE]
Can you run for more than 10 meters now without your character sounding like he's fucking dying of asthma and your aim shaking like you have parkinson's?
[QUOTE]
Added: New Stamina configuration (stay tuned for OPREP)
Added: Stamina Bar (it can be hidden only by moving it out of the screen currently, but a better solution is in progress)
Tweaked: Sway distortion upon turning is now more affected by weapon inertia. Smaller weapons are therefore more stable while turning around, while heavier guns are harder to handle upon turning. Magnitude and speed of turning are also considered.
Added: Function diag_recordTurretLimits exposed in arma3diag.exe
Fixed: htmlLoad wouldn't load files from PBOs without file patching enabled
Fixed: Virtual Arsenal - 2 errors after returning to Arsenal while reloading a weapon
Added: disableAI/enableAI - new parameter CHECKVISIBLE (disables visibility raycasts)
Fixed: Destructible buildings cannot be destroyed by standard vehicle collisions anymore
[/QUOTE]
Oh yes, this is great.
[QUOTE=simkas;48907137]Can you run for more than 10 meters now without your character sounding like he's fucking dying of asthma and your aim shaking like you have parkinson's?[/QUOTE]
Who knows, I've never had a problem with armas stamina system unless I had a carryall full of stuff
[QUOTE=Thomo_UK;48907156]Who knows, I've never had a problem with armas stamina system unless I had a carryall full of stuff[/QUOTE]
Did you never try running anywhere in Arma? That happens even if you're barely carrying anything.
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