I was just shooting the AA gun in the sky and people thought I was shooting the helo, tards.
Question for those more experienced with technical parts of arma than I
Back in Arma 2, there were a few Earthen Ramparts
[thumb]http://images.akamai.steamusercontent.com/ugc/689397056103675928/D1DAC38AF4C0394A5B795A67450CC07DB918B625/[/thumb]
These guys, brought into Arma 3 through various ports, but what I want to know is: how do I get these into Zeus Mode in a way I can spawn and manipulate them as I can with most A3 objects?
Small request, could we get this less than 33kb patch for RHS/ACE?
[url]http://www.armaholic.com/page.php?id=28963[/url]
Sorry I missed you guys today, I was a witness in a traffic accident so I didn't make it home until 2 hours after and had to go to work.
[editline]21st June 2015[/editline]
[QUOTE=Mallow234;48020130]Whitefox makes missions occasionally
[/QUOTE]
If people can give me [B]ORGINAL[/B] ideas I can make more.
[QUOTE=Mallow234;48019959]Also, what did people think of the "Optics for Everyone" policy? I had the feeling that it would make the mission too easy but I guess not[/QUOTE]
I used iron sights most of the time, the scope was only in the way when being in towns
Also if necessary I would be able to make a mission, although I like the missions you guys make and would prefer to leave that up to you.
Nice plot twist by the way: CDF survivors actually rescued alpha
[QUOTE=Mallow234;48019959]Also, what did people think of the "Optics for Everyone" policy? I had the feeling that it would make the mission too easy but I guess not[/QUOTE]
very good
the acoglel was pretty nice
I liked the AK Ironsights. My biggest problem was that the Enemies had different Magazines than the AK's we had, So I had to swap out my AK in favor of theirs.
Apart from that, my only other problem in the OP was that my medical supplies ran out FAST.
Some of us glitched in the Castle and got injured on every bodypart, so I had to use 6 bandages on every person who was injured, so I was constantly looting corpses in hopes of finding medical supplies.
I wish ACE would add a single bandage mode.
Probably too late, but fuck it, I uploaded LAST week's mission... because the full one from this week is still on upload. Also I fucked up the encode.
[video]https://youtu.be/VA8mMrR0zSY[/video]
[QUOTE=ReligiousNutjob;48020797]Question for those more experienced with technical parts of arma than I
Back in Arma 2, there were a few Earthen Ramparts
[thumb]http://images.akamai.steamusercontent.com/ugc/689397056103675928/D1DAC38AF4C0394A5B795A67450CC07DB918B625/[/thumb]
These guys, brought into Arma 3 through various ports, but what I want to know is: how do I get these into Zeus Mode in a way I can spawn and manipulate them as I can with most A3 objects?[/QUOTE]
You can spawn those in Arma 3 if you have the AllInArma TerrainPack. You can't spawn them in Zeus tho.
I wrote my own little spawn menu to spawn these zeus-inaccessible objects, but then the problem is that you can't actually move them in Zeus since they are not configured to do so (Says "Insufficient Resources" when you try to move them). I did use my trusty Kaukmod to actually move and rotate them, which worked okayish.
I was thinking about making a small addon / config fix that adds the required config parameters to fix this properly, but I'm waiting for the CUP Terrain Pack to release (If that's gonna happen at all), which might fix this aswell.
I believe cup terrains should release in the near future.
[editline]22nd June 2015[/editline]
[url]http://forums.bistudio.com/showthread.php?190329-Community-Upgrade-Project-CUP_Terrains&p=2955914&viewfull=1#post2955914[/url]
[QUOTE=Tinter;48024063]I believe cup terrains should release in the near future.
[editline]22nd June 2015[/editline]
[url]http://forums.bistudio.com/showthread.php?190329-Community-Upgrade-Project-CUP_Terrains&p=2955914&viewfull=1#post2955914[/url][/QUOTE]
Oh cool. I hope they configured the Arma 2 objects correctly, like the Bush and Tree's, so that they actually block the AI's vision correctly. Zeus compatibility for the fortifications and maybe Arma 2 buildings would be nice too.
The person who did the reconfigured vegetation for Arma 2 and OA has allowed his work to be used by the CUP team. I have no idea how their rocks and buildings are looking though.
Was heat haze ever a thing in Arma?
In a2 on high pp I remember something like that but then again it made everything sickly bloomy and blurry
I dunno, but I remember the game always looking something like this.
[t]http://img43.imageshack.us/img43/7628/arma2ingame213194142.png[/t]
Always a little bit gray and bloomy.
I also wish that BI would fix characters getting injured/glitching trough objects if they turn in tight spaces.
That castle yesterday was a death trap in particular. Every turn on that tower could mean death.
[editline]asd[/editline]
[url]http://feedback.arma3.com/view.php?id=18947[/url]
Well I'll be damned.
It was like that originally, but then they changed it and now they're changing it back. Which is good because turn around your feet only makes sense, instead of turning around your gun.
[QUOTE=Tinter;48024217]It was like that originally, but then they changed it and now they're changing it back. Which is good because turn around your feet only makes sense, instead of turning around your gun.[/QUOTE]
Well I'm atleast happy that it finally got a fix. It was kinda annoying to navigate in Buildings (Especially in staircases) when you have to watch out to not glitch into the walls.
I'm like a soccer mom when navigating buildings, esp in a2 maps. Everything is a death trap
Should be better when the point that's where you're standing isn't moved just because you looked to the left. It also means you jump up and down in the fortifications of PR fata, I've noticed. Since there's a step which you can stand on when looking to the side, but not perpendicular to.
I think this explains altis life pretty well.
[t]http://i.imgur.com/b6DYryI.png[/t]
[t]http://images.akamai.steamusercontent.com/ugc/512630851324551973/5F5C6425F9776CCE9F3CC22B32EB9296F065B158/[/t]
Thanks tinter. Riflegrenades from R3F now work everywhere. yay.
And I'm working on making the HuntIR rounds work on most of our guns (given that they have a GL ofc)
*Not actually everywhere, but only weapons which use the ASDG joinmuzzles.
tinter plz fix CUP lee enfield's fucked up recoil and also add rifle grenades okthx
While I was learning how to Config, I took a break from Adding HuntIR rounds to every GL launcher and fucked around a little.
Tried to make some sort of modern tank-buster rifle.
[video=youtube;_din7tDdklY]https://www.youtube.com/watch?v=_din7tDdklY[/video]
[QUOTE=Thomo_UK;48025578]I think this explains altis life pretty well.
[t]http://i.imgur.com/b6DYryI.png[/t][/QUOTE]
i used to be fucking in love with life mods back in arma 1/2, seriously played them all day was looking for the next cool one and to this day i don't know why
i always had terrible experiences dealing with stupid people and outright assholes, but i'd always come back
then one day i realized how fucking stupid it was and just stopped playing them
that shit is addictive for some reason
it's also pretty hilarious how the code for life modes has always just been ripped off by every admin that claimed to have a unique version to share with the world, kind of like dark rp for gmod
[QUOTE=inebriaticxp;48027121]tinter plz fix CUP lee enfield's fucked up recoil and also add rifle grenades okthx[/QUOTE]
Can't be done, their recoil looks defined just fine and there's no muzzle memory point for the grenades to attach to.
[url]http://dev.arma3.com/post/sitrep-00111[/url]
[quote]
We consider the terrain to be geotypical Fiji, but it's not an exact recreation of that real-world location (it's a mix of various satellite heightmaps, so not geospecific). We'll be further discussing our motivations for this (awesome) setting later.
A new fixed-wing aircraft and a waterscooter will be part of the expansion. But fear not; the focus remains military. We're just not ready to reveal those vehicles, weapons and characters yet.
You can see work-in-progress water reflections, improved shoreline effects and enhanced overall lighting configuration. These technologies and features will arrive to everyone, and to the existing Arma 3 terrains. These are also not all features coming alongside the expansion! We'll discuss more and more as the year goes on.
Most of the audio is not yet from in-game recordings, but it gives an impression of how we want to push the soundscape further, especially in terms of ambient audio. The goal is to deeply immerse you in our "green hell"!
As the opening disclaimer points out: the terrain is still in the middle of production. Many of the objects you see in the distance are early placeholders. We're very happy that it already looks and feels this good now!
[/quote]
Noice
[quote]
Our very own Encoding Lead Petr Kolář has made tweaks to the Field of View of the naked eye perspectives: "Users of Dev-Branch may have noticed our effort to make Field of View consistent for all weapons and vehicle positions without optics. This should not only provide players with a consistent experience of default zoom and focused view, but it should also address issues regarding the inconsistent display of optics magnification descriptions. We hope that the changes are going to provide smoother gameplay while changing various weapons and vehicle seats. Feel free to provide feedback in case we have missed something."
[/quote]
Very Noice
I'm glad they didn't go down the stand-alone route and have it as DLC like Heli and Marksman,
BI staying quite based.
It would be quite bad to split up the userbase now.
I'm atleast glad that users can atleast play on Servers that have the DLC, even if they don't have the DLC.
I still remember the CoD times with all the mappack DLC that kicked you from the session when the server changed the level to a DLC map. It was a mess.
Sadly, some vocal minority doesen't realize this.
Wait, so you can play on the map without needing to buy it?
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