ARMA Series (I, II, III) - v. Waiting For 3DEN Edition
5,000 replies, posted
[QUOTE=croguy;49316489][URL="http://arma3.xyz/bmp2.webm"]RIP in peace situational awareness[/URL][/QUOTE]
I'm jelly of you having a super-smooth fps
[QUOTE=CSLeader;49318007]I'm jelly of you having a super-smooth fps[/QUOTE]
The guy recording it effectively lowered his settings down to garbage quality, upped dof and motion blur, and he has a habit of stacking some post-production on top, too.
It's really nice for cinematic stuff, but at best you're as blind as a bat.
[QUOTE=TurtleeyFP;49317926]While we're at it we can have better infantry names than Alpha & Bravo. Krampus-1 & 2?[/QUOTE]
Ate-up Alpha
Bullshit Bravo
Chicken Charlie
Dummy Delta
Easy Echo
[QUOTE=toadie2k4;49313350]Best bits.
[media]https://www.youtube.com/watch?v=a_hlY9jERsQ[/media][/QUOTE]
Your video editing holy fuck. I'm glad the trench assault looked as cool as it did from the air. Sorry about the mishaps in the mission proper though, But at least that video was cool as fuck.
This actually makes me wonder why the hell is the trench such a steep pit. They could have just made something similar to the I44 Bastogne map. Wider but more shallow and filled with props.
[QUOTE=croguy;49316489][url=http://arma3.xyz/bmp2.webm]RIP in peace situational awareness[/url][/QUOTE]
how do you get the little rings and smoke trails from a rpg? I have blastcore and shit but the author has abandoned it and therefore the explosions last about 0.5 seconds and the smokes cover the area of about 1cm2
Finally managed to get Spawning of A3 Objects like trees, rocks, bushes and all other objects that don't have a class in CfgVehicles associated with them in my Mod.
Basically wrapping the models that don't have a class associated with them in a class. Currently using xCam's class Wrapper with Zeus modifications for this to test if it works.
[video] [url]https://www.youtube.com/watch?v=BbocYuRlDxI[/url][/video]
Kauk Mod Keys when, If it's just as capable if not more as Ares I would like to use it.
[QUOTE=Thomo_UK;49322108]Kauk Mod Keys when, If it's just as capable if not more as Ares I would like to use it.[/QUOTE]
p sure it doesn't support mp
[QUOTE=Thomo_UK;49322108]Kauk Mod Keys when, If it's just as capable if not more as Ares I would like to use it.[/QUOTE]
Integrating my mod in it's current state wouldn't make sense. There's a lot of stuff that only the client needs to have, and a few things that everyone needs to have (Basically Classes and shit).
There's also a few scripts that run by default that are very volatile. Basically upon connection, they wipe the list of curators upon mission load and creates a new one with no limits, whereas Ares only works if you are Zeus. I basically did this so I can use a Zeus with no limits on missions in which you may have a very limited Zeus for some reason.
My modules also put an emphasis on SP and Local MP. There's absolutely 0 locality checks done, so I can't guarantee that shit will work on an Actual OP with many many players. I don't have intentions to fix this, since This mod wasn't really meant for multiplayer. I merely based it on Ares, since it gave me a convenient base to immediately start writing Zeus modules.
However what I can do is port individual stuff that could work in the modpack, for example the Classes seen in the video above for use in Zeus and Mission Editors.
Basically 1 PBO Files that contains Wrapper classes for the most useful terrain models that are currently not avaialble. From what I have seen, there's about ~40 of those models which would actually be quite useful. Isolating and packing those would be an easy task and would result in a ~10-15kb PBO File.
Worth mentioning that For the Bushes, Rocks and Trees, the LOS Blocking for the AI Still works. That means, that if you spawn a bush with this, the AI Can't see trough it.
I do also have the Arma 1 and 2 Fortifications ported to Zeus, so you can place all the cool Arma 1 and 2 Bunkers and Fortifications in Zeus to enrich the Environment on-the-fly.
As always, the mod is open-source, so Shit on there is up for grabs. Certain functions can eb ported to Missions with Ares with varying amounts of effort (The Codebase as it is right now has pretty much no resemblance to Ares anymore, And My zeus modules use a different approach to be loaded compared to Ares).
Can I join the unit?
no
[editline]15th December 2015[/editline]
we dont need more wurm players
[QUOTE=Tophat;49323119]Can I join the unit?[/QUOTE]
Yes
[QUOTE=Tophat;49323119]Can I join the unit?[/QUOTE]
Maybe?
Welcome to FPARMA, where everyone is welcome and that's sort of a problem sometimes
[QUOTE=Tophat;49323119]Can I join the unit?[/QUOTE]
yes, the "special" unit of FPArmA. Home of drama.
Watch out for bad drivers also.
[QUOTE=Nanamil;49323511]yes, the "special" unit of FPArmA. Home of drama.
Watch out for Holt also.[/QUOTE]
ftfy
Forgot that Arma isn't Dirt Rally
[video=youtube;CjO9T-6i_z0]https://www.youtube.com/watch?v=CjO9T-6i_z0[/video]
Anyone know where the 2 story bunkers went? I think they were apart of AllinArma but regardless they aren't there anymore.
There was one in the mission we played last Sunday
[QUOTE=Destroyox;49326422]Anyone know where the 2 story bunkers went? I think they were apart of AllinArma but regardless they aren't there anymore.[/QUOTE]
They're the warfare buildings depot
Usual survey repost (will post it every page till the video is finished):
[url]http://goo.gl/forms/RfGbY6WHUa[/url]
Fill it out to be in the end of year review credits.
Just thinking - my mission has a lack of people to control the air assets in the mission. Should I attach a FAC to play lead, make an independent group for it or not include any?
[QUOTE=Mallow234;49328715]Just thinking - my mission has a lack of people to control the air assets in the mission. Should I attach a FAC to play lead, make an independent group for it or not include any?[/QUOTE]
I'd roll FAC into the plat lead group, then he can be local enough to get missions and separate the net without too much fuss.
Or I could have an airborne FAC
[editline]16th December 2015[/editline]
[url]http://strawpoll.me/6282547[/url]
Hotfix #2 for STABLE branch of 1.54 was released
1.54.133741 (hotfix #2) changelog: [URL]http://dev.arma3.com/post/spotrep-00051[/URL]
1.54.133596 (hotfix #1) changelog: [URL]http://dev.arma3.com/post/spotrep-00050[/URL]
SITREPs with more details:
[URL]http://dev.arma3.com/post/sitrep-00136[/URL]
[URL]http://dev.arma3.com/post/sitrep-00135[/URL]
new DEV blog about upcoming Server Browser for Arma 3 Launcher:
[URL]http://dev.arma3.com/post/oprep-the-future-of-server-browsing[/URL]
testing of upcoming optimized builds, 1.54.133760 PERF v4 : AVAILABLE
[URL]https://forums.bistudio.com/topic/160288-arma-3-stable-server-154-performance-binary-feedback/?p=2951455#entry2951455[/URL]
note: perf is newer than hotfix #2 !
[QUOTE=Turing;49321408]how do you get the little rings and smoke trails from a rpg? I have blastcore and shit but the author has abandoned it and therefore the explosions last about 0.5 seconds and the smokes cover the area of about 1cm2[/QUOTE]
hello
what particle mods do you guys use
im vanilla atm
[QUOTE=Turing;49331132]hello
what particle mods do you guys use[/QUOTE]
None currently
Was playing on the 7th Cav server providing overwatch for an outpost capture. I bagged 5 at 1000m out. Longest shots yet! Pretty proud of myself.
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