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1 hour ago, reyhard said:

are you sure? just tested it on devbranch and all of them produced sound although I think their volume could be indeed turned up.

 

If they do, than it's really quiet. I even turned of ambient sounds and couldn't hear it. The sound produced by the long hose variant however, was very audible.

 

Forget about it. They all produce a sound except the one that's turned off (obviously). The sound levels are also fine. Sorry for the inconvenience. :huh2:

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3 hours ago, R3vo said:

 

If they do, than it's really quiet. I even turned of ambient sounds and couldn't hear it. The sound produced by the long hose variant however, was very audible.

 

Forget about it. They all produce a sound except the one that's turned off (obviously). The sound levels are also fine. Sorry for the inconvenience. :huh2:

Not to worry revo. Shit happens.  Sometimes that shit happens to be between your ears. :D  yup just coined that one right now. 

 

Your Shit for brains are were my muse. :D .

 

I kid.

 

 

Please leave sounds as is.  As revo said himself  is fine.

 

 

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Here's my 10 cents: 

Vans:

All of their doors should be operable from drivers position atleast for opening, and closing of doors (like ambulance backside) should be able to be carried out by person standing near the door.

On the service variant the yellow lights are hard to see on daylight (using default settings). Ambulance is somewhat noticeable but could be better.

 

NATO CRV-6e Bobcat (the "antimining"  engineer vehicle):

The blade seems to have animation, and is used on the minicampaign, but nowhere else (or i missed the key)? Give players option to adjust the blade height for de-mining purposes like you can adjust commander camera on Strider with Q and E... 

 

 

 

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Good idea, actually. It should totally be possible to operate the blade with the Q/E keys, just like the Strider camera.

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9 hours ago, lexx said:

Good idea, actually. It should totally be possible to operate the blade with the Q/E keys, just like the Strider camera.

 

<off-topic>One step closer to FarmA </off topic>

 

Something more dangerous to militaries and civilian population are IEDs, lack of some IEDs in the civilian faction.

 

Spoiler

after-all the in campaign we see Guerilla warfare

 

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IMO the Van should slingloadable. I tried to sling it up by using Huron but I couldn't - this is little bit weird.

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1 hour ago, POLPOX said:

IMO the Van should slingloadable. I tried to sling it up by using Huron but I couldn't - this is little bit weird.

If you sling load that thing it would probably break in half. Are the other civ vehicles slingloadable?

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7 minutes ago, R3vo said:

Are the other civ vehicles slingloadable?

You can slingload Truck, Hatchback, Kart, MB 4WD, Offroad, Quad Bike, SUV.

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Vans were supposed to be slingloadable so expect fix on devbranch soon ;)

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Here's what I think:

 

A lot of this content is very useful for guerilla armies such as FIA and Syndikat. For example, the van is a perfect vehicle for them and the Basic Helmet finally fills a niche for a protective helmet for the guerilla infantry. I had a lot of fun creating custom Syndikat units with the new helmet and EOD vest.

 

The IDAP stuff I can see useful in Life servers, or as an incidental third party during certain missions. The mini-campaign showcases its role within the game perfectly. It would be nice if the first aid props could be used as actual first aid gear, and if one could lie down upon the stretchers via menu action.

 

The mine dispenser and cluster bombs are also welcome additions.

 

I'm happy that the civilian content is expanded a bit too, with the paramedic, construction workers and additional clothing items.

 

 

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Sorry for my English.

 

Some of editorPreview Images are untrue.

 

Spoiler

Messenger - Cap, not Scate Helmet. Not visible Messenger Bag.

Paramedic - Messenger Bag.

UAV Operator (Utility) - UAV Bag.

UAV Operator (Utility, Medical) - UAV Bag, Respiratot.

Utility Worker - Bandana.

Markos Kouris - Messenger Bag.

Aid Worker (Cargo) - Bonniehat.

Aid Worker (Field) 3 - Messenger Bag.

Aid Worker (Jeans) - Bonniehat.

Aid Worker (Polo) - Bandana.

Aid Worker (Polo, Shorts) - Cap.

Paramedic - Messenger Bag.

UAV Operator (Demining) - UAV Bag.

UAV Operator (Drone) - Cap, UAV Bag.

UAV Operator (Utility) - Bandana, UAV Bag.

UAV Operator (Utility, Medical) - Bandana, UAV Bag.

Nathan MacDade - Basic Helmet (White).

 

 

Spoiler

Examples:

5GeHfaX.jpg

L5MOvie.jpg

GTW7NOH.jpg

g66YaiT.jpg

5GCkkpb.jpg

 

https://feedback.bistudio.com/T126544

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53 minutes ago, pr9inichek said:

enger - Cap, not Scate Helmet. Not visible Messenger Bag.

Paramedic - Messenger Bag.

UAV Operator (Utility) - UAV Bag.

UAV Operator (Utility, Medical) - UAV Bag, Respiratot.

Utility Worker - Bandana.

Markos Kouris - Messenger Bag.

Aid Worker (Cargo) - Bonniehat.

Aid Worker (Field) 3 - Messenger Bag.

Aid Worker (Jeans) - Bonniehat.

Aid Worker (Polo) - Bandana.

Aid Worker (Polo, Shorts) - Cap.

Paramedic - Messenger Bag.

UAV Operator (Demining) - UAV Bag.

UAV Operator (Drone) - Cap, UAV Bag.

UAV Operator (Utility) - Bandana, UAV Bag.

UAV Operator (Utility, Medical) - Bandana, UAV Bag.

Nathan MacDade - Basic Helmet (White).

There are no backpacks on editor previews on all units & also remember that headgear is randomized.

 

 

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1 hour ago, reyhard said:

also remember that headgear is randomized.

Hmm.

How many need place units for Messenger put on Scate helmet?

Spoiler

4QtE6Ps.jpg

 

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1 minute ago, pr9inichek said:

Hmm.

How many need place units for Messenger put on Scate helmet?

  Hide contents

4QtE6Ps.jpg

 

Sometimes single is enough. Press "Play Scenario" to see what happens ;)

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1 minute ago, reyhard said:

Sometimes single is enough. Press "Play Scenario" to see what happens ;)

Ohh, Sorry for this. Please close ticket.

Spoiler

9wSb8wG.jpg

 

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Sorry if this was already answered, but will there be any coyote-brown/OD-green/hexacam/digital/triangle-cam texture variants for the tents? They would be really sweet for making nice FOBs, it would work really well for both command/briefing tents and barracks or armory/storage. Also, there could be texture variants with the white square and red diamond shape for military aid stations.

 

As a side note, I really like the campaign. It's very detailed and well done. The content added (objects, vehicles) is awesome.

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32 minutes ago, Col. Akhanteros said:

Sorry if this was already answered, but will there be any coyote-brown/OD-green/hexacam/digital/triangle-cam texture variants for the tents? They would be really sweet for making nice FOBs, it would work really well for both command/briefing tents and barracks or armory/storage. Also, there could be texture variants with the white square and red diamond shape for military aid stations.

 

As a side note, I really like the campaign. It's very detailed and well done. The content added (objects, vehicles) is awesome.

 

There already are. Search "Medical Tent" under "Structures (Altis)" or "Structures (Tanoa)". To remove the medical sign, you can put this in the init field:

this animateSource ["MedSign_Hide",1,true];
this animateSource ["Door_Hide",1,true];

It'll also open the doors. :)

 

EDIT

 

Text is backwards on the Ambulance's front:

k43m68M.jpg

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30 minutes ago, Night515 said:

Text is backwards on the Ambulance's front:

 

I've seen this in real life though. It's done so that if you see the vehicle coming in your rear view mirror you can read it.

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Yep.  Working as intended.

 

8K1Yjlg.jpg?1

 

(Although good luck reading the thing before it rear-ends/passes you.)

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1 hour ago, Mynock said:

 

I've seen this in real life though. It's done so that if you see the vehicle coming in your rear view mirror you can read it.

Ah, didn't know that. Thanks!

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On 10.8.2017 at 8:07 PM, Night515 said:

 

I suppose this belongs here. :)

 

how do i check those out? some new ammo type?

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32 minutes ago, bad benson said:

 

how do i check those out? some new ammo type?

 

Probably, through config viewer > cfgAmmo.

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