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Posts posted by venthorror
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57 minutes ago, Jezuro said:If you select your subordinate and press 6 for action list, there should be a dismiss option.
Playing on official server. There is no option..
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I have to commend you for your responsiveness on the forum.
Imo a mission like this was long needed.
I do have some questions/suggestions:
Is it possible to dismiss an AI unit that is not close by?
I'm guessing that player not being visible on map is configurable? But not related to difficulty settings?
Can AI units under my command be visible on the map?
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Color palette of this map looks so right
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1 hour ago, Wiki said:Question:
do we know what time is the DLC to be released?
It says "This game will unlock in approximately 8 hours" on steam page.
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What ammo type is Rpg 7 iron sight compatible with?
Trial and error showed no results.
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Just got an idea. A suggestion (not a request).
Since you @Snake Man have started to work on many other new terrains. Would it be a good idea to create some already existing terrains from armaverse with all the surrounding map data.
For example: a Chernarus location. So we have a 143km x 143km map with chernarus in the middle.
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Opentrack is working and being supported.
Using Opentrack you need to disable Freetrack output in output options. Have just TrackIr output enabled.
Start Opentrack Before the game. Is the squid moving with your head?
If it is, start arma 3, Enable TrackIr in controllers.
To clear some things out.
Freetrack stopped development in 2008 and it is not supported by 64bit version of arma3
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Interesting how almost every gauge, turn and roll indicator and compass in the past few DLCs were either reverse, upside down or inverse. T126894
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Mig-29 has made my day!
And so detailed too.
Are any custom key-binds used with Мig? Like toggle Шлем?
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51 minutes ago, CheyenneAH56 said:easy
...Here is the script :
Well I guess it's easy for people knowing how to script...
I always wanted to have post-process light inside buildings. And while I was able to make it change, that change was instant.
I have seen some people complaining about FPS drop when flying over fire.
My FPS was just fine...
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Amazing mod!
It' on the front page of Steam workshop congratulations.
How did you make post process effects change screen color gradually when approaching fire? All I was ever able to do is make it change screen color instantly.
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I have the overall impression of cannons being too weak.
Gsh 30mm should be able to destroy a target with just a handful of rounds.
Having ammo capacity the same as IRL, but much smaller damage, tends to render this weapon useless as it is now.
Any thoughts?
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5 hours ago, Night515 said:I love the new edit terrain object module, please let us lock doors though!
I have been away for a while, but searching this thread and DEV change-log there is very little info on this new feature.
Are we actually able to edit terrain (ground) in editor now?
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Nice to see so many devs joining in the conversation, and so often.
Sound suggestions:
Buzzard cannon seems to be too loud, even in first person, it seems as if sound is coming from inside the closed cockpit.
I'm certain that pilot sitting inside the cockpit with his helmet on, would not hear this as loud.
I believe that audio warnings in aircraft would increase immersion.
If adding " enunciating voice " is too demanding, maybe just have a range of different beeping and buzzing warnings for new radar contact, approaching ground and damage.
Gameplay-wise adding those new sounds might confuse some players and take away from the simplicity.
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@Cookie5 Yes. I always click on the image a couple of times, before realizing only map name is interactive.
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Happy anniversary, and congratulations on the release!
The game feels really enjoyable, It is much more "Drop in, drop out" compared to Arma.
I believe it would be more intuitive to make both thumbnails and text clickable in the map selection screen.
Aside from beautifully made Malden, Argo's cqc areas look hand painted and much more detailed.
A small request: My surname in "create your own billboard contest" credits is shortened to one letter.
Is it possible to have full name and surname plus the username? (as agreed)
And also, have it the same way when and if those credits become featured in Arma 3 malden?
Keep up the good work, It has become difficult to keep up with all the content.
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PMC terrains, Chernarus winter, TRYK's uniforms
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Greetings,
I'm creating a mission that should resemble those found in flight-sim games.
Requiring player to follow a set of waypoints before reaching his objective.
Waypoints are not visible in 3D world, they are only visible on the aircraft HUD.
HUD is showing the next waypoint as well as its number and distance, but is not showing its altitude, required speed and bearing.
So I have been using Waypoint:Expression, OnActivation field: hint "altitude 2000m Bearing 101"; systemChat "Climb to 2000m Bearing 101";
Filling info manually every time I create next waypoint.
Is there any way I can make this automated? One waypoint automatically giving info for the next?
Also I would like this info to stay on the screen longer than (hint default) 30sec.
I have very little scripting experience and would like to avoid creating init.sqf if possible.
Secondary question:
Is there any way to create a full new set of waypoints "plan B" and activate them using trigger radio alpha, forcing a change of route and disabling previous set of waypoints.
I know about "skip waypoint", but that's not what I want to do.
Best regards,
Vent
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DEV: 1.73.142021
All jets except Wipeout have working waypoint indicator on hud.
Can we please get it working on wipeout too?
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Do any of the terrains have flattened airports? (No, I'm not asking for an update )
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Throwing my vote towards (much needed) Jets DLC scenarios. I'm sure many community members are aware and already working on their Jet missions.
As much as it is easy for me to throw a couple of props in the editor(without scripting knowledge), nicely constructed and scripted missions would be much appreciated.
Never ending sandbox mission with scripted and/or cinematic introduction, using PMC terrains would be perfect.
Trying to encourage mission makers. You never know how much fun other player might have.
The main difference between playing other people missions compared to my own is not knowing what will happen next.
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Buzzard radar whose range is graphically represented as 8km only seems to be 4km, and it is not picking up any targets on a greater distance than 4km.
Why would it then be equipped with Zephyr that has 10km range when radar is picking up only 4km?
Am I doing something wrong?
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On 6/5/2017 at 4:19 PM, slowrider8 said:It appears that the Buzzard has had a Flight Model Overhaul on the Dev Branch......Can we assume that the Buzzard is a testbed for these new changes and we will see them spread to the other planes later on?
23 hours ago, oukej said:Exactly that :)
Again, I had to test it to actually believe it. It feels so much better. And (just as the overhauled FM on Caesar BTT) stepping hard on rudder and releasing it does that (flight sim like) sway left and right effect.
Does this mean that Buzzard will get some more (much needed) love?
Sorry for going off topic a bit, but it does seem buzzard never had serious attention.
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6 hours ago, Imperator[TFD] said:Ill double check this when I get home. Are you a KBM user or stick?
I use HOTAS but it makes no difference when using KBM.
Community Upgrade Project - CUP Terrains
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
At first I thought that over-bright vegetation in the old cup terrains could not be remedied, and that we would have to get used to the blown out greens that Apex/Tanoa update has brought.
But seeing that many of the broken textures have been fixed, all that remained was to find a solution for the blown out green saturation.
I also thought that Recolor mod is a lazy band-aid. But fiddling more and more with it, I have managed to tone down those greens to the point of Arma 2.
Seeing that many members of the community play with fluorescent colors, I felt the need to share my Chernarus color preset with the community.
Here is the comparison before and after. Here is the preset.
Recolor being a known mod, this is nothing new.
But achieving a desired goal was a great revelation for me. (it took a few weeks)
Cup's hard work is greatly appreciated especially with the new 2.0 terrain(s).
It is saddening to see a decline in player numbers and servers using legacy terrains.
Thank you.