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venthorror

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Posts posted by venthorror


  1. 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.

     

     


  2. 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?


  3. 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

    • Like 1

  4. 51 minutes ago, CheyenneAH56 said:

    easy :icon_biggrin:

    ...Here is the script :

     

    :dontgetit: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...

    :y:


  5. 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?

    • Like 1

  6. 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.

     

    • Like 1

  7. 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. :eyeheart:

     

     

    • Like 1

  8. 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


  9. 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.


  10. 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. :thumbsup:

     

    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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