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Posts posted by Will_The_Gamer_PT
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Amazing DLC we got here. I love to see the civilian and humanitarian aspect of war and the added morality.
Just one thing so far. Found some issues with the van. When it explodes it flies away a few dozen meters. And besides that, I think there are some issues with the hitbox, it seems to be upside down or something. The van after exploding flips around and clips the ground (had to link this one, this was getting crazy with 2 images for some reason) or just floats one meter above it:
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11 hours ago, dragon01 said:I suppose that's one use. Though after a case where I emptied an entire pistol mag into a guy and he didn't die, I started to doubt their utility in any situation. I think he was wearing armor and the pistol was silenced, but still. Might have even been in ArmA2. Given the AI's penchant for immediately firing back with perfect accuracy, in spite of having just been shot, I usually found the instant kill of an MG a somewhat more reliable option, despite its clumsiness. Or at least, it used to be that way last time I tried, which admittedly was a while ago.
Just a tip, train yourself to go for headshots with pistols, can be hard sometimes but with some practice it takes care of the job pretty well
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The RPK is the meme of this thread...
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Actually, there is a way to play as UAVs without owning the DLC
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OK, just tested the new dynamic loadouts added to the AH-9 Pawee. I think something is not correct, we are able to load everything on that heli, even 6x macers, which seems kind of crazy to me. Not sure if this is intended or a bug in the config of the pylons
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Am I the only one that noticed a sneaky M82 bomb on the dynamic loadout?
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Right now I have an I5 4690K (with a bequiet! shadow rock slim cooler) at stock speeds, a GTX 960, 8 gb of DDR3 RAM, FSP raider 450W PSU and unlocked gigabyte Z97 mobo, with arma 3 running on a HDD 1T drive. I wan't to know if and overclock to my CPU would help in arma 3 performance, or should upgrade another part? thank you for any help provided.
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Someone in the RHS team really likes Fallout
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20 hours ago, R3vo said:Can anyone confirm that the preview renders in the Field Manual do (sometimes) not load correctly?
Me too
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On 19/01/2017 at 6:06 PM, ineptaphid said:So it's not really possible to use missiles when playing as pilot in Singleplayer? Can i command the ai gunner to lock on or anything?
Are you on Dev branch? If I'm not mistaken RHS is not yet fully compatible with the new advanced missile targeting. Yesterday I was trying to intercept some tu-95s with the F-22 and the missiles did not work.
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Amazing update! a historical day for the ARMA modding community
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Just something a tad bit of topic, when I was testing this new sensors on the dev-branch i noticed that in the L-159 AA the two short range AA missiles are inside the two most outer wing pylon Long range AA missiles instead of being in different pylons
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Pretty good scenario, but just something I want to point out: I'm not sure if this is intended but when you die you can respawn in you dead body
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Well I tested it out on the Wipeout and I think it needs some work. Took a few 12.7 to the end of the tail section and the plane went completely crazy and started banking to the right like half of the wing was gone, started leeking fuel like a broken bottle and lost most of the power to the engines. I think that a plane like this should be able to take more damage or at least make the damage region specific, so that only hits to the wings affect the banking control
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Tested it out, and it's a pretty dam good improvement, but just one complain: there should be keybinds to zoom in and zoom out on the GPS and in the Radar windows
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I just realized something. If the amount of crazy request and disrespect to the modders can get a bit high here, imagine how it is going to be in the comment section in the Steam Workshop ... (I imagine how does the guy that is going to moderate there feels right now --> )
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That is T-5000
T-5000!!! You guys are adding a Terminator into the game, that's pretty cool! ;)
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yup, sometimes people in this thread are like a 5-year-old kid sitting at Santa's lap in the mall. They just want it all...
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Am i the only one experiencing this, or has the green light given off from RHS NVG's disappeared recently? Anyone know the cause?
I think so, the only ones that do that now have a blue light, not sure which ones...
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Bohemia has announced their new roadmap https://www.bistudio.com/blog/bohemia-interactive-presents-2016-17-roadmap-for-arma-3
Now I'm Curious what we, the community, want to see in this 4 DLCs (not counting Malden). I hope if this topic gets some participation from the community, it can reach the Devs.
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Does anyone know how to make this hold action activate a trigger at the end. I used this code. Its a modified version of what i found in this topic
#define TARGET _this #define TITLE "Search for intel" #define ICON "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_Search_ca.paa" #define PROG_ICON "\a3\ui_f\data\IGUI\Cfg\holdactions\holdAction_Search_ca.paa" #define COND_ACTION "true" #define COND_PROGRESS "true" #define CODE_START {hint "Searching for intel..."} #define CODE_TICK {} #define CODE_END {hint "Intel found!"} #define CODE_INTERUPT {} #define ARGUMENTS [] #define DURATION 60 #define PRIORITY 1 #define REMOVE true #define SHOW_UNCON false [TARGET,TITLE,ICON,PROG_ICON,COND_ACTION,COND_PROGRESS,CODE_START,CODE_TICK,CODE_END,CODE_INTERUPT,ARGUMENTS,DURATION,PRIORITY,REMOVE,SHOW_UNCON] call bis_fnc_holdActionAdd;
I'm still new to scripting :lol:...
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its just me or that's a sweet new Kamaz :D. And does the new helmet come with a lowered down visor version?
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Hey, just a little question. How is development going with this beast, if you can tell me?
Because True VDVs don't walk to battle B)
Edit: I'm not requesting, or even expecting this thing to appear in the next update, just wondering how's it going. Hope you understand.
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Hey guys.
when i asked if you needed any help you said you needed missions, so here you have. It's still WIP and if anyone wants to take a look i would be very grateful.
it's a small 4 flag multiplayer conquest for up to 60 players in Zargabad, featuring mostly CCQ and some medium range engagements, vehicles (only MRAPs) and special pick-up weapons and equipment scattered across the map.
http://steamcommunity.com/sharedfiles/filedetails/?id=761425923
Its still needed to take care of the victory/defeat requisites, but besides from that is pretty much done. Any feedback would be much appreciated :)
RHS Escalation (AFRF and USAF)
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
The T-15 and ratnik stuff looks amazing! Congrats on the update!
But is there a way in the init to disable the WIP hardkill on the armata series? to make them a bit more "playable"