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_leech

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Posts posted by _leech


  1. On 2/21/2019 at 4:09 PM, Nichols said:

    Females character and animations...removing the constant movement/twitching and completely removing the unrealistic head bob. That is the next DLC.

      

    👹

    wish


  2. 28 minutes ago, kklownboy said:

    what rounds?

    but trying to be dead on like laser can be and is problematic, I've run into this all the time. That's why I try out the weapon combos and just use "dope". It is the feel that gets you the one shot. And turn off the magic reticule... its what makes you sad... . Live with the site and the environment/weapon system you choose/ rounds....

    using .338


  3. 1 hour ago, Steve 161st said:

    In game, just go to 'Options -> addon options' and it's very likely the very first item on the drop down list will be ACE Advanced Ballistics. Just turn that off.

    The developers really have made it extremely easy to customise these days... There's masses of options in that menu to customise ACE to exactly how you want it.

    Simples

    thanks i tried disable it in options but still hitting above target

    1 hour ago, nkenny said:

    I'm sorry if it came across as snarky, however: I am not seeing any inaccuracies with vanilla, or RHS for that matter, optics. Quite the opposite.

     

    Which weapons, at what distance, under which conditions. Those are rather relevant in this case.

    currently in vr on top of a tower with a MAR-10 / Kahlia shooting 700m but not hitting after zeroing even after disabling ballistics, wind and so on


  4. 14 minutes ago, nkenny said:

    Because you fail to provide any context or example I will assume you are trying to throw hand grenades while looking through binoculars. I'm sorry. CUP M67 hand grenades are not calibrated to RHS Vector rangerfinder's point of aim. In fact they are not alike at all. 

    Was that helpful? 

     

    -k 

    very helpful thanks

     

    i just want projectiles to hit on point like in vanilla, anyone know if thats possible?


  5. For some reason this script works for me ONLY when i have the FFAA mod loaded. When it's not loaded i get this error when selecting where on the map to view from the satellite:

    BRmvBmWDQymCtQjzxXCTjg.jpg

     

    Also,, i get this error everytime i spawn in (with FFAA):                                   And without FFAA:

    https://image.prntscr.com/image/lJxaWRoqRoSzGFo5A_bLqA.jpg                 jaxdslfJRta6J0vWw3gSoA.jpg

     

    And this error (like @Mojo_Dog) everytime i return to the editor (with and without FFAA loaded):

    _8_EjQ8PSlCjz2evEnmWpw.jpg

     

    Anyone know how to fix this?

     

    ---------------

     

    Btw the FFAA mod has a vehicle (the M250 Nasams) that uses this exact script.


  6. Love the Famas and yeah new sounds would be great. I've noticed that the 'barrel attachment' grenades cant be equipped from inventory (might have been mentioned). They can only be equipped at spawn when they are already attached.

     

    Also, it would be great to see a functioning bipod for the Famas C in the future.


  7. On 3/9/2017 at 2:25 PM, peegee said:

    You can already set your speeds as toggle. I use combat pace/jog as toggle. I walk by holding spacebar, sprint with SHIFT and temporarily use compat pace/jog with CTRL when I'm already moving.

    In controls the "temporary" controls are hold keys. For example; "optics" is toggle aim, "optics temporary" is hold key to aim, which is really efficient.

    Don't know if my post is not explained good enough, hence you guys trying to teach me about controls :D

     

    But there's only one walking speed right now. And i'd like the ability to toggle a slower one. For ambient civi's walking around, and for the player itself.

    • Like 1

  8. Thx for the advice. Not exactly what i was looking for though because i was hoping that bis would change this in the base game but if the adjustments includes slower walking then it might be of use.

     

    A similar request has been suggested before with scroll wheel which would be really great too, but i wouldn't mind a simpler (and easier achievable) way of changing speeds like with a key toggle.


  9. 3 hours ago, pvt. partz said:

    Ah no

     

    Run = shift +W

    jog  = W

    Pace= holster or pack weapon away

    walk= W+2xSS

    Not sure if that helps

    There is a neat little "holster weapon HERE if you like

     

    Shift+W would be sprinting and W would be running (anyways thats what the field manual says).

     

    The overall of what i'm saying is that i think the current unarmed walking animation doesn't look good or has much cinematic potential so therefore a way of toggling a slower walking speed would be a great improvement.


  10. It's too fast imo. I get that most players would not wanna move too slow when walking, so therefore i think there should be an option to toggle between slower/faster walking. This would also work great for cinematics and just overall feel and gameplay. The sideways walking animation (A/D+W) seems much more natural and relaxed and looks much better, so something like that would improve the game a lot i think.

     

    Right now you can only change between running and walking when unarmed.

     

    I think it should be something more like this:

    - When in standard unarmed running pace - C toggles between slower/faster running.

    - When walking is toggled - C toggles between slower/faster walking.

     

    Agree?


  11. Small bug report if you're not already aware of this

    - You get obliterated when falling from high heights / not pulling chute

    - Blood splatters comes from helmet on non lethal hits

    - Ultra-fast gibs from player flying through map via gib-cam upon obliteration should maybe be disabled as default?

    - Drones like the falcon (and the stomper) shows blood / gibs on crash

    Spoiler

    JcIJVoXYQBmOE201v_ZYZQ.jpg

     

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