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Everything posted by Reddiem
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Updated to Version 1.0.5 After rebuilding the Geo LOD, GeoPhysX LOD and the FireGeo LOD I could fix the issues below, also it is now possible to shoot or throw grenade through the opened rearramp Version 1.0.5 - Fixed issue where crew can get killed by small arms from outside of the vehicles, now it is possible to shoot or throw grenades through the rearramp - Fixed missing modelpart - Fixed missing track animation http://steamcommunity.com/sharedfiles/filedetails/?id=1128145626
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Working at the moment on rebuilding the Geometry, GeometryPhysX and FireGeometry LOD to fix the bug, where the crew can get killed by small arms from outside of the vehicle.
- 315 replies
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Now you can support me, if you want to: https://www.patreon.com/Redd_Arma_Modding
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As the changelog says, not at the moment.
- 315 replies
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Update to Version 1.0.2 Changelog: Version 1.0.2 - Added strings for Marder 1A5 Eden attributes in stringtable.xml - Fixed some commander animation issues
- 315 replies
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Of course you can just use the MIlan if you want to. You only need the main pbo
- 315 replies
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Thanks runy888 This is how it works, you only can turn one at the same time. That was my intetion. It is like german b.o. light step 1 and step 2. Of course there is a third step where front and back lights are on at the same time. i can also make the third step if you wish
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Hey there, thanks for the compliment But first of all, the Marder was never intended to work with AI. So it was never really testet with AI. -It seems even if a commander is in the vehicle, other players or AI can still access the turned out "gunner" seat. With some AI this is unavoidable, and a turned out commander will be inside an AI. - Never happend to me, will have a look at the problem -Commander has no control over the infantry ramp - This is because he has no control over the ramp in RL -Commander has no control over countermeasures - Gunner has the control (In RL both can fire them) -AI infantry will not board the vehicle if the ramp is closed (they simply ignore the order instead of opening the ramp, the crew does nothing about this either) - This is because the cargo and the FFV-seats are locked when ramp is closed -The Marder is unable to be spawned from certain vehicle lists (it works in Eden and Zeus, but I can't find it in things like virtual vehicle spawners or Proving Grounds.) - Was never intended to do so -The steering is too sensitive for an AI driver - As i said, it was made for coop missions with human players Also a few other notes: -The commander has nothing on the interface to indicate where his optic is looking - Yes, but I am not really into making this RCS stuff, at the moment -AI infantry will open the ramp to exit the vehicle, but not to enter. When they do this, the ramp remains open even after they have all disembarked. The commander then has to switch to the driver's seat to close it. If the infantry board the vehicle again, they will not close the ramp. - This is because when somebody from cargo or FFV positions get out of the vehicle the animation starts. There is no function to check if everybody is out and then close the ramp. My intention was, only driver an rear FFV Position can open and close (because of RL) -The explosion radius on the HEI shells seems quite large, although it may be that way in reality, I'm not really sure. It just feels too easy to kill enemy infantry. - This is correct, tweaked the radius a bit. Will have a look maby it's too much. -You can't drag and drop infantry into the three turn-out seats in the rear when using the Eden editor - This is because the cargo and the FFV-seats are locked when ramp is closed -The Milan seems to reload very quickly, though again it might be that way in reality, I'm not really sure - I think it is possible to reload it that fast. https://youtu.be/duWGxvwVFuY?t=63 take a look how fast they can mount the milan. -AI gunner refuses to target helicopters? (Probably Bohemia's fault but it's worth looking into) - Testet, and it worked for me. AI gunner shoots at chopper.
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First ingame lock of the Wiesel 1A4 MK, comming next.
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Yes of course, maybe in further updates. I've also tried foligae camoflage, looked like shit for the first time :) But i will go on, or die trying ;)
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First weapon mod - need help to start
Reddiem replied to Tatanka88Hun's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
https://www.bistudio.com/community/licenses Very interessting page -
Are the default classes locked?
Reddiem replied to meatshield's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
How is e.q. ACE doing this -
publisher Arma III Publisher error
Reddiem replied to Mootaz25kh's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
Is there a way to see how many times it was downloaded ? -
Can't launch Addon Builder
Reddiem replied to solviper's topic in ARMA 3 - BI TOOLS - TROUBLESHOOTING
thx, solved the same problem for me -
Will there be a chance for the map without the fence ? ps very good work