Jump to content
🛡️FORUMS ARE IN READ-ONLY MODE Read more... ×

kOepi_reforger

Member
  • Content Count

    22
  • Joined

  • Last visited

  • Medals

Everything posted by kOepi_reforger

  1. Hello mission makers, I hereby want to gain attention for a project of mine regarding a new level of gameplay and community existence. Looking for a mission maker, in this case, would need that person to agree with intention and attitude of the concept that I am going to propose, probably more than in most other contexts. That is why I chose to post in this sub-forum. The unit will be a virtual unit with its mission being primarily infantry and air-assault, coop and TvT, the more people will join, the more missions we can cover. What is different to other units? a lot, in regards of ranks, roles, code of conduct and chain-of-command. Presenting all the details here would definitely change the nature of this post. The core mission of this unit will be a seeder mission with main and side objectives, semi-persistence in regards to equipment and mission progress, largely focusing on patrol operations. In comparison to what I know in the communities and missions, it is leaned on the old Patrol ops from ArmA 2 and can be considered the most hardcore and most immersive. The core mission does not have to be build from scratch, it can be ported from an existing framework ( like ALIVE ) or a similar mission type. All the details about most of the modpack and mission properties are concluded in the following sheet: https://docs.google.com/spreadsheets/d/1FkHMx1NCX2z_suyCdxafjOlVPnJDPGlKazGs3Hd5_kU/edit?ts=59ad131f#gid=700967663 Your current level of mission making is not important to me, as long as you can imagine ( and want ) to adapt to the essential concept and are able to dedicate yourself to the idea. I also can imagine having more than one mission maker, I will not be able to determine who is going to be the best for this idea, because that will largely depend on attitude and self-motivation which reveals only on a long-term basis. Anyone interested, give me a shout via PM here and we see what we can make out of it.
  2. Hello mission makers, I hereby want to gain attention for a project of mine introducing a new level of gameplay and community existence. Looking for a mission maker, in this case, would need that person to agree with intention of the concept that I am going to propose, probably more than in most other contexts. The unit will be a virtual unit with its mission being primarily infantry and air-assault, coop and TvT, the more people will join, the more missions we can cover. What is different to other units? a lot, in regards of ranks, roles, code of conduct and chain-of-command. Presenting all the details here would definitely change the nature of this post. The core mission of this unit will be a seeder mission with main and side objectives, semi-persistence in regards to equipment and mission progress, largely focusing on patrol operations. In comparison to what I know in the communities and missions, it is leaned on the old Patrol ops from ArmA 2 and can be considered the most hardcore and most immersive. The core mission does not have to be build from scratch, it can be ported from an existing framework ( like ALIVE ) or a similar mission type. All the details about most of the modpack and mission properties are concluded in the following sheet: https://docs.google.com/spreadsheets/d/1FkHMx1NCX2z_suyCdxafjOlVPnJDPGlKazGs3Hd5_kU/edit?ts=59ad131f#gid=700967663 Your current level of mission making is not important to me, as long as you can imagine ( and want ) to adapt to the essential concept and are able to dedicate yourself to the idea. I also can imagine having more than one mission maker, I will not be able to determine who is going to be the best for this idea, because that will largely depend on attitude and self-motivation which reveals only on a long-term basis. Anyone interested, give me a shout via PM here and we see what we can make out of it.
  3. Yes, that project is too big for a single person, what he is not doing, I will have to do. Thanks for the link.
  4. kOepi_reforger

    Rifle in launcher slot. Possible?

    Thank for the answer. I guess I lack some communication skills, understanding you determine the subject to as-far-as-you-know ( indicating that there might be something that you dont know about this ) and saying with your last post, that if I can find the definition types ( which I probably cannot ), that I can redefine them. If I cannot find the definitions of the types, I will not be able to redefine them. And reyhards stating generally to where hardcoded things are, but not saying whether or not it is actually hardcoded. I guess the good old "It is hardcoded, nothing to do or understand here" argument hammered again.
  5. kOepi_reforger

    Rifle in launcher slot. Possible?

    yea, I understood that. But you did not directly confirm or deny that the subjects of the thread is a hardcoded one. That is why I asked two more questions - depending on your own knowledge in this field - that you can answer to confirm or deny the modifiabily of the actual subject of the thread. That I cannot change things in the arma 3 executable ( or any game exe ) is something I knew 20 years ago ...
  6. kOepi_reforger

    Rifle in launcher slot. Possible?

    @reyhard So you want to support my theory with this ( as long as I can see it, I can change it (.cpp, .hpp, .sqf files )? I can make another weapon type that combines rifles and launchers? I can make another displaytype that takes rifles and launchers?
  7. kOepi_reforger

    Rifle in launcher slot. Possible?

    @da12thMonkey I have troubles finding the class which defines the type of item, but: I have troubles believing that something is hardcoded that I ( me as an amateur ) can look into, which effectively means: Code is only hardcoded defined by its environment, if you change the environment ( dependencies ), they it might be softcoded again. Let us assume it is really hardcoded: Where would be the location of this hardcoded area? are these binarized files? In the folder "Engine_core"? In the years I realized the term "hardcoded" is used as an ultimate-monster-kill argument more often than it actually is. Would be nice, if you can share what you you know or assume about this, thanks.
  8. kOepi_reforger

    Rifle in launcher slot. Possible?

    @da12thMonkey what about making a new type and assigning that new type, that consists of rifle/launchers to the weapon class and reassigning the slot ID (931) to that type?
  9. kOepi_reforger

    Smill VHO (Vest Helmets) Pack V1.0

    @victruso thanks for pointing that, I am not legally sure if I am allowed though. Am I allowed to make a patch or can I even make a patch when it is forbidden to modify or extract content? Would be nice, if you can point that out.
  10. kOepi_reforger

    Smill VHO (Vest Helmets) Pack V1.0

    Great work ! are we allowed to do config changes? just out of curitosity, the magazine pouches are for single magazines. It looks like the vest - by appearance - cannot load that much of equipment. Is that a realistic kit? best regards
  11. I love those textures. Am I allowed to seperate the uniforms from the vests and the headgear? not a fan of the vests, but the rest is awesome.
  12. kOepi_reforger

    Recoil Overhaul Feedback

    class CfgRecoils { class recoil_zafir { kickBack[] = {0.02*1.4, 0.08*0.04}; muzzleInner[] = {0,0,0.0,0.1,0.1}; muzzleOuter[] = {0.5*0.2,1*1,0.4*1,0.3*1}; permanent = 0.1*0.4; temporary = 0.01; }; what do those * mean? Can the threadstarter explain this, please? Thanks
  13. kOepi_reforger

    Task Force Arrowhead Radio

    hey TFAR-team, I cannot find any information about using the handset of a manpack radio, which is carried by another person. Is that possible yet or planned in the future? saludos and thanks for this reliable mod.
  14. @Eogos dont get me wrong, it would be a nice feature, I just imagine another illness resulting of this feature. e.g.: a ww2 unit plays with acre and everyone has a megaphone so they can talk to each other from everywhere to everyone, always. circumventing the original intent of this mod. I wish there would be a orientation-dependent microphone volume function, in which people over longer distances actually have to face each other to hear and understand them shouting. if your car engine is running and you cannot hear someone shouting at you from 20 meters, your engine sounds are probably too high. I guess the only thing your really would want to cummunicate with them through a megaphone would be the phrase "Exit the vehicle" to see whether they cooperate.
  15. @jonpas thanks for the answer. this development build is essential to my efforts then. Is there a way I can get that and distribute it? @El Tyranos' I personally like to master the art of communicating and assisting to leadership essentials by filtering radio traffic to the important stuff and deliver that package to the leader, so he can focus more on his actual job.
  16. yeah. well. maybe you want to shout at them first, shoot at them, if you want them to leave. @ACRE_Team I was trying to get the external handset use of the manpack radios to work. The wiki tells me that I will have an ace-interaction, after the radio, which would allow me to share it. So I open the radio, close it again and then look for the ace-interaction entry, but it is missing for me. I am using the latest .954 version. Any help? Thanks
  17. Hey guys, I want to share my latest work with you. I invested a lot of time into it and now I think you deserve to make use of it too. The purpose of this template is to make custom ( or conventional ) unit structure appear professionally and easily to understand. Originally for tables of organization and equipment ( TOE ). The reference for this is US Army field manual ADRP 1-02 ( 2016 edition ). If you intend to make use of this and add more symbols, please use the layer structure and send me the new version so I can upload it ( or do it yourself, here ). Programme to be used with: Gimp, version 2.8.22 How could this look like? Download link: https://www.dropbox.com/home/gimp and similar files?preview=Unit+figure+1.9.xcf is this file virus checked ? let me know if you prefer it to be uploaded somewhere else. P.S.: If anyone can give me professional feedback on the example structure, regarding any wrong usage, context or mistakes, it will be much appreciated.
  18. kOepi_reforger

    ARMA 3 Addon Request Thread

    addon requests: 1. realistic one-side and two-side off-load techniques for helicopters ( UH-1 and similar helicopters only: UH-60 already allows this realistically ) the one-side off-load has to be twice as slow, in real life probably even little more ( prefereably depending on the amount of people ) as the two-side off-load technique. interacted by shortcut/binding, ace-interaction or action menu from each individual. Currently helicopters only support two-side off-load, which is a little stupid, when they exit into the enemy fire, preventing the door gunner to suppress in all directions on one side. 2. a realistic compass use, mod It would basically be a delay of about 2 seconds to take out the compass, instead of instantly or constantly having it on the screen, an optional animation I could provide. preferably it would disable the compass toogle binding and can be altered ( in delay ) and be enabled via a module. Thank you for your attention.
  19. this is not a vector image, unless you want to make a big poster of 1 by 1 meter, I dont think you really need that. google tells me that gimp supports some vector image, but I havent done it.
  20. @ryeng you are emberassing. just dont use the mod. @laxemann Thank you for this, it is awesome, all those goofballs walking over open fields with their weapon raised annoy the **** out of me.
  21. kOepi_reforger

    Medium Utility Helicopters

    nice job man, I would use them solely, if they had two things. maybe you know how to add them: 1. a realistic delay to open side doors and less delay when door is already open ( realistic unloading ) 2. an option to exit on both sides only, which might be essential for certain landing conditions, but will also need more time to unload, so another delay would be needed, when the more difficult way to unload is chosen by the player. Thank you.
×