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Malcain

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About Malcain

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  1. Malcain

    ANZINS Terrain

    It's not graphics, I've checked. Everything on ultra. It's most likely, like Defunkt said, due to bad pattern resolution, as I can notice pixels/bad quality even without an optics when I take a look at about 30-80 meters range where the grass stops rendering/renders less(most noticable from above)
  2. Malcain

    ANZINS Terrain

    I just want to note that in the game it looks/feels somewhat worse and even more pixelized than what the picture can represent. Looking forward an update and thanks for all the hard work. Once the issue is fixed, the mod can become as important and overall quality improvement as official 2016 lighting update.
  3. Malcain

    ANZINS Terrain

    With Anzis mod on: Without Anzis mod on:
  4. Malcain

    ANZINS Terrain

    Hi. Awesome mod, improves a lot. But have you tried looking at distance textures via binocular/scope? They look awful compared to vanilla - pixelized and degraded.
  5. Malcain

    DHI Battle Dress Uniforms

    It's kind of unethical to call "just a hobby" all the content, without which Arma would be just another dead game. Edit: I may sound too much entitled, but "symbiosis" is a better term.
  6. I was referring to two BP effects when playing as zed(red filter+distance blur) and when you're at a very low health as a player(heavy blur+heartbeat sound):
  7. Malcain

    Gib effects

    High chances that it's due to the fact that different mods use different kind of ammo/damage system/models for zombies e.t.c., so the bloodlust mod needs some adjusting and work to support these mods. + it's not perfomance friendly, so some effects like blood splatters on the ground need even more adjusting. All doable, but takes time and not a highest priority. I agree it's a needed feature though, got it on my to-do list.
  8. Well it may not work for your scripts as they try to be universal and as widely usable as possible (I think it's a mod maker's job to further enhance infection). I myself plan to make infection in a movie-like style: You got hit - you're slowly turning into a zombie, a separate playable class. At first via add of temporary post-process red blurry visual effects. And eventually ending with a character's death and transformation(replacement) into a playable zombie. It is pretty doable and won't be too hard to add to BreakingPoint mod which already features a zombie class (will get my hands on it later), but I'd welcome described post-proccess effects added to your infection script!
  9. Yeah, looks like I got Arma'd. Well, the "Put" eventhandler coupled with "CBA_fnc_removeItemCargo" still partially solved what I was looking for, apart from the "exchange" case. If anyone knows workaround for the "exchange" case, let me know. This is the code example I've successfully tested to delete the duplicate items (so you cannot create infinite number of uniforms/headgear simply dropping them on the ground/in container). Thanks for help and tips!
  10. Yes, I already got replacement of gear working fine. My prob is that when I put off/exchange the allowed gear for not allowed, it will create a duplicate item in an opened container. Let's say I am only allowed to wear headgear "A": In container I see headgear "B". When I try to put "B" on: 1. the headgear "A" which was on me, will now be put into the container 2. The headgear "B" will get replaced by headgear "A" as it fails the check for allowed gear. 3. As a result we have headgear "A" on a player and the same headgear "A" in a container. I need to get rid of "A" in the container. Isn't there a way to delete specific item from an opened container?
  11. Hi. I have a goal to restrict faction to be able to wear specific gear only, I have achieved that via Problem is, it creates a duplicated gear if I put it on the ground/container or exchange it. To solve that, I am trying to add "take"/"put" eventhandler checks for duplicated gear (only headgear in this example for simplicity): Tried both with "put" and "take" EHs, but no luck so far. I am not very exp'd with EHs yet, so I appreciate any tips to achieve the goal.
  12. Yeah, that mod can finally solve the "1st person vs 3rd person" debate, which splits the community. One of the most crucial and long-existed issues, looking forward the release!
  13. Malcain

    [ MAP ] St. George Island

    Thanks for alpha release! Can't wait to check it out. One concern though: On a steam workshop it says that the map needs Apex DLC. But AFAIK DLC is not required for any map besides Tanoa. Have you tested it with anyone who don't have the Apex DLC? 3rd party maps shall not require it as I know a lot of other maps using Apex assets with no requirement for Apex.
  14. To be honest I think you are creating smth that has already been done better before. Saw some solutions of cutting down trees with axe in several mods. I think epoch had it working, also saw No Cure WIP mod has it working fine. You come to the tree with an axe in your hands and cut it down with attack animation. Consider looking into how it's scripted up there, may save you some time for other cool stuff you are creating
  15. Malcain

    [FOX] Advanced Urban Zipline

    You get permanently stuck if the place you are aimed at is at your altitude or slightly lower. Got stuck several times like that. Reason is that the animation will freeze until you reach the destination, but there is no safe-mechanic to unfreeze if you never reach it.
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