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BlackSomethingDown

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Everything posted by BlackSomethingDown

  1. BlackSomethingDown

    Tier 1 Weapons

    I figured you probably got asked this before, but is it possible to implement canted aiming for the offset red dot sights? As of now with the RHS way the scope body still takes up the entire left half of your screen and nukes your situational awareness anyway which renders offset red dots almost useless.
  2. BlackSomethingDown

    LAMBS Improved Danger.fsm

    Haha! What a shame I didn't get to see that for myself
  3. BlackSomethingDown

    LAMBS Improved Danger.fsm

    Crap, duplicate post, snipped
  4. BlackSomethingDown

    LAMBS Improved Danger.fsm

    You can see the logic if you would just read their posts. This is "Improved Danger.fsm", that's the part of AI behavior they are modifying. What you are asking for is behavior that is not defined by Danger.fsm and is handled by OTHER components that this mod cannot touch. And as nkenny has already said,
  5. BlackSomethingDown

    Damage Handling (ACE)

    I'm tinkering around with an ACE-friendly version of Blackout's CQB Shoot-house , but I have no clue how to actually keep the player from dying and wake them instantly upon being downed. Long story short, it's an SP scenario (no teammates), you go in, if you are about to take fatal damage, you instantly get healed up (via the below script) and the round resets. // Get old and new Player damage _current_damage = damage player; _new_damage = _current_damage + _reduced_damage_taken; // Update player damage if(_new_damage > _current_damage and _current_damage < 1) then { if(_new_damage >= 1) then { // Going to die, trigger game over player allowDamage false; null = ["Mission failed! You were killed"] execVM "scripts\end_round.sqf"; } else { // Apply damage to player... }; }; end_round.sqf calls "ace_medical_treatment_fnc_fullHealLocal" to restore the player's health fully and remove all wounds. However, there are still 3 problems: There are times where the player still gets insta-killed despite the script supposedly checking for fatal damage. The player can sometimes go unconscious. Even though he wakes up soon after getting healed up, I'd rather not have those 2-3 seconds of a black screen. Even on the mission setting that disables all damage, you can still be inflicted wounds. Is there a work-around for these problems?
  6. BlackSomethingDown

    [WIP] French Army Mod : ArmaModFrance

    >OMA >Krogar >Siege-A It's almost like a holy trinity where everything looks nice so long all three appear in the credits section of a render
  7. BlackSomethingDown

    Veteran mod (VTN) - announcement and WIP

    Let him work at his own pace man, if he feels like it's ready then it's ready. You can still play other scenarios, other mods, other maps in the meantime.
  8. BlackSomethingDown

    USP Gear & Uniforms

    Dammit, I can't believe I never knew of that functionality until now. Yes it works fine and it is readable.
  9. BlackSomethingDown

    USP Gear & Uniforms

    I had asked previously and I understand that the pbos are all locked to protect your work. However, in that case, may I request just a list of the classes with their inheriting classes (e.g. a config.cpp on github or something)? This is so that in case my group (or any other for that matter) can easily make private config replacement that only hides what my group does not need or changes armour/storage values, etc, etc. Cheers!
  10. BlackSomethingDown

    CAG/Delta Force Faction

  11. BlackSomethingDown

    ARMA 3 Addon Request Thread

    The plate carriers in COS are only available in OD btw and some of the pouches do not have loaded textures. I think most guys running some kind of COS have their own private retextures.
  12. BlackSomethingDown

    ARMA 3 Addon Request Thread

    Gear is probably COS by Sakuraba, with shirts being Project BJC.
  13. According to the ACE medical guide, this is the recommended loadout for soldiers: However, the current conversion of an FAK to medical items gives us something like this: Will there be plans to change the current FAK conversion to contain the items in the former list (and include a splint)?
  14. BlackSomethingDown

    Russian Helmets Project

    Wow, even the modern SpN helmets?
  15. Hi, I've been looking through the Soldier Protection , Damage Description and CfgAmmo documentation, as I am trying to make ammo stats. However, I still do not understand how the armour system works for infantry (I only just realised that the latter guide mainly focuses on vehicle armour). From what I gather, "armor" is just health points, and the "armor" on the vest just slaps extra health points on that body part? In that case, is there still any penetration mechanic for body armour? If it is just extra health, wouldn't only the "hit" value of the ammo matter? However I also noticed that the "caliber" values still affects the number of shots it takes to kill, but doesn't it just mean rounds can pass through the player? Could someone with some understanding of the damage/armour system for infantry explain how "armor", "passThrough", "hit" and "caliber" tie in? And on that note, does anyone know where muzzle velocity is defined in the weapon class? Cheers, Some really confused chap in Notepad++
  16. - taken from CUP Terrains - Maps 2.0 So the new release only contains Chernarus 2020? If I want to use the existing maps I would still have to subscribe to CUP Terrains - Maps wouldn't I? Will this map pack be updated to contain the other maps too?
  17. BlackSomethingDown

    LAMBS Improved Danger.fsm

    It's nice that the AI know to hide from vehicles, but it would be better if they didn't override the orders of the squad leader/Zeus. I once ordered my 2IC with the SMAW to target a BMP-2 and he flat out ignored my orders.
  18. BlackSomethingDown

    Ragdoll Physics Plus+ v1.0

    I assume the vehicle collision is no longer a part of this mod? Darn shame, so now if they fall they'll clip through vehicles? I understand why you'd disable it though, seems like the effects in multiplayer must have been really nasty.
  19. BlackSomethingDown

    Russian Helmets Project

    Redacted, never mind, am stupid
  20. There are some scenarios on the workshop like this one that aims to provide training for would-be ACE3 medics, but there are no new ones that are updated for the new additions. The linked mod author has expressed that he will update the scenario, so our best hope would probably be to wait for it. It would be great if the ACE team could also link some training scenarios in their upload too, there is only so much that a wiki can do to help familiarise players with the system.
  21. BlackSomethingDown

    Russian Helmets Project

    No worries man, take your time, you've already given us more than enough good stuff to fool around with even in the current build 🙂
  22. BlackSomethingDown

    Russian Helmets Project

    Can't wait for this, the helmets in this pack easily give YuEmod's a run for his money
  23. BlackSomethingDown

    USP Gear & Uniforms

    With the inclusion of all those helmet-mounted lights, may I know if you guys will be adding in functionality from MrSanchez' Headlamps? I believe COS does that with the helmet light in the NVG slot, but if I'm not wrong the functionality can be built into the helmet itself. Furthermore, he managed to remove the NVG ability from items in the NVG slot, which is something still present in USP (equipping the thermal wear gives your character the ability to go NVG mode despite not having a physical pair of NODs for example).
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