BlackSomethingDown
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Everything posted by BlackSomethingDown
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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.
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LAMBS Improved Danger.fsm
BlackSomethingDown replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Haha! What a shame I didn't get to see that for myself -
LAMBS Improved Danger.fsm
BlackSomethingDown replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Snipped -
LAMBS Improved Danger.fsm
BlackSomethingDown replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Crap, duplicate post, snipped -
LAMBS Improved Danger.fsm
BlackSomethingDown replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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, -
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?
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[WIP] French Army Mod : ArmaModFrance
BlackSomethingDown replied to real ArmaModFrance's topic in ARMA 3 - ADDONS & MODS: COMPLETE
>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- 244 replies
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Veteran mod (VTN) - announcement and WIP
BlackSomethingDown replied to dead kennedy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
USP Gear & Uniforms
BlackSomethingDown replied to Siege-A's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Dammit, I can't believe I never knew of that functionality until now. Yes it works fine and it is readable.- 942 replies
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USP Gear & Uniforms
BlackSomethingDown replied to Siege-A's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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!- 942 replies
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CAG/Delta Force Faction
BlackSomethingDown replied to fingolfin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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ARMA 3 Addon Request Thread
BlackSomethingDown replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
ARMA 3 Addon Request Thread
BlackSomethingDown replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Gear is probably COS by Sakuraba, with shirts being Project BJC. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
BlackSomethingDown replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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)? -
Russian Helmets Project
BlackSomethingDown replied to 0Y0's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow, even the modern SpN helmets? -
Clarification on Infantry Armour and Damage
BlackSomethingDown posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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++ -
Community Upgrade Project - CUP Terrains
BlackSomethingDown replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
- 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? -
LAMBS Improved Danger.fsm
BlackSomethingDown replied to nkenny's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Ragdoll Physics Plus+ v1.0
BlackSomethingDown replied to venom.226's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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. -
H-60 Interactive Blackhawk pack - Patch 0.6 released - Join our discord
BlackSomethingDown replied to yax's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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Russian Helmets Project
BlackSomethingDown replied to 0Y0's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Redacted, never mind, am stupid -
ACE3 - A collaborative merger between AGM, CSE, and ACE
BlackSomethingDown replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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. -
Russian Helmets Project
BlackSomethingDown replied to 0Y0's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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 🙂 -
Russian Helmets Project
BlackSomethingDown replied to 0Y0's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can't wait for this, the helmets in this pack easily give YuEmod's a run for his money -
USP Gear & Uniforms
BlackSomethingDown replied to Siege-A's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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).- 942 replies
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