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nikita320106

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Everything posted by nikita320106

  1. nikita320106

    Flashbang

    can I add some alittle request?) to add inside house check for player position
  2. nikita320106

    Movement speed tweaking

    any chance to change upDegree = "ManPosCombat" from RifleBaseStandActions to RifleKneelActions for then we're would see bots used crouch movement in combat more often?
  3. nikita320106

    Backwards Hat

    same here but would wait for next update
  4. more jeans and t-shirts)pls wait so mach!
  5. try to use playSound3D ["C:\Users\A\Documents\Arma 3 Alpha\missions\playsound.Stratis\Zevongrowling.wav ", dogs, false, [color="#FF0000"]([/color]getPos dogs[color="#FF0000"])[/color], 1, 1, 0]
  6. unbelievably!! thanx for you job)
  7. nikita320106

    Kiory's random hat madness!

    Kiory :jump_clap: just what I wanted too long )) and I know what a headgear will be wearing my VIP in next mission)))
  8. really long waiting stuff you are best .kju big thanx!!
  9. nikita320106

    Suppression Effect missing in ARMA3

    what you think about this formula?? _stress = (_over_head_supressiv_radius - _distance_to_bullet) + _fatigue +_damage*10; player setFatigue _stress; no one forces player to change anims or blur his view ?? and remember we are can't count bullet over head
  10. At first, I want to thank BIS for the excellent job with new sound but second) I have an another one complain about new sound in new generation sound engine) sound engine in A3alfa is really best one! but yet - it is an opportunity - not fun really Bis sound programmers share with community a nice stereo samples and huge choice effects and filters but(another one but) was makes wrong turn in stereo mixing from 1person stereo to 3person mono Bis chose "both channels to one with 100%" but not really immersive "both channels to one with difference between" this choice impact on overall impression of the sound and gunshot positioning What you think about this side of usual complaining? ps o) almost forgot sorry my bad engliz
  11. nikita320106

    Amazing sounds samples.... but a bad sound engine

    sound engine in A3alfa is really best one! but yet - it is an opportunity - not fun really Bis sound engineers got a nice stereo samples and huge choice effects and filters but(another one but) was makes wrong turn in stereo mixing from 1person stereo to 3person mono Bis chose "both channels to one with 100%" but not really immersive "both channels to one with difference between" this choice impact on overall impression of the sound and gunshot positioning that's all I can say about the sound in A3
  12. nikita320106

    Inheritance of a throw weapon class problem

    // Test config to get custom throw weapon to work class CfgPatches { class YouTag_Customthrow_Cfg { units[] = {""}; weapons[] = {"Customthrow"}; requiredAddons[] = {"A3_Data_F","A3_weapons_f"}; }; }; class CfgWeapons { class Default; class GrenadeLauncher; class Throw: GrenadeLauncher { class ThrowMuzzle: GrenadeLauncher { }; class Customthrow: ThrowMuzzle { displayName = "Custom Throw"; }; }; };
  13. must confirm that bug with double radio speach(post 100 here 1 page back) sorry no link - too much"smart"phone) not only double radio speach but sometimes mission has to break without task or waypoints updating for confirming this I don't use any other addons instead cba sorry my bad engliz)
  14. nikita320106

    Inheritance of a throw weapon class problem

    think you sold inherite this ---------- Post added at 09:19 ---------- Previous post was at 09:15 ---------- should instead shold sorry my funny engliz)
  15. nikita320106

    Switching Particle Effects

    just search BulletBase class then look into class HitEffects { Hit_Foliage_green = "ImpactLeavesGreen"; Hit_Foliage_Dead = "ImpactLeavesDead"; Hit_Foliage_Green_big = "ImpactLeavesGreenBig"; Hit_Foliage_Palm = "ImpactLeavesPalm"; Hit_Foliage_Pine = "ImpactLeavesPine"; hitFoliage = "ImpactLeaves"; hitGlass = "ImpactGlass"; hitGlassArmored = "ImpactGlassThin"; hitWood = "ImpactWood"; hitMetal = "ImpactMetal"; hitMetalPlate = "ImpactMetal"; hitBuilding = "ImpactPlaster"; hitPlastic = "ImpactPlastic"; hitRubber = "ImpactRubber"; hitConcrete = "ImpactConcrete"; hitMan = "ImpactEffectsBlood"; hitGroundSoft = "ImpactEffectsSmall"; hitGroundHard = "ImpactEffectsHardGround"; hitWater = "ImpactEffectsWater"; }; just replace ImpactEffectsBlood for any another
  16. nikita320106

    Editing Arma 3 effects

    look into A3_BaseConfig_F and search for "explosion" and "crater"
  17. nikita320106

    Airfield Support Package

    great news long waiting and very useful stuff) can't wait for new version)
  18. nikita320106

    WIP: Some old US stuff

    looking good) any more detail?
  19. nikita320106

    Tinnitus

    don't know really but believe this feature been disabled in some one old patch for a2 and was never been enabled in oa
  20. correction of a bug with changing mg's rate of fire when changing camera focus or distance from shooter
  21. nikita320106

    OFrP French Army Mod v3.1

    thanx) really intersting work)
  22. Nopby default they had CombatMode Red >> then group' just check
  23. check setcombatMode Yellow
  24. WOW!! downloading now thanx
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