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Everything posted by seba1976
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lite_Bornholm - AiA TP/CUP compatible Bornholm
seba1976 replied to Tonto-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
I would love to see that too. -
soundmod JSRS4 - APEX 1.2
seba1976 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Downloading mods is becoming a problem for some people. Armaholics gets me 50 KB/sec, Steam Workshop installs mods to my already full SSD, and very few modders are providing Google Drive or Mega links. I'm doomed :unsure:- 1214 replies
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- lordjarhead
- eden
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Good question indeed. For example, are helicopters aware of how to orient the aircraft to better fit a landing area?
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Community Upgrade Project - CUP Terrains
seba1976 replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
http://blog.topazlabs.com/wp-content/uploads/2011/03/HDR_Example_Clean.jpg Looks familiar? ;) BIS is using some HDR-like technique, that's why there are no more dark areas in the scene. In photography that's something good, when you want to show everything that is in front of the camera (good example -> http://www.luminescentphoto.com/blog/wp-content/uploads/2015/12/Odell_20130109_3496-HDR-Edit.jpg), but is the opposite of a realistic look. In short, the "visual upgrade" is making sure every part of the scene is visible, regardless of natural lighning conditions, so we are able to see now, parts of the scene that are, in real life, too dark to be seen. Also, every part of every texture, is much more exposed now, so they better be good, which is not the case in most cases, specially with older stuff, or non proffesional work. And the bigger the monitor, the bigger the problem. -
[IceBreakr/IBIS] Island Panthera for A3
seba1976 replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try with the new CUP Terrains. I hope that fixes most of the problems with 3rd party maps. -
soundmod JSRS4 - APEX 1.2
seba1976 replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I had disabled the mod for testing, but then i forgot, then I fired up a mission that usually takes an hour and a half to complete, and instantly realized the mod was not loaded. Closed the game with resolution. That was just not the way it's meant to be played :)- 1214 replies
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- lordjarhead
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[IceBreakr/IBIS] Island Panthera for A3
seba1976 replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
:lol: hahaha, thanks buddy, that saved my day -
RHS Escalation (AFRF and USAF)
seba1976 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Congrats on the new release! I've been glued to the monitor reading the changelog for the past hour or so :lol: I think it's fair to say you're on par with new Arma iteration releases in that aspect. I have the warmest feelings of gratitude and respect for you guys :)- 16550 replies
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[IceBreakr/IBIS] Lingor & Dingor for A3
seba1976 replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
And I have no idea how you found that out :lol: -
RHS Escalation (AFRF and USAF)
seba1976 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Contrary to popular belief, "fighting the wind mills" does not refers to "fighting a loosing battle", but "to fight imaginary evils or opponents". just my 2 cents, carry on now :) .- 16550 replies
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Congrats on the new release, good to see you keep on truckin' :) . I'd like to see some winter gear if you ever feel like it. There's certainly a lack of some winter camo vests in the armaverse right now.
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Scripting Discussion (dev branch)
seba1976 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks! Great find about the column being the offending object. Your solution combining the two commands is also great and I'm gonna use it. Do note though, that using the second parameter of isFlatEmpty, far from making the command useless, solved the problem (at least in that case).- 1481 replies
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Scripting Discussion (dev branch)
seba1976 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
This position returns false (empty array actually) if the second parameter is set to -1 (check-only mode): systemChat str ([4274.66,12113,0.00139618] isFlatEmpty [1, -1, 0.5, 1, 0, false, objNull]) But it returns the position (meaning it meets the criteria), if the second parameter is set to 1 (find-position mode): systemChat str ([4274.66,12113,0.00139618] isFlatEmpty [1, 1, 0.5, 1, 0, false, objNull]) I'm pretty sure you won't need anything more that this ;) .- 1481 replies
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Scripting Discussion (dev branch)
seba1976 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
You state in the new page, that the second parameter must be always set to -1, or the command becomes useless. It was known before that, that isFlatEmpty could search a little area to return a valid position, as it is seen in the doc before your changes (thank a lot BTW I was looking for that previos version): _isFlat = (position _preview) isflatempty [ (sizeof typeof _preview) / 2, //--- Minimal distance from another object 0, //--- If 0, just check position. If >0, select new one 0.7, //--- Max gradient (sizeof typeof _preview), //--- Gradient area 0, //--- 0 for restricted water, 2 for required water, false, //--- True if some water can be in 25m radius _preview //--- Ignored object ]; I'll provide a testing position as soon as I can (I know where to look, main road north-east of Neri, i just need the time).- 1481 replies
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Scripting Discussion (dev branch)
seba1976 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
@killzone_kid May I ask why you have change the documentation for isFlatEmpty on the Wiki? The variant where the second element was used to allow the command to move a little the original point and return a suitable place is working nice, as far as I can test it; and the check-only variant is definitively not. I've spent hours testing and getting negative on tests for specific points that, to my knowledge, completely meet the criteria, until I tried setting the second element to at least 1, and it magically returned true for all the expected positives, and false for all the expected negatives. Care to retest you tests or share some info?- 1481 replies
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[IceBreakr/IBIS] Isla Duala for A3
seba1976 replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Great to hear. I'd like to know if the problem I reported with the buildings not being detected as such by many commands has got some attention. -
[IceBreakr/IBIS] Lingor & Dingor for A3
seba1976 replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fear. It would be the end of the community as we know it. -
DynaSound - A sound mod by LAxemann (Release)
seba1976 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you really have to know? -
If any player has ai units under his command have them running this mod. The most glaring problem you will face will be terminator ai that will eliminate opfor units too easily. Also they will not use proper fire modes and engage from unrealistic ranges. It happened to me by accident and it broke projected difficulty during some sessions, until I stumbled upon this as being the cause of the problem.
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[IceBreakr/IBIS] Lingor & Dingor for A3
seba1976 replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So someone does something with your map, you have a problem with that, and as a consequence, we don't have your map anymore. You don't really loose anything, but we loose the map. Something's wrong somewhere. Imagine every mod maker doing the same thing. I am really very sorry that you feel that way about how to deal with this problem. Let's hope some day every single individual will respect your wishes, so that one day, maybe, we will be able to enjoy what you do again. Until then, thank you for all your work :) . -
Thank you, I've enjoyed the videos.
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Great, thanks!
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RHS Escalation (AFRF and USAF)
seba1976 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
private _car = _this select 0; clearWeaponCargoGlobal _car; clearMagazineCargoGlobal _car; clearItemCargoGlobal _car; clearBackpackCargoGlobal _car; _car addWeaponCargoGlobal ["rhs_weap_M136",4]; _car addWeaponCargoGlobal ["toolkit",1]; _car addMagazineCargoGlobal ["30Rnd_556x45_Stanag_Tracer_Red",50]; _car addMagazineCargoGlobal ["hlc_30rnd_556x45_EPR_G36",8]; _car addMagazineCargoGlobal ["rhs_200rnd_556x45_T_SAW",8]; _car addMagazineCargoGlobal ["1Rnd_HE_Grenade_shell",20]; _car addMagazineCargoGlobal ["rhs_m136_hedp_mag",4]; _car addMagazineCargoGlobal ["HandGrenade",10]; _car addMagazineCargoGlobal ["SmokeShell",10]; _car addItemCargoGlobal ["ACE_fieldDressing",50]; _car addItemCargoGlobal ["ACE_morphine",20]; _car addItemCargoGlobal ["ACE_epinephrine",10]; _car addItemCargoGlobal ["ACE_bloodIV_250",5]; _car addItemCargoGlobal ["ACE_EntrenchingTool",2]; _car addItemCargoGlobal ["ACE_TacticalLadder_Pack",1]; _car addItemCargoGlobal ["ACE_ACE_wirecutter",1]; _car addItemCargoGlobal ["toolkit",1]; Call from init of unit with: [this] spawn "scriptname.sqf"- 16550 replies
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Real Light - ReShade Preset by Solano
seba1976 replied to Solano's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks, it worked! I'll use for a week to decide. I mean, some scenes are clearly improved and do look more real, while in others it's the opposite case. But I'll let my eyes some time to get used to it. Thanks! -
Real Light - ReShade Preset by Solano
seba1976 replied to Solano's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Same here.