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About twisted

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    Warrant Officer

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  1. twisted

    ARMA still alive?

    I played a lot of arma3. was one of my favourite games. Even now it seems the community is going online in some respects but the BIS the company itself seems to have lost heart with what made arma 3 great and have abandoned active development and just gone into maintenance mode. And they now simply use commodisised community content to try generate incremental revenue/news. Such a pity imo, especially as now the appetite for more milsim games and challenges looks like to be bigger money generater than before, but i did enjoy the game for a good long time.
  2. twisted

    All The Weapons

    Hi, the aimfix mod is on steam. https://steamcommunity.com/sharedfiles/filedetails/?id=619834340 cant remember what was needing to be updated, it was a long break before getting back into arma3.
  3. twisted

    tws move speed mod

    the slowed down movement is an side effect of the animation system BIS have chosen. But the pace feels natural to me as opposed to the overly fast pace that arma3 uses, but thanks for the feedback. I'd like to be able to isolate the sprint speed for more changes but no idea how to tell when the player is sprinting or not.
  4. this hit home a lot. I dont see any chance of buying any other titles from BIS that aren't arma. But BIS seems to have grown tired of it in favor of newer priorities and are really abandoning arma until maybe later with nothing but stop gap measures.
  5. twisted

    tws move speed mod

    yes. I really could have been more specific.
  6. twisted

    All The Weapons

    New version out. updated to solve rare error of accessories not defined. Version A. All weapons change automatically version is here > https://steamcommunity.com/sharedfiles/filedetails/?id=434595503 Version B. Only ai weapons change automatically, player weapons stay the same > https://steamcommunity.com/sharedfiles/filedetails/?id=520665250
  7. twisted

    tws move speed mod

    added levels of fitness for mission editors to be able to set different physical conditioning speed levels for elite units versus normal units. So elite units like SF move faster without hitting arcade levels again. in mission editor put the following in units init field: this setvariable ["_tws_customFitnessLevel",2,true]; Levels are from 0 (no change) to 3 (elite level fitness speed). You can use 99 and 666 for debugging to check that speed change is working for your units. also note that swimming is a little faster than default because ironically that is the one thing they got way too slow. edit - upload went through so it should work fine now.
  8. twisted

    tws move speed mod

    yes that would be quite easy to do. Simply change the speed modifier according to rank. This is a super simple script so modding it is easy. I'll do it sometime in the next day or so. edit - actually rank wouldn't be good. I'll come up with another option that lets you as a mission maker specify fitness level for units while still keeping it at non-arcade speed levels.
  9. I read that arma4 is at the very least years away and hasnt really even been begun development on. which sucks as arma3 is showing its age. especially when it comes to optimizations. Which is very different for the new dayz engine where i get 100+ fps most of the time with settings turned up reasonably. Looks and runs pretty beautifully. Also has support for more animations stuff and interactions and better location damage. with the new mod tools coming to dayz (many of which are arma3 tools with tweaks > https://forums.dayz.com/topic/238731-a-first-look-at-dayz-modding/?tab=comments#comment-2390992) it would be something to have the great arma3 mods in that engine. even maybe the old arma2 campaign redone in the new engine on chenaraus. would breath a new life into the amazing arma universe. So question is, any news of the devs planning to make this porting possible? Arma3 on a new engine would certainly tide us over nicely until arma 4 comes out at its own leisurely pace.
  10. twisted

    Handicapped player

    a little jump would be ok. More of a step with inertia really. but clambering would be great.
  11. Infantry movement in arma3 is beyond Olympic athlete speeds. It is very sped up. Especially when crouch running. This is no doubt done to make traversing the huge terrain less slow and tedious. This mod simply tries to remedy that. Now using cover and transport is much more important than running everywhere at full speed like a blue-arsed fly. Being caught in a bad position needs more than just a quick sprint to safety. And losing your transport in the middle of nowhere is a real inconvenience. Also important to me was making some difference in speed between crouched and standing movement. Have also added an in-house check to make you slow down a little more indoors to stop hurtling at full speed in a space where we naturally adjust our speed to our confines. There might be a second delay for this to kick in depending on how many units are on the map. This is to try and not impact performance and will be adjusted later on if needed. Also added a very simply weight system where the heavier you are the (slightly) slower you run. Now packing light has real benefits. Most people wont like this and will prefer the arcade fast paced run speed. This is for the few that can appreciate the difference a more human-limited speed brings. Bug - while going prone the actual dropping down animation is slowed down as well. https://steamcommunity.com/sharedfiles/filedetails/?id=1544134682 only needed on server if running a server. Otherwise run it on your own pc for your own missions.
  12. twisted

    Smoother Animations v4

    this is intersting! If arma3 needs anything it's a revamp of the movement system. Especially if arma4 isnt here for a couple more years. Smoother controls and maybe not so sped up and not so arcade either.. Downloading now to try it out.
  13. twisted

    Weapon Resting & Deployment Feedback

    wow, after a long time away I am so impressed to see the devs have looked at weapon resting and made it better than before. :) of course, a few points. 1. if you can go around in circles prone while bipod is deployed then it needs to be MUCH slower as it is actually really a clunky thing to do. 2. Repositioning the bipod while turning prone should also ideally reset the bipod turn angle to now be in the new angle. So you have maybe 30-45 degrees supported position, then just after the rifle tilts to move the bipod goes through a settling and then again provides a 30-45 degree of support. 3. if bipod feet are above the ground by a certain heights (within reason due to old engine) then the bipod advantages should be removed. So the feet are still out but no benefit comes of it. 4. be nice if a fix can be found for the biggest issue i have with bipods, that deploying them can actually take over your rifle and move your point of aim in game. Meaning that you no longer are even pointing at the thing you wished to deploy the bipod in order to try and increase your chances of hitting. happens on walls. overall though, great to see this being worked on.
  14. twisted

    Weapon sway removal

    you could make a small mod with the command that starts every time with the server. cba mod gives you that functionality.
  15. Imagine a circle marker in arma3. Now at 30 degree intervals positions are marked (if they are not over water) and then they have (_pos = [_posCenter, 0, _radiusToCheck, 1, 0, 15, 0] call BIS_fnc_findSafePos;) applied to them and the resulting pos is added to an array . So sometimes you have a semi circle if the original circle marker is partially over water or if it is fully over land you get a full circle. now how to determine which 2 points are the furthest from each other? I can tell at a glance by looking but am stumped at how to use sqf to loop through the array twice and comparing each value. Any help or hints welcomed. - solved with if (count _spawn_pos_array > 2) then { for "_y" from 0 to ((count _spawn_pos_array)-1) step 1 do { for "_x" from 0 to ((count _spawn_pos_array )-1) step 1 do { _len = (_spawn_pos_array select _y) distance (_spawn_pos_array select _x); if (_len > _maxLength) then { _maxLength = _len; _pos1 = _spawn_pos_array select _y; _pos2 = _spawn_pos_array select _x; _spawn_pos_array pushBack _pos; _spawn_pos_array pushBack _pos; }; }; }; }; [/CODE]