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twisted

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Everything posted by twisted

  1. twisted

    tws move speed mod

    yes. I really could have been more specific.
  2. 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
  3. 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.
  4. 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.
  5. twisted

    Handicapped player

    a little jump would be ok. More of a step with inertia really. but clambering would be great.
  6. 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.
  7. 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.
  8. Scenario: Your team was on a sabotage mission, but your helicopters were shot down. Now gather what's left of team 1 and try and find team 2's helicopter and any survivors. HQ has marked know helicopter locations that you can steal to exfiltrate Stratis. Weapons and ammo are at a premium when you start, so scavenge. Start_pos changes. Every mission plays quite differently while still having a basic story to guide you. AI skill levels are a little lower so they arent SOB sharp-eyed terminators with rifles. will still kick your butt though. Dependancies... CBA_A3 required. [link = http://www.armaholic.com/page.php?id=18767 ] TPW_Fall and TPW_suppression highly recommended Virtual Ammobox System (VAS) by Tonic included so you can pick any weapon you want when you clear a big opfor base Bring all your favourite wepaon packs. This mod finds and uses any addon rifles/mgs you have at random. not MP/COOP compatible. That's next stage. Coming soon. download the mission from steam here. Hope that works. http://steamcommunity.com/sharedfiles/filedetails/?id=170017675 or try... https://mega.co.nz/#!tA0QDDBD!AVozqHc5OjX6AGlVuTHmGXSRMqEaPxLc-2PaVK4Jbts Armaholic mirror: - Heli Crash [bETA] EDIT - links added armaholic. thanks!
  9. 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.
  10. 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]
  11. twisted

    Development Blog & Reveals

    - 3 missions - THAT'S OK IF THEY HEAVILY INVOLVE INTELLIGENT RANDOMNESS - 8 hours of playtime depending of the difficulty setting and the way you play - FINE AS WELL - replay possibility - GOOD - switch the point of view - NO IDEA - no new asset - BAD. ESPECIALLY AFTER THE NON-MILITARY ASSET HEAVY PEACEKEEPER DLC. - no new feature - ITS LIKE THEY HAVE ABANDONED ARMA3 CORE PHILOSOPHY HERE - ENGINES FEATURES WERE THE BIGGEST POINT OF NEW RELEASES AS THEY IMPROVED THE GAME AS A WHOLE. And no co-op? That's pretty disappointing as playing with mates is what keeps this game alive for so many. Looking at this is seems BIS might have given up on Arma 3 (tired of it, maybe regard it as having been milked to max commerically) and ready to move on to the next big thing or another genre which seems to be coming across as far as their content and business decisions.
  12. if arma4 is enfusion + RHS content (literally AAA quality and attention to detail grounded in knowledge) + the engine improvements already made for arma3 + better animation system (dayz still feels unresponsive and klunky imo) then it'd be pretty much the game of the decade easily.
  13. twisted

    RHS Escalation (AFRF and USAF)

    incredible! this is what Arma 3 deserves to be. Great work
  14. Hi. i am digging TKOH HIND rearmed. especially since it lets me also use ACE2 and other mods! but one thing that is driving me a hugely crazy is how slow the gunner is. he just wont open up on the targets even though i am flying/diving in a straight line towards them. that's with the machinegun in the hind. rockets are even worse as gunner will not use area fire and only fires when the heli is exactly lines up. i suggest (and its something i put on devheaven but no response) that AI are more 'eager' to open fire even if they do not have a 100% chance of hitting. with rockets 80% is more than good enough. cannon bursts too. and let them fire in volleys that reflect the amount of enemies in the area - so lots of trucks = spam them with a 20 rocket salvo. rather waste a few more rockets than get wasted. :beeeers:
  15. yeah I feel the same. Unfortunately I own it by default as i bought the DLC2 pack as support for BIS. Didn't expect them to do a non-military specific DLC. I still support BIS though, One of the best Game Dev Companys out there. Hope that they focus back on military aspects and systems plus improving the core game.
  16. twisted

    Script alternative to ALiVE?

    IMO Alive had a bit of a resource impact a while back (a year or two ago). But recently I gave Alive another go and saw it had little impact on fps, especially when run on my dedicated server, and it provides a hugely positive impact on gameplay. Alive's become a must have for me (with RHS as units) and imo brings Arma3 a lot closer to realizing the brilliance potential this game has. The Alive devs have done a great job.
  17. yes sorry, that was not clear as i mixed the sentences there. The 'it' was referring to the upcoming DLC in general and not the mines/cluster bombs. To clarify. The mines and cluster bombs are the only part i think will be relevant to me as an arma 3 player interested in the franchise's military aspect..
  18. this looks nothing like I'd hoped from Arma3. Pity so much time and effort was wasted on it. Well the cluster bombs and mines look nice but really it seems so far away from combined arms military operations. Instead of enhancing the military aspect you have moved away. Pretty disappointing when I think of all the ways you could have enhanced the different militayr/tactical areas in the game. Really not much in here for me to look forward to or even ever use as an arma player who bought into the franchises military aspect. And to think I've already paid for this by supporting BIS by buying all your DLC sight unseen.
  19. I'm not too sure. but i took screen grabs. please see attached. thanks https://mega.nz/#F!2g8HhCiA!pSwIFN_93atCyzv9nR6FlQ
  20. found a shadow glitch. its on the CUP russian army hind crashed model. casts shadows through everything... Only time ive seen it is with that crash model.
  21. Been using ALive for a bit now and I must say I'm finding it absolutely fantastic. Great job and it runs pretty smoothly even with lots going on. Epic! just get 2 errors. neither of which are ground breaking but they keep happneing. 1st is and 2nd is Also, when including CUP units i get the message that groups cannot be found for them. I've double checked them in orbat and the faction name is right. but when including them in the logistics i get the cant find groups for CUP_O_RU etc. these errors are minor compared with the enjoyment Im having with Alive. Lots of fun and unexpected firefights.
  22. whats also very frustrating with weapon environment interaction is when deploying the bipod actually can move your weapon off target! and then does not allow you to even point in the direction of the thing you wanted to hit. multiple feedback reports have been made for this. https://feedback.bistudio.com/T124077
  23. this is epic and created by such 5 star names in arma3 modding. Thanks!
  24. this would be something very welcome indeed
  25. ive also just recently started having very bad performance drop. from avergage of 60fps to 10-13fps. very bad. Didnt happen this bad before latest patch. becomes unplayable
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