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twisted

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Everything posted by twisted

  1. sharing the script of this addon Some arma 3 users have asked me how to edit and change my alltheweapons script to meet their specicif needs. to make it as easy as possible have released it in script version. link to the zip containing the source is below at bottom of this post. any updates will be reflected here too.note Q i want to give side Y certain weapons? A edit the weapon lists in loadSideWeapons2.sqf all you need is the basic weapon name as defined by the author. For optimization try to simply. so for m4s for example, you only need the text "_m4" and all variants like _m4a and _m4a1 will auto be included. similarly "_ak" gets all ak variants. Q I want to give certain untis certain weapon types (aka pilots get light machine guns) A edit tws_simpleRearm.sqf and find the part where the unit type you want is given their current weapontype. then simply change the weapontype Q How do i toggle changing player weapons ro not A line 43 in tws_init.sqf change the 0 to a 1 for _persvalue or vice versa (1 means no dont change the player weapon - ie keep persistent. 0 means chaneg the weapon of the player). note the other values here have been deactivated but allowed you to remove all nightvision goggles and even asign do random hats per side. If that is wanted i can reactivate but that'lll just need a little time for rewriting the needed code and debugging. seemed unneeded. its cool to use any part for non-commercial, non-governmental and non-money-associated use. Just give a link to the original and credit the author (aka me). See the readme in the zip for more. if you just want to use it for a personal script or mission you share freely with the community then go ahead no problem. Just make sure to change the global variables and file names to avoid conflicts. these are defined in tws_init.sqf and the loadGlobal* files. easiest way is running a folder wide change text over all the files in the folder that changes xxxx_ to whatever your identifier is. notepad++ is a great and free way to do this http://www.makeuseof.com/tag/how-to-find-and-replace-words-in-multiple-files/ the script version is here... https://mega.nz/#!W0sXRL4Z!LxYSkLmAZXNIkQCWkF3bH4EVWOnqX_8aGibDMuPrnss
  2. twisted

    All The Weapons

    hey i'll try and help. ive uploaded the latest script files in 7zip form in the editing forum. . Suggest using these at least then we have a consisitent point of reference. Note that terms of use for any part of this code. first to control which weapons each side gets you edit the weapon names per side in loadSideWeapons2.sqf. @Roberto Goulart. you can simply edit the tables in loadsideweapons2 to determine exaclty which side gets what weapon. then just binarize ad you're good to go. so if you only want opfor to use lee enfield then you remove all the weapon names except that one. Be careful though, this will affect every mission you play in that session of arma and campaigns too. however be aware also that this mod tries to match weapon type to unit type. so machinegunners always get machinegun types. this happens in tws_simpleRearm.sqf so you have to go in there and change the weapon type allocated to each soldier. currently all pilots get smgs. as a heavy handed but quick fix you could simply adjust it so it changes weapontype by side instead and remove the unneeded process. the shared script and basic instructions on how to edit can be found here https://forums.bistudio.com/topic/197733-sharing-my-all-the-weapons-script/
  3. twisted

    Orange DLC (wild) SPECULATIONS !!!

    edit - wrong spot. moved to tac ops suggestions. nit really interested in vr although vive looks good.
  4. LAxeman, if you're still working on this mod I'd like to say thanks a ton. even if you're not, still a big thanks for this! The weapons in arma3 need something extra, they tend to feel very bland and one dimensional currently. This mod starts to add a little more to them than the feeling of shooting a pellet gun. A few thoughts to add: the animation of the gun when scoped in is very 2 dimensional, which it is. That removes a lot of the feeling of a rifle actually kicking back. The animations are also very rudimentary and would need to have more of a settling of the rifle after the speed of the initial recoil, not sure if you can help on that. but you've created some pretty damn good mods, so maybe... the kick of weapons needs to be faster on the up and back force of the actual firing, and then slower with a little more inertia moving back into place, as the force of the rifle kicking and the feel of the rifle then coming back to rest should be different. right now its the same speed in both the firing and recovery and feel pretty much the same all the time. Ideally, again that inertia type animation of the settling would be nice. breathing? and actually having the rifle move a bit in response to that. All this thing remind me of how I actually really hope BIS works the depth of weapon handling more, this game has breadth but increasingly feels shallow and very generic when it comes to the actual weapons handling in almost all aspects. And your pack does start help alleviate that feeling. which is great to see. so thanks again!
  5. twisted

    how to spawn with RHS gear?

    nvm
  6. twisted

    All The Weapons

    New version. Now contains Apex weapons. Plus I fixed a bug that affected RHS weapons. Please let me know if you have any issues but i checked and it should all be good. It is also signed for used in multiplayer but please make sure all players and server is running it of course. Note aimfix is no longer included but is a separate addon. available on steam - http://steamcommunity.com/sharedfiles/filedetails/?id=619834340 https://mega.nz/#!Lgs33K4S!S61yvPkRKSRN--AcXYSgnBNrRB6m4NBumEl8p2Vf9KA
  7. twisted

    RHS Escalation (AFRF and USAF)

    thats great to know. will give it a go mate. and thanks for taking the time to answer.
  8. twisted

    RHS Escalation (AFRF and USAF)

    it does look amazing. but looks aren't everything. how does it handle? is it a generic rifle like most of arma3, or does it have the bolt action, more real feel recoil? That's what arma 3 needs most and if any mod can deliver, id say itd be this one.
  9. twisted

    Visual Upgrade – Feedback

    imo... i stopped playing arma 3 after the tonoa update. personally i didnt even notice darker nights that much. I really liked the overall visual change, especially the much improved ground textures. it was the campaign that i found underwhelming and not interesting... and an sense of a lack of progress in the game. I mean the game itself, not the added weapons/vehciles most of which i have not yet seen. Not sure why but playing feels quite generic and shallow. i mean we have incredible breadth in the game and constant fine tuning, but now the devs need to start developing the weapon systems to be more than point and click, adding some substance where they can to make things feel more satisfying. anyway, I look forward to the next expansion and will certainly hope to see more in that. And will most likely buy it because I've always enjoyed arma games.
  10. agree.As time goes on the animations in general and weapon animations/handling in particular are noticeably looking and feeling more and more out of date. very needed.
  11. twisted

    Weapon Eventhandler Framework

    Brilliant release! cant wait to give it a go. especially with manual bolting. thanks mate!
  12. twisted

    RS - Rain Textures

    wow, this is nice! Bis should take this inspiration.
  13. Hi, I found a list of weapons from Apex on a dodgy-ish site that google found. ----------------------- ----------------------- Rifles ----------------------- arifle_AK12_F arifle_AK12_GL_F arifle_AKM_F arifle_AKM_FL_F arifle_AKS_F arifle_ARX_blk_F arifle_ARX_ghex_F arifle_ARX_hex_F arifle_CTAR_blk_F arifle_CTAR_GL_blk_F arifle_CTARS_blk_F arifle_MX_GL_khk_F arifle_MX_khk_F arifle_MX_SW_khk_F arifle_MXC_khk_F arifle_MXM_khk_F arifle_SPAR_01_blk_F arifle_SPAR_01_khk_F arifle_SPAR_01_snd_F arifle_SPAR_01_GL_blk_F arifle_SPAR_01_GL_khk_F arifle_SPAR_01_GL_snd_F arifle_SPAR_02_blk_F arifle_SPAR_02_khk_F arifle_SPAR_02_snd_F arifle_SPAR_03_blk_F arifle_SPAR_03_khk_F arifle_SPAR_03_snd_F ----------------------- LMG ----------------------- LMG_03_F ----------------------- SMG ----------------------- SMG_05_F ----------------------- Snipers ----------------------- srifle_DMR_07_blk_F srifle_DMR_07_ghex_F srifle_DMR_07_hex_F srifle_GM6_ghex_F srifle_LRR_tna_F ----------------------- Pistols ----------------------- hgun_P07_khk_F hgun_Pistol_01_F but I have no idea which weapon corresponds to which side [bLUFOR, OPFOR, INDEP]> Anyone able to provide insight?
  14. thanks that's exactly what i was looking for. and epic script davidoss. very useful
  15. Any chance of updating this incredibly useful asset list to include Apex content?
  16. twisted

    All The Weapons

    Hi, thanks for the feedback. i took a break from Arma3 after the release of Tanoa, but am getting back into enjoying the game. @flymaker. I've tested it with the great SMA pack and it should work fine. I'll sign the PBO over the next day or so to help with signed servers. @discojedi, I have no idea currently how to stop that. And am surprised it is happening as i havent updated it to use Apex weapons. I'll think about a solution and try sort it out. maybe bis has a function that can check if the weapon is part of owned DLC or not. @dkell3. Thanks man. Scopes are selected at random. that is intended. with the wide range of great 3rd party scopes its hard to ensure only certain ones spawn on ARs. Next step. I'm trying to find a weapons list from Apex expansion and then will update the weapons table. Then will release another version.
  17. i've used this code a lot on Stratis, but when used on Altis my machine hangs while Arma3 calculates many things. usually i have around 50-72fps but when i run the code below i have to go make a cup of coffee and even then sometimes the game hasnt moved much. alt-tabbing shows about 24%cpu and over a gib of memory in use. _buildings = selectBestPlaces [_townloc, _radius, "(1+forest) * (1+trees) * (1+hills) * (1-sea) * (1-houses)",4, 30]; hope this is of some help to you devs. and by the way Altis is phenomenal, very well done.
  18. Ok, so accessibility has been the catchphrase recently, in particular to the apex campaign. Im working through it and it's fun so far. But if I have to be honest I think accessibility is squandered solely on the campaign (I'd personally prefer a little more consequence for dying and maybe some AI teammates but I'm open minded right now). There are so many things in game that need to be make accessible that would in turn make the game more appealing to that wider audience BIS is got in their sights. Its not about changing the nature of what makes Arma so great (the challenge, the need to be tactical, teamwork, multirole ops). It's about making the game more accessible by removing frustrations and enhancing game mechanics. Just a few of the things I'd really like to see made more accessible are: * Ai should stop getting stuck in houses, or in corners of things or on boxes/objects. Cheat it if you have to. If I cant see AI and it is healthy then I'm willing to concede that it might have found its way out of a house it got stuck in 10 minutes ago by itself. Hell, just teleport it a few metres from the thing it is stuck on if no one can see it. * Make using bipod NOT sometimes rotate my rifle away from where it is pointing and cant be rotated back. I cant tell you the frustration when I line up a shot, the surface looks like it should support the weapon, the ai are heading in and bam the rifle is rotated away from where I am aiming and I have to raise the bipod to fix it. ffs. Again, bipod should enable me not move my point of aim 45 degrees away. * Reduce the jog speed a touch when indoors. No one runs/jogs at full speed or full stride indoors, as you wont go far before knocking into the wall. An automatically appropriately slower jog speed indoors would be neat. You can still sprint like a mad man right into the nearest wall, but the basic jog speed should be more reasonable. * Talking of accessible - let my character do crazy things like climb over a wall, or vault a low fence. * Auto-adjust crouch height to match the wall/window sill we are crouching by. I thought this was actually in game but it seems not. Might be mistaken. * On the same point as crouch, when behind the corner of a wall or other obstacle like a vehicle, be great if sighting in your rifle let you peek out from cover. And unsighting un-peeked you back out. (sorry I mangled that word badly). That's accessible and its done to great effect in other games. * Make scopes appear a little closer to my eye when up. I know this is an old argument, but when I'm at the raneg im focused on my target. If i want to see around me i turn my head. Having the scope so far away is counter to the act of raising the scope. * I'd suggest a more fluid animation/movement system for much great accessibility but I think that's for the next iteration of Arma... But it is needed when you look at how more intuitive the character movement can be when a little inertia, more responsiveness (which isnt counter to inertia), etc. * Weapons that automatically go down/are lowered when they should hit nearby objects. I'll keep adding to this list as I can. It's not a dig at the game. I'm a mad arma3 fan. Love the improvemnets and constant iteration. That's why Im taking the time to post. But after coming back to arma 3 after a few weeks of playing other games there are some real ways this game can be made more accessible. Not just by having spawn points in the campaign.
  19. twisted

    Will you keep buying ArmA games?

    Yes, without a doubt.
  20. I am happy with my purchase. first because it supports BIS and I like their arma3 (and OFP)series and the way they approach most things. second because of the content and upgrades it adds. very nice. but reading about the campaign and the focus on accessibility irks me a bit. I think true accessibility isn't in removing the challenge. Or dumbing things down in hopes of appealing to a wider audience. They want mad action not accessibility.They want gore not subtle revive systems. but if you want to do accessibility then there are quite a few areas inside arma 3 that would benefit a ton from being made more accessible and intuitive to use. Areas that would affect the gameplay and consequently made the game a shit load more accessible. Being the most authentic and true as possible military experience (not simulation ye yes) and portraying the systems and challenges of that is what the focus should be.
  21. definitely needs ai team mates on first mission. I kept looking for them but none. who on eearth inserts on a mission like that on there own? also, when approaching the 2nd target village in the 1st mission (heading staright there from the 1st area you clear) you pass a car with its lights on. The light on the grass looks very bad and overly bright. Lighting and cast shadow system is one of arma 3's weakness which unnecessarily detracts from a beautiful terrain. and my settings are as high as they can go. really fun so far. great 'vibe'. and mistakes are fatal which is nice. oh, switching adaptive crosshairs off didnt actually switch the crosshairs off.
  22. twisted

    AI Driving - Feedback topic

    please do not forget boats. When close to shore AI like to go forwards rather than reverse when navigating, resulting in them riding up onto the beach most of the time. Effectively removing the boat from the mission which can wreck some plans entirely.
  23. is there an improved cover system for AI? i ask becuase of this video https://youtu.be/0He3-UH09PI?t=20 or are those player, and there's the option to snap to cover? I thought there was automatic changing crouch height to suit the kind of cover the player is behind. Having the ability to be able to peek out from the cover would be pretty nice and make using cover better.
  24. twisted

    Escape from Tarkov

    very much so . looks like a good thing. hope it actually turns out to be close to as good as it looks.
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