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Everything posted by twisted

  1. Want to use your favorite weapon mods in arma 3 official campaigns and missions? this mod lets you do that. A weapon replacement mod that automatically replaces default Arma weapons with any weapon mods you have installed - All The Weapons - for example. East soldiers automatically get weapons like AKs and RPK and SVD, West get m4 and m16 and m249 and more. Independents G3 and FAL and Aks of course. It all depends on which weapon addons you have running for arma 3. if you have multiple weapon mods or similar this mod will load one from them at random based on the units side and class. So snipers get sniper/marksmen rifles, Machinegunners get machineguns, etc. The addon will check every newly spawned unit and assign them a random rifle load out based on their side. tested and working with HLC (Toadies), RHS, SMA, RH, EricJ's work, CUPS, Massi's and almost all other weapon addons. Will be updated as needed if new packs come out. ------ . All The Weapons is an AddOn that replaces defualt arma 3 weapon with those from 3-rd party weapon addons to most missions including Official ARMA 3 missions. And it does this automatically. East soldiers get weapons like AKs and RPK and SVD, West get m4 and m16 and m249 and more. Independents G3 and FAL. It all depends on which weapon addons you have downloaded and activated for your arma 3. To prevent breaking survival type missions, if a character spawns without a weapon this script will not run for that character. This is intentional. If weapons from your favorite addon pack are not showing up, please let me know here and I'll add them. IMPORTANT. please. Test it out in multiplayer. NOTE ALL PLAYERS MUST HAVE THE SAME MODS. Expect occasional updates to add weapon names of addons not yet incorporated but right now over 90% of all existing and new weapon addons should automatically work fine as long as the mod authors name their weapons conventionally (ie XXXX_m16) the important bit is the _m16 small demo video - > https://youtu.be/0_7eSQdQbH0 Feedback welcome. 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 PS - This addon is of course for entertainment purposes only. Any commercial use is strictly prohibited without prior permission. thanks Foxhound and kecharles28 for the download links!
  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. 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.
  4. 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.
  5. 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.
  6. 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.
  7. twisted

    tws move speed mod

    yes. I really could have been more specific.
  8. 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
  9. 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.
  10. 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.
  11. twisted

    Handicapped player

    a little jump would be ok. More of a step with inertia really. but clambering would be great.
  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. 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!
  15. 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.
  16. 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]
  17. 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.
  18. 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.
  19. twisted

    RHS Escalation (AFRF and USAF)

    incredible! this is what Arma 3 deserves to be. Great work
  20. 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:
  21. 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.
  22. 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.
  23. 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..
  24. 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.
  25. I'm not too sure. but i took screen grabs. please see attached. thanks https://mega.nz/#F!2g8HhCiA!pSwIFN_93atCyzv9nR6FlQ