william1
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Everything posted by william1
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but not all animations in arma are key configurable via settings/controls panel , how do you assign a key to an animation that doesn't appear in the controls panel?
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you got me completely lost , there is no "sprint-strafe" animation in Arma , it is a combination of two movements: evasive forward + strife (left or right) and you got to press two keys to perform it
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If you want to fix the 1.14 FOV theen here's How
william1 replied to JCLewis's topic in ARMA - GENERAL
i thought that playing with these values in the user.armaprofile was the easier and fastest way: fovTop=0.825000; fovLeft=1.100000; only thing is that you must change them in proportion with each other , if you multiply/divide one of them by 1.25 you must multiply/divide the other by the same , and so on. -
it's the same movement , i already tried , one is activated with z key and the other with avpag or repag , i don't remember , but the movement is the same. In my opinion the best choice would be to assign a configurable key to the jump action like The.D said without touching the default bis animations to prevent altering the missions and campaigns, but if this can't be done , i think that activating the move via user action is not a bad choice , since the option dissapears when you are in a vehicle, etc. and afterall it's not a movement that oyu are going to do quite often. but eveyone would have his personal tastes.
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at this moment i don't know how to do it ,except if you override another two existing moves.
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***Important Update*** i have updated the TCP animpack replacement. Now it doesn't override any default action (salute or sitting) so is completely compatible with all cut scenes (i was tired of seeing soldiers jumping like horses instead of saluting LOL) . Now the jump action is made via user action in the actions menu. this is a standalone addon and doesn't need the original pbo by Teacup. download link: http://rapidshare.com/files....ar.html Armed Assault.info mirror: http://www.armedassault.info/index.php?cat=addons&id=481 Armaholic.com mirror: http://www.armaholic.com/page.php?id=3227
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looking forward to it
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Flares countermeasure system standalone addon
william1 replied to william1's topic in ARMA - ADDONS & MODS: COMPLETE
i tested them by night and they bright with a yellow tone , it's not a bright as the sun but you can see them, also i made the test and they are as brilliant as Mandoble's flares. -
it can be done , but i find that movement quite useless , you can jump over banks and ammo crates but nothing more, also you can't perform the movement when running , you first must stop and then make the move,and the transitions are not very smoth. here you have the example http://rapidshare.com/files....bo.html but for movies it quite spectacular
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don't know if i have answered in this post earlier , but in case i didn't i just want to say that this weapon pack is awesome , a must have in the game and the weapons i use for east side of course , congrats
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edit: In all test i made the zombies worked well, it's true they sometimes go prone when they see you but they stand up after a second .
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holy sh*t ! that's a beautiful piece of art omg omg thank you
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@Malick , yes , it will replace the old nemesis zombies addon so you will have the new anims in all your missions. @wika_woo let's hope some new mirrors coming soon @Master gamawa , all is in the readme
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thanks BIS for the patch and for the new units , it's an unexpected gift , much apreciated
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are they sisters of "el cojón" ? mmm.. nevermind thanks for the mission
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looks good , thanks edit: looks really great, the blades spin in the wrong direction though, that really don't bother me much , but i noticed is a quite common bug between the community made helicopers and the chopper side is independent although its crew is west sided regarding the "tex/" error , it is caused because of this: class Damage { tex = {}; mat = {"RAF_Chin47\ch... instead of class Damage { tex[] = {}; mat[] = {"RAF_Chin47\ch... but if you change it , you will recieve more errors saying : Warning Message: Cannot load texture ffaa_famet\ch_47\texturas\ch47_nohq.paa. Warning Message: Cannot load texture ffaa_famet\ch_47\texturas\ch47_smdi.paa. if the texture paths could be fixed in the p3d model it would be great
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I've talked to teacup and he has given me permission to release a replacement that doesn't need TCP_AnimPack_v0.1.pbo to work , it's a standalone version. All you need is to put the replacement in your addons folder and it will enable the jump movement to all soldiers , you can grab it here: http://rapidshare.com/files....ar.html all credits to Teacup
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example of TCN anims in Nemesis zombies http://es.youtube.com/watch?v=OCugrViX8pE
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example of TCN anims in Nemesis zombies http://es.youtube.com/watch?v=OCugrViX8pE
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example of TCN anims in Nemesis zombies http://es.youtube.com/watch?v=OCugrViX8pE
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TCP animpack replacement. put it along with TCP_AnimPack_v0.1.pbo to enable the two new animations to all soldiers http://rapidshare.com/files....bo.html
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hey OTK team , i highly suggest you to incorporate the new Teacup zombie animations to your zombie addon , i already did and it adds a lot the inmersion , look here: http://www.flashpoint1985.com/cgi-bin....t=73541
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man that zombi animation is absolutely awesome ! it should be implemented in all zombi mods out there right now , i've been waiting for this since Arma came out
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is gonna be second part?
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yes yes , that's pretty good , but if that earthquake would have happent in Japan how many deads would we talking about now? probably even the 5% of the total deads in China. The truth is that all those victims would be alive now if the buildings in China would have more quality , it's a shame that a whole school felt down killing 500 children inside, Someone in China should take responsabilities for that , ',ve got the impression that for the Chinesse goverment the lifes of its people are pretty cheap edit : an army is never a people's army , it's always a goverment army. This time they are saving lifes of its people , some years ago they killed hundreds of unarmed people in "tian an meng" square, i think it was the same army.