kuIoodporny
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Everything posted by kuIoodporny
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Improved BRDM2 units
kuIoodporny replied to hcpookie's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
To follow the talk in private, the PSZ Mod team (more directly Dan, Maćko, sgt.pepper and me) was also working on BRDM-2 M96/M97. There are screenshots from some older WIP version: Side note: some of the features are done better by hcpookie, I guess we can cooperate a bit for the better of community ;) -
Grass layer not the best solution?
kuIoodporny replied to Chunk3ym4n's topic in ARMA 2 & OA - BETA PATCH TESTING
wow, that looks amazing. Shame my rig won't keep this up due to shitty GPU :> -
Well, I just hope that some of the technology used in PoG will be present (or better) in A3 :)
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Grass layer not the best solution?
kuIoodporny replied to Chunk3ym4n's topic in ARMA 2 & OA - BETA PATCH TESTING
Well, not totally. It's about decreasing the effect significantly when soldiers pretty much fill up the screen - thus the cover would be gone anyway. Wonder if it could be optional (difficulty options - serverside?) so one could choose between more realistic sniping or more realistic grass cover all the time. Sorry, I don't buy the story like below. -
zGuba's Gameplay Modifications for ARMA2 21.09.2009 - Silvie Fix - makes cars spawned by SILVIE module randomly damaged and fueled 13.09.2009 - Disposable launchers updated to meet Inkompetent's addon features, decreased M136 happiness 08.09.2009 - Stick2gether simplified to maximum level possible 07.09.2009 - Triggerhappy Gunners - makes AI gunners useful again 05.09.2009 - Anti-Breakdance Vaccine for Russian armor, improved M134 performance 03.09.2009 - Stick2gether performance improvement 02.09.2009 - English translation as per Cole's request 01.09.2009 - fixed typo blocking visual feature of Disposable Launchers 31.08.2009 - initial release The pack contains addons changing gameplay logics or adding special effects. Does no harm to remote machines, so don't worry about using it on servers. Addons are signed, public key stored in the package. Contents of the pack - zgb_choppers (Triggerhappy Choppers) Moves control over FFARs directly to gunship pilots. Use manual control to use gunner's weapons. - zgb_disposal (Disposable Launchers) Makes using of disposable launchers closer to reality. Player and AI don't have to care about "magazines" anymore. Additionally changes vehicle/crate cargo so magazines got replaced with weapons. After firing launcher, switch the weapon when desired to see the tube getting thrown on the ground. Known issue #1: empty tubes tend to fly high in the sky when pushed by splash damage. - awaiting BI Sample Models release in order to fix this and improve visual side of the addon.Known issue #2: player cannot test disposable launcher in the Armory because of lack of handling type 0 magazines. Created in cooperation with Inkompetent. Using tube clearance script by Rocko. Thank You guys! Requires CBA. - zgb_disposal_en (Disposable Launchers in English) Optional addon changing display names of used tubes to English. Requires zgb_disposal. - zgb_disposal_ru (Disposable Launchers in Native Language) Optional addon changing display names of RPG-18s to Russian with localized comments. Requires zgb_disposal. - zgb_gunners (Triggerhappy Gunners) Makes AI gunners under player's command actually shoot at something without asking them for. Additionally makes it possible to reload ammo belt manually in mounted weapons like M2 and Mk 19. - zgb_stick2gether (Stick 2gether) Makes AI stay in formations when overwhelmed. Based on Mr Centipede's addon. Thank You! Requires CBA. - zgb_silviefix (Silvie Fix) Makes cars spawned by SILVIE module randomly fueled and damaged. - zgb_stabilization (Anti-Breakdance Vaccine) Limits or disables stabilization on main turrets of certain vehicles to prevent "tank breakdance". Additionally tweaks rotation speed values for T-72 and T-90 to meet their real possibilities. Limited stabilization (vertical only): T-72, T-90 Disabled stabilization: BMP-2, BMP-3, BTR-90 - zgb_vapourtrails (Vapour Trails) Adds vapour trails to aircrafts, just like Cole's addon. Thanks to Cole for finding the script in game's files out! Requires CBA. Download Gameplay Modifications 21.09.2009 (196 KB) ArmAholic mirror 21.09.2009 ArmedAssault.info mirror 21.09.2009 Thanks for mirroring! Remember about using Community Base Addons!
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zGuba's Gameplay Modifications
kuIoodporny replied to kuIoodporny's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It has been adopted by PvPScene and ACE. To be honest, it was warmup before bigger mods :) -
BIS Module Improvement Project
kuIoodporny replied to wolffy.au's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Well it's not that easy, the issues that require changing mission files and adding MIP there are still there. I'll investigate it more in the future, I hope with more success than till now. -
Grass layer not the best solution?
kuIoodporny replied to Chunk3ym4n's topic in ARMA 2 & OA - BETA PATCH TESTING
OK, but that's not dismounted infantry shooting which is "special". -
Grass layer not the best solution?
kuIoodporny replied to Chunk3ym4n's topic in ARMA 2 & OA - BETA PATCH TESTING
Currently it's not grass, it's refraction. :mad: You seem not to understand my point in 100%: I'm talking about very high magnification levels, which would then make no difference if You're half hidden in grass or not - you're sitting ducks then anyway. When somebody spots you directly with 10-20x magnification level below 1000 meters, Your concealment is worth as much as your skin and suit camo. Besides, I wonder if it's possible to render the small foliage directly in such condition. Following Defunkt: Guess that there are technical implications beside that, but who knows... I don't snipe because sniping is apparently broken ;) -
Grass layer not the best solution?
kuIoodporny replied to Chunk3ym4n's topic in ARMA 2 & OA - BETA PATCH TESTING
There was suggestion of having grass raised when zoomed in. I thought reverse; what if we relate the grass effect not only to distance, but also linearly to field of view? The reasons are simple: - the better zoom, the lesser FOV. - the lesser FoV, the lesser visible area can be "revealed" to our eyes at time. - the better zoom, the more details we can see. This would make "sniper rifles", "optical devices" and especially "precision shooting" more meaningful again. I have made small ticket about this on CIT. http://dev-heaven.net/issues/18841 == For picture worth 1000 words: -
I just hope that controls would be improved finally. ToH makes this fix possible to happen IMO :) http://dev-heaven.net/issues/13242 & http://dev-heaven.net/issues/15988
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URR Islands: Kolgujev 2010 v1.1, Nogova 2010 v2, Everon 2010 v3
kuIoodporny replied to hotzenplotz's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good job Hotze mate - testing now :) -
Version 0.9 MLODs INCLUDED! FEEL FREE TO USE THEM UNDER BI LICENSE with exception of Vilas' NSV Update 0.9 fixes: Description: Contents: Known issues: Requirements: Credits Download from The Workshop (9.9 MB) Download from ArmAholic.com Download from ArmedAssault.info
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Well, I have mixed some stuff by NWD without enough care in the past, that is the reason of bad T-72 FCS optics zeroing. ATM I'm not developing it anymore, please check CASP (Community Armor System Project) @ Dev-Heaven for resources. Welcome to the forums
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ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
http://dl.dropbox.com/u/15584944/ACE/ace_m_wep_rpg7.7z That should help. I surrender from fighting this bug with ViewPilot LOD. -
If you have admired my first CWC music replacement, try my newest production: <a href="http://www.ofp.pl/zguba/OFPMR2.01.zip" target="_blank"> OFPMR2.01.zip</a> - 77.0 MB I've added new tracks, cutted some and made some normalising work (but not too much). It was intented to go with FFUR 2006 2.5; however, my computer failure prevented me from sending it to TB84. As the result You have separate product. Installation instructions in readme file. I hope You'd like it!
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Play PvP, I think about going back there.
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ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You might add ACE modules to requiredAddons of Your modifications. That would ensure that Your changes are not overwritten by ACE. Exactly :) -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This little addon should help You guys having problems with 3rd party missions, until they're made up to new Javelin ammo distribution standard. We already took care of stuff within mod, I'm sorry for the issues and disappointment at first sight - though I believe they're just temporary. Best regards -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry, but adding CLU to anyone owning a tube is not a solution. This way we'll make Javelin assistant able to fire his own rounds, breaking common sense. Instead of, serverside You can add anything You want. If You can enforce the armor sys off, then You'll be able to disable disposal as soon as we let You do so with ease. ;) (Just don't forget to bring the 6-slot placeholders or You'll find yourself using handgrenade-sized missiles.) -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
To clear up some gossips, CLU is added automatically to any unit that has Javelin in its config weapons array. Other than that ammo management is simply the same as with M136 or LAW. Exactly galzohar, indeed problem lies in custom scripts that were done before the update or not with ACE in mind; first ones obviously should be updated, for second I can make a module that disables the sys_disposal (and it's not hard to make an addon serverside disabling whole module). -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That MIGHT work perhaps. However ATM we're considering mostly making BIS boxes up to ACE standard; the problem with changing crates content @ init is that they don't support XEH, and doing that during the mission would both take CPU power and give possibility to exploit (you'd be able to spawn a busload of ammo with single weapon crate or even weapon holder). Also giving CLU to anyone is not very wise, because this way we let ammo bearers to fire their own missiles. -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is the same problem as with M136 and all the disposable munitions. Won't happen I think. -
ACE 1.9 (Advanced Combat Enviroment) for OA/CO
kuIoodporny replied to AnimalMother92's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, there's general problem with keeping compatibility there, but in my opinion change is worth forcing people to change the way they make missions. What are the reasons? 1. Vintage magazines cannot be automatically translated to weapons, because this could lead to exploits, countering the way disposable weapons sys is designed. 2. The said change that has to be made to missions is very simple - give people weapons instead of magazines (addWeaponCargo ["Javelin",1]; addMagazineCargo ["Javelin",2] -> addWeaponCargo ["Javelin",2]) 3. Javelin changed to disposable tube allows Javelin gunners to get more magazines, and even two missiles at once when using WOB feature. -
Confirm Sickboy a meme founder. Lol, looking back at the meme's roots show it to be even more twisted than I expected :D Yet, without IceBreakr it possibly wouldn't start at all :)