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133 ExcellentAbout Electricleash
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Waltham Robotics DOGG-0
Electricleash replied to HorribleGoat's topic in Arma 3 - ART OF WAR CONTEST - ARTISTS AT WORK
Ahhh... now the statue in the Art of War DLC beta makes sense! Ha ha, this totally slipped past me. Fun stuff! 😄 -
Micronesian Architecture Mini Project
Electricleash replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
*scratches head* I don't know... those recognisable computer brands look pretty much the same to my eyes. But hey... 🤐 😎 -
Micronesian Architecture Mini Project
Electricleash replied to opteryx's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looking really great Op. I'm always interested to see your building things. I would probably encourage some fictional branding on the ol' billboards though, for the obvious IP reasons but also because coming up with those ideas can be pretty fun and creative. Edit: I'm sure you're aware of Poolpunk's awesome stuff. -
Poolpunks Object Packs - Work in Progress Thread
Electricleash replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Prop-master General! -
Yeah I generally was there waiting for his call, I don't like to be told 'You're late!' when I most certainly am not! 😄 I carried on and following conversations with him play as normal. Edit: Oop nope, it happens in subsequent conversations with Miller in that camp location.
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Anyone else getting this error: It triggers at the 10:34 meeting with Keystone and causes really slowed down (pitched down) dialogue/VO. Edit: No mods running, Dev1.99.146224
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Looks like a recent patch may have caused the Carrier Special Rigs and the Carrier GL rigs to loose their .nohq maps again. Vanilla, all expansions, no mods and not on Dev branch.
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Contact Expansion Playable Content Feedback
Electricleash replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Hit a Hard Freeze while Playing Contact Mission 3 (had to sign out/in of Windows) to get ARMA3 to quit. The .rpt is uploaded to the feedback tracker. https://feedback.bistudio.com/T142799 -
Static Modeling Tutorial Video Series
Electricleash replied to S. Rodge's topic in ARMA 3 - MODELLING - (O2)
Hey S.Rodge, Thanks. Only had a view of the first vid, I like that you've laid out an initial workflow breakdown, most tuts seem to skip this. Need to check out your audio levels. Your vocals are waaaay too quiet in contrast to the intro music. Edit: Vids #1 and #4 VO is too quiet, #2 and #3 seem to be ok. -
The light on the character in the screenshot are likely done with the new 'light' placeables.
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You can already retexture the tie, using the texture from 'Nikos Formal'. Found in: Character_f_epc > Civil > data > nikos_aged_wear_co.
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Contact Expansion Asset Feedback
Electricleash replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
That's how I've had it for asset testing up until yesterdays dev branch update. When the first batch of Contact assets hit the dev branch (Livonia) I seem to recall having to create the Mod folder for the dlc/addon manually. I'm not sure why but just having dev branch active didn't seem to be running the new content 'out of the box'. It did the trick and I was effectively using 'Enoch' as you would a mod. Not sure what changed yesterday... I'm away from my machine until this evening. It may be that I need to disable/re-enable dev branch to see if that fixes the issue. Updated Ok seems to be resolved, I had indeed previously been using the content as a mod file. Now content loads as intended with dev-branch enabled. -
Contact Expansion Asset Feedback
Electricleash replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
For some reason I can't seem to load the Enoch folder as a mod in the launcher any more. Anyone else found this/have suggestion to sort it? tx -
Contact Expansion Asset Feedback
Electricleash replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Hmmm... Hoping it remains that way as those 6.5 and 7.56 'drinking straws' have always looked ridiculously too long. -
Contact Expansion Asset Feedback
Electricleash replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
I'm really liking the interactivity in the new props, especially the rugged objects. Might there eventually be on/off user actions for some of the new lights and lamps?