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Posts posted by Electricleash
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*scratches head* I don't know... those recognisable computer brands look pretty much the same to my eyes. But hey... 🤐 😎
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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.
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Prop-master General!
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3 hours ago, h - said:Yes, had the same error pop up. Maybe triggers if Miller's camp is already there when you come to the meeting point, I arrived there like an hour late?
Also had the earlier reported menu thingy in map view broken for seemingly no reason: at least the intel button stops working sometimes. And sometimes reloading a save may fix this.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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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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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
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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.
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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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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.
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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
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3 hours ago, AveryTheKitty said:Viper Stealth suppressors are available to the Promet.
Hmmm... Hoping it remains that way as those 6.5 and 7.56 'drinking straws' have always looked ridiculously too long.
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9 hours ago, reyhard said:In next update there be will on/off user action for small decon shower too.
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?
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Great thread, a lot of hard graft to put this together.
May I suggest something, from a usability perspective to, Instead of bullet points, assign each a numerical value.
- AI will not shoot you through bushes, if he did not see you before - TRUE (fixed in OA and merged)
Would be:
- AI will not shoot you through bushes, if he did not see you before - TRUE (fixed in OA and merged)
That way, when talking about them below or in an external thread one can refer to this thread and the numerical number for easier reference.
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... Macrotech, Drone manufacturer <--- This has @Kydoimos all over it!
Now I'm thinking Cyber warfare.
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An unlikely possibility might be a turn-based strategy system... 'Phase Line'.
That would certainly be something different, though I would imagine significant engine tweaks being warranted.
Adding that stuff after-the-fact is all the rage at the moment 🤫
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Ahh ah! Wild speculation commence!
From the 2018 Roadmap:
QuoteLastly, our small studio in Amsterdam, which previously led the development of Laws of War DLC, is currently working on a new experimental project. This will still make use of the Arma 3 platform, but intends to take things into a very, very different direction.
Nov 2018 Update:
QuoteOur team in Amsterdam, which oversaw the development of Laws of War DLC, is now leading the development of a new project, produced in strong collaboration with our other Bohemian teams. This project is still built on top of the Arma 3 platform but will do something a bit… unusual. It should also bring along some big new assets that all Arma 3 players will be sure to enjoy
I seem to recall the project being referred to as 'mini expansion', somewhere between the size of Karts and Helicopters, though I can't find the reference... I'd be wary of nailing down the terminology.
From the teaser:
'Alchemist'
'Sapphire'
'Phase Line'
'Stay Tuned'
Does sound kinda Sciencey...
The mention of scientists in those .rtp files on reddit has me thinking that props-wise, there could be 'science stuff' to put in those big old empty domes.
Meteorite impact on Altis maybe?
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Really nice Lexx! Always excited when you put something new up on the workshop! 💪
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Hmmm... In the same way the G3 family of weapons are are also somewhat frustrating when it comes to target acquisition.
Likely too late now but some sort of subtle opacity dithering around the outer edges of the rear iron site might have been a way to mitigate it.
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Dipped into the new DLC a bit last night.
Very impressed with the terrain and general atmosphere of the Theme; Cold War Germany is an area of history In which have limited knowledge, but interested to find out more.
Really like the new roster of units, kit and vehicles models as well as the beautiful 80's furniture!
With the Campaigns first mission I've encountered a few issues though, most of which have already been flagged:
Quote- Squads and APC's moving down roads towards enemy contact in file formations exposing themselves to slaughter isn't a great idea
- Very little in the way of tactics (one squad clearing out multiple villages on it's own seem's a bit stretched)
- Fairly basic triggers seemed to be used without fail safes, for example: In the final village our squad had entered the centre of town and just stood around, there should've been something to stop you having to run off on a one man mission and hunt down hiding units to trip the trigger to end the mission.
- A lack of immersion with the squad and the player.
The one in bold would be a key issue that needs resolved.
I also encountered an odd bug with the M113:
On the long stretch to the next town, I saved my game while turned out, from the back hatch (real nice btw.)
The game also auto-saved just before enemy contact.
I was promptly (and rightfully!) shot.
Upon loading the game however, the screen goes black with just the cursor on screen, I can still hear the action going on around me.
Pressing Enter takes me to what I assume is the death/load game screen but I am now also able to see that I have been moved to the MG turret position of the M113 instead of the back hatch...
If I press Esc it returns me to the black screen and Esc again dumps me back to the campaign menu screen.
Weird bug, I guess related to dying in the turned out hatch position.
I will have to go back to an earlier save. Will see if it's reproducible.
Cheers
E
PS: I wonder if a dedicated bug thread would be good. Maybe in Dev branch topic?
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Love where you're going with this PP, expanding the Armaverse brands and graphic design etc. Great fun!
Some day, (time permitting), you've got to give us a breakdown of your work flow/pipeline, would be well interesting!
E
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Many thanks for the info kllrt!
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Waltham Robotics DOGG-0
in Arma 3 - ART OF WAR CONTEST - ARTISTS AT WORK
Posted
Ahhh... now the statue in the Art of War DLC beta makes sense! Ha ha, this totally slipped past me. Fun stuff! 😄