kocrachon
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Everything posted by kocrachon
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How about the game takes place nearly 20 years in the future, and a lot can change in how suppressors work by then? So to say what is realistic is already invalid because science advancements can change how well they work.
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Talk about an ignorant person. ArmA 3 was already near the end of production before DayZ even released. It was suppose to be out Q3 of 2012. But they delayed it a year because they wanted to impalement the PhsyX engine into the game. So I don't know where you got this information that Day Z saved BIS. Especially when BIS had just released a previous game as well. Not to mention, BI Worldwide has plenty of money they make from the Contracts they have with multiple governments military making VBS2, and charging them a butt load for licensing and development. That aside, there is a reason Bipods have a purpose in BF3 and not in ArmA 3, for one, competitive reasons. There are tons of attachments in BF3 to give different competitive attributes and "stats" (important to games like BF3 and CoD). Thats it, its just to give different stats to the gun. Its more of the "RPG" element twitchy shooters give to help people feel special and different. They are also not mil sims or realistic. Such as in BF3, the flash supressor "prevents you from being detected on the radar". Not sure how that works out, or how that is realistic at all. Sure, it would be nice to have working bipods. But its not like its a deal breaker. Plus as many have said, Dwarden already wants it, so we will see. Otherwise, wait for a mod to add it like has been the case.
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There has always been some desire for PVP, but it will never been a large enough event to where you will see many tournaments. There are a few sites that do, but no more than 10-15 teams, and usually small teams at that. While I do see there being more PvP in A3, I don't think it will really go main stream, simply because theres not enough balance and focus from BIS to make it worth it, with out relying on mods, which at times will split the community making it harder. IE, Project Reality will get 1/3, ACE will get a good chunk, and the rest will be vanilla, and each will stick with their preferred method, thus making PVP even more minor and hard to get into.
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So latley I have been reading about some of the top Tier 1 units of the US Government. Of course I read a lot of Delta (CAG) of whom I have known for years, ST6, and of course the CIA's SAD/SOG. But one unit that interested me was the ISA. I read a lot about them, but something confuses me about them. Do they actually have any combat units, or participate in combat? From what I have read, they actually recruit out of Delta and other Army SF units. I know a lot of what they do is spying and espionage, but do they have actual combat units? One reason I ask is mainly because I have seen some supposed pictures of ISA units in combat fatigues, and regular combat gear, but that seems to not match up with the little amount of info I could find on them. It seems they get the information for Delta and ST6, and let them do the work. Or am I wrong?
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I am trying to edit one of the existing config files for the OA weapons config because I want to make some changes to the G36. As of right now, You can import ArmA 2 weapons but not OA because you get a "class name burst" error from the G36 eotech SD. So I unpbo the weapons_e, and I grab the config.bin and I use the bi tools to turn it into a .cpp file. I try to open it and edit it with notepadd++, but it does not look like its suppose to... So I can't really make the adjustments I need to. It looks like this. And Some of the info does not show up properly. However, most other Config files, to me, look like any other sqf file. So I am not sure if my unbin is working properly or not. raP Â< CfgPatches ¦ Mode_SemiAuto Mode_Burst Mode_FullAuto CfgAmmo O CfgMagazines Ù& CfgVehicles êa cfgWeapons Ò› CfgNonAIVehicles ¹: Â< CAWeapons_E ½ O units weapons requiredVersion \‚?requiredAddons CAweapons CAweapons2 CA_Modules_ARTY CAWeapons_Kord CAWeapons_Warfare_weapons O LBulletCore BulletBase V MissileCore MissileBase ¢ GrenadeCore LaserBombCore B_9x18_Ball ³ B_9x18_SD B_9x19_Ball , B_45ACP_Ball a B_45ACP_noCartridge_Ball Ÿ B_545x39_Ball ¾ B_12Gauge_74Slug Ø B_765x17_Ball ò B_762x51_noTracer B_762x51_SB_SCAR ¨ ShellBase Sh_105_HE ( Sh_100_HEAT ‘ Sh_120_HE g Sh_105_HESH æ Sh_120_SABOT b Sh_105_APDS á Sh_125_HE P Sh_125_SABOT à Sh_85_HE N Sh_85_AP à R_SMAW_HEDP R_SMAW_HEAA R_MEEWS_HEDP L R_MEEWS_HEAT u M_Javelin_AT ž M_Stinger_AA Ú M_Strela_AA M_Sidewinder_AA R M_Igla_AA Û M_Vikhr_AT M_R73_AA S M_9M311_AA Ê M_AT2_AT M_Hellfire_AT { M_Maverick_AT ' BombCore Bo_FAB_250 q IRStrobeBase ¶ IRStrobe À IR_Strobe_Marker ã
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Watch Zero Dark Thirty, the last 45 minutes, and see why Suppressors are used. Those are how Suppressors sound on an M4. Yes, they are not silent, but when it comes to urban combat, being close to the target so the bullet impacts quickly still helps greatly. Not to mention, subsonic rounds make a night and day difference almost. They give a huge tactical advantage in CQB environments when in hostile territory. Not to mention, it helps make it sound not so much like a gun, which buys you more time when people who don't know what they are hearing, don't respond aggressively like they would if they knew it was a firearm.
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From a modder point of view, no, because thats more than twice the work added just to make things such as armor and guns size up and match. Unless the women are just mens bodies with female faces attached.
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Should ARMA III have a better ranking system?
kocrachon replied to ArmyCorps's topic in ARMA 3 - GENERAL
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wrong section
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I am trying to edit one of the existing config files for the OA weapons config because I want to make some changes to the G36. I unpbo the weapons_e, and I grab the config.bin and I use the bi tools to turn it into a .cpp file. I try to open it and edit it with notepadd++, but it does not look like its suppose to... So I can't really make the adjustments I need to. It looks like this. And Some of the info does not show up properly. raP Â< CfgPatches ¦ Mode_SemiAuto Mode_Burst Mode_FullAuto CfgAmmo O CfgMagazines Ù& CfgVehicles êa cfgWeapons Ò› CfgNonAIVehicles ¹: Â< CAWeapons_E ½ O units weapons requiredVersion \‚?requiredAddons CAweapons CAweapons2 CA_Modules_ARTY CAWeapons_Kord CAWeapons_Warfare_weapons O LBulletCore BulletBase V MissileCore MissileBase ¢ GrenadeCore LaserBombCore B_9x18_Ball ³ B_9x18_SD B_9x19_Ball , B_45ACP_Ball a B_45ACP_noCartridge_Ball Ÿ B_545x39_Ball ¾ B_12Gauge_74Slug Ø B_765x17_Ball ò B_762x51_noTracer B_762x51_SB_SCAR ¨ ShellBase Sh_105_HE ( Sh_100_HEAT ‘ Sh_120_HE g Sh_105_HESH æ Sh_120_SABOT b Sh_105_APDS á Sh_125_HE P Sh_125_SABOT à Sh_85_HE N Sh_85_AP à R_SMAW_HEDP R_SMAW_HEAA R_MEEWS_HEDP L R_MEEWS_HEAT u M_Javelin_AT ž M_Stinger_AA Ú M_Strela_AA M_Sidewinder_AA R M_Igla_AA Û M_Vikhr_AT M_R73_AA S M_9M311_AA Ê M_AT2_AT M_Hellfire_AT { M_Maverick_AT ' BombCore Bo_FAB_250 q IRStrobeBase ¶ IRStrobe À IR_Strobe_Marker ã
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So I am trying to run a local server on my machine for hosting missions. In order to load gear, I have this running in the init of the game logic. For some reason, my guy, has everything he is suppose to. Everyone else, there is NOTHING in the backpack, so they don't have any ammo at the start. But everything else loads, just not the stuff in the backpack. Where as for my guy, the backpack loads fine. If I run this as a script, such as having gamelogic launch it as an sqf, non of them load with the gear, but mine do. If I run it by launching in the init.sqf, then it gives everyone ELSE ammo and gear and not me, plus it also gives them too much. For example, man2, ended up having 8 med kits (which means he got 2 med kits for everyone else for some reason) If it run it in init.sqf with if (isserver), then the same issue arises, only I get gear, and no one else does. if (isserver) then { removeAllWeapons man1; man1 addWeapon "arifle_MX_ARCO_point_grip_F"; (unitBackpack man1) addMagazineCargo ["30Rnd_65x39_caseless_mag",8]; (unitBackpack man1) addMagazineCargo ["HandGrenade", 4]; man1 addmagazine ["30Rnd_65x39_caseless_mag",8]; man1 additem "FirstAidKit"; man1 additem "FirstAidKit"; man1 moveInCargo bird1; man1 addITEM "NVGoggles"; man1 assignItem "NVGoggles"; man1 addItem "muzzle_snds_H"; unit1 = group man1; man1 addMagazine ["DemoCharge_Remote_Mag",2]; man1 additem "optic_Holosight"; removeAllWeapons man2; man2 addbackpack "B_AssaultPack_blk"; man2 addWeapon "arifle_MX_ARCO_point_grip_F"; (unitBackpack man2) addMagazineCargo ["30Rnd_65x39_caseless_mag",8]; (unitBackpack man2) addMagazineCargo ["HandGrenade", 4]; man2 additem "FirstAidKit"; man2 additem "FirstAidKit"; man2 moveInCargo bird1; man2 addITEM "NVGoggles"; man2 assignItem "NVGoggles"; man2 addItem "muzzle_snds_H"; man2 additem "optic_Holosight"; man2 addMagazine ["DemoCharge_Remote_Mag",2]; removeAllWeapons man3; man3 addbackpack "B_AssaultPack_blk"; man3 addWeapon "arifle_MX_ARCO_point_grip_F"; (unitBackpack man3) addMagazineCargo ["30Rnd_65x39_caseless_mag",8]; (unitBackpack man3) addMagazineCargo ["HandGrenade", 4]; man3 additem "FirstAidKit"; man3 additem "FirstAidKit"; man3 moveInCargo bird1; man3 addITEM "NVGoggles"; man3 assignItem "NVGoggles"; man3 addItem "muzzle_snds_H"; man3 addMagazine ["DemoCharge_Remote_Mag",2]; man3 additem "optic_Holosight"; removeAllWeapons man4; man4 addbackpack "B_AssaultPack_blk"; man4 addWeapon "srifle_EBR_Hamr_point_grip_F"; (unitBackpack man4) addMagazineCargo ["20Rnd_762x45_Mag",8]; (unitBackpack man4) addMagazineCargo ["HandGrenade", 4]; man4 additem "FirstAidKit"; man4 additem "FirstAidKit"; man4 moveInCargo bird1; man4 addITEM "NVGoggles"; man4 assignItem "NVGoggles"; man4 addItem "muzzle_snds_b"; man4 addMagazine ["DemoCharge_Remote_Mag",2]; man4 additem "optic_Holosight"; removeAllWeapons man5; man5 addbackpack "B_AssaultPack_blk"; man5 addWeapon "arifle_MX_ARCO_point_grip_F"; (unitBackpack man5) addMagazineCargo ["30Rnd_65x39_caseless_mag",8]; (unitBackpack man5) addMagazineCargo ["HandGrenade", 4]; man5 additem "FirstAidKit"; man5 additem "FirstAidKit"; man5 addITEM "NVGoggles"; man5 assignItem "NVGoggles"; man5 addItem "muzzle_snds_b"; man5 addMagazine ["DemoCharge_Remote_Mag",2]; man5 additem "optic_Holosight";}
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Ammo not loading at launch
kocrachon replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
new strange issue, so now the guns load, but I dont see them with the right guns. So I see players with their old gear (some of them anyways), but some players I see with the new gear. on them. -
Ammo not loading at launch
kocrachon replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That is all vehicle based... -
Ammo spawning in invetory
kocrachon replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Only let the server spawn ammo, its most likely happening when the other player joins in progress. -
Question about running a modded server
kocrachon replied to Frankdatank1218's topic in ARMA 3 - BETA DISCUSSION
It is not possible nativly. You would need to run a 3rd party program that would do it, such as six updater, and even then, it only supports specific mods for the most part. It is not nativly suppo -
Helicopter flying with Collision Lights
kocrachon posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Trying to make a night time insertion in a slightly hostile area. I have an MH-9 flying in careless, and as a "captive", however he flys with his collision on. I tried setting a script that makes it performt he action CollisionLightOff every .1 seconds, but they stay on. -
Helicopter flying with Collision Lights
kocrachon replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if I am not the pilot, do I still want "player" action -
Helicopter flying with Collision Lights
kocrachon replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Read that one, but I cant keep the collision lights off. I set _unit action ["CollisionLightOff", (vehicle _unit)];, but nothing worked, I even added a sleep .1 to it, still doesn't work, collision lights come on. -
Will we be seeing this in the future? Its nice having the logo on vehicles and all, but have it show up as an actual patch would be nice on uniforms.
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I was thinking of getting into the mod making finally, and the first thing I want to start making is attachments for guns. But I was wondering, with the current setup with how guns and attachments work now, will it be possible for me to make just an attachment, such as an EOTECH, and have it work on the native BIS guns in the games?
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Arma 2 attachments project
kocrachon replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I too am working on making just attachments, that I specifically want to work with the current default BIS guns. I want to work on an EOTECH, and make AN/PSQ-19A and AN/PVS-17A for them as well, for better night time operations in the game. It will be a shame if there is no easy way to incorporate attachments to existing guns. -
As a long time opponent of Jumping, a run then vault option would be nice, but I can live with out it. Most of the buildings aren't close enough together, so there would be a fairly limited use as is. I hate Bunny Hoping, so I do want something like a run and vault. One thing I hate about BF3 is bunny hoping exists. Sure you cant shoot while you do it, but its still a bitch to shoot people who do it and dolphin dive.
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ARMA 3 Addon Request Thread
kocrachon replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
M4, SCAR, and EOTECH -
ARMA 3 Addon Request Thread
kocrachon replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I am sure this is the most requested, but I will go ahead and request it anyways. Modern Weaponry. Specifically, a very high detailed M4A1 SOCOM, and of course the SCAR familly of guns, as well as the M110 and M107. As great as the stuff in ArmA 3 is, its hard to deny that Modern Mil Sims are still top dog. The rest I can import from A2, but I would love for true A3 M4A1s and so forth. My biggest one, which was never truely even set in ArmA 2 (Although ArmA 1 had a good add-on) A decent MQ-9 UAV. One that can laser its own targets and fire at them... So I can perform strikes on buildings of targets. -
So I just entered an evolution server, and I wanted to host my own. I checked my mpmissions folder, and i found the folder for it. However, the evolution folder is empty... Where can I find it? wanted to make some slight changes for my clans personnel use of the rank structure but I cant change it if I cant find the folder...