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Everything posted by Sonsalt
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Six Updater: Install/Update mods, missions. Delta patching. Server browser, and more!
Sonsalt replied to sickboy's topic in ARMA 2 & OA : Community Made Utilities
@Scorcher24 The Six Launcher and updater project is an ongoing development, and the team is working hard on solving any issue that is brought to our attention. If you should have any feedback or issues, regarding the SIX Launcher or SIX updater, please create a ticket. http://www.six-updater.net/p/support.html Thanks for your support. -
I don't know what it is, it seems like I can close the gap with altering the 3d depth, but not completely, as I hit the minimum just before that. would be great to get some official statement on this subject.
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By decreasing the 3D depth to 1% the effect is quite stunning, exept 2 issues. -> Using: GTX680 with Asus VG278H screen 1. Iron sight aim - aiming with Aimpoint or iron sight weapons still doubles the sight by a few points, making it nearly impossible to aim. 2. Info messages displayed in the back - vital massages are displayed in the back and thus hard to notice... more here: http://forums.nvidia.com/index.php?showtopic=223546 any solution on these issues ?
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The weapon pack looks really nice, but it would be great, to have M4 versions that are actually missing within the current layout: 1. M4A1 NV; +SD; +M203; 2. M4a1 M203, SD, RCO... Especially for the ACE variant, NV weapons would be an awesome addition. Cheers Sonsalt
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MCC Sandbox - Mission making the easy way
Sonsalt replied to spirit6's topic in ARMA 2 & OA - USER MISSIONS
Tweet has greatly improved the Undercover script, we are using it in quite some missions, you might want to get in contact with him, for further informations. Cheers Sonsalt -
PvP Animation replacement/enhancement pack
Sonsalt replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If the primary weapon is empty and you continue clicking on the fire button, you will quickly swap to your pistol automaticly, the same thing should work also the other way. This is extreemly useful for combat situations and reduces the weapon change sequence by half. -
Flir is kinda problematic on weapons anyways. One question, is it possible you release a non custom shooting sound version for your packs? as it couses problems with other sounds on other non RH weapon varients, as they sound way different
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NV sniper would be sooo great, is there any chance you will design NV or even NV SD sniper weapons ?
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A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
Sonsalt replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
With the limitations of radio ranges due to all the hills in some missions, I was thinking if it would be possible to add some portable antenna, that is able to forward radio signals and thus increase ranges for portable radios, like the 117? -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
Sonsalt replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
that sounds even better, it appears that some headsets are more sensitive than others. This causes problems with direct speech for some players. A manual setting would therefore also be nice. -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
Sonsalt replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
hey, is it possible to either customize or increase the max. range for direct speak? Currently quite some players complain about the stiff limitation for the direct speech and that it should be increased a little, or that the "shout" button should be reintroduced. -
RH MGS wpn pack 1.1
Sonsalt replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sighting options are missing for many Iron sight weapons, also I was wondering if there will be any further versions, like NV or Flir addons, for ACE this would be quite awesome. -
RH MGS wpn pack 1.1
Sonsalt replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
awesome, will the ACE version be also available for SU ? -
All eyes on :)
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RH MGS wpn pack 1.1
Sonsalt replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sounds great, will there be a possibility to link it to Six updater too ? -
A.C.R.E - Advanced Combat Radio Environment - 1.2 Stable (TS3 pre) - Release Thread
Sonsalt replied to jaynus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Check out the latest update for the Six updater, it now holds a great checkup for the ACRE installation :) http://dev-heaven.net/issues/19455#change-95799 -
RH MGS wpn pack 1.1
Sonsalt replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
will there be a fully ACE compatible version of your pack? also will you make any NV scoped weapons, for ACE this would be awesome, since there are only very few of them -
PvP Animation replacement/enhancement pack
Sonsalt replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Would be awesome to have an ACE compatible version that also incorporates weight and stamina options. This would be a nice match. -
PvP Animation replacement/enhancement pack
Sonsalt replied to smookie's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great work, this is some awesome addition. Since you added a really nice quick switch for the Pistol, I was wondering if you could also add some more realistic reload sequences, like: drop mag, pick a mag out of a poach and load it in again. In total it should add some seconds to the sequence, as at least for the rifles the reload times are Olympic ;) -
FlexiAI (WIP) discussion
Sonsalt replied to fabrizio_t's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great work, Here are some further ideas concerning the effectiveness of AI combat behavior - Throwing hand grenades beyond visible range (over walls and last known enemy positions). - Using M203 and AT weapons against enemies in buildings and bunkers. - increase effectiveness of suppressive fire (MGs should suppress more while others flank) -
A.C.E. Advanced Combat Environment Public Release!
Sonsalt replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
This is not a bug, but on purpose, the pilot can now use the unguided rockets, while the gunner can use the rest of th weapons at the same time. So the unguided missiles are actually usefull now, since noo coop is needed anymore to shoot them and aim -
A.C.E. Advanced Combat Environment Public Release!
Sonsalt replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
To all those of you who intend to complain about the weapon damage, keep this in mind: Since we have a complex injury system, bullets don't need to kill instantly anymore. In fact like in reality bloodpressure is the most likely cause of death. So if you have hit an enemy, wait and watch him bleed to death. But be aware the damage you do depends on size and speed of your projectile (Supersonic, Subsonic) and the armor of your enemy. All in all the damage system is way more advanced, and realistic, so just because a person doesn't drop dead instantly it doesn't mean that it is not deadly wounded. -
There seems to be a problem with groups getting in cargo of other units. I tried to get a certain group of infantry to get in cargo of another group using several different commands. Since I am not able to directly click on another unit via way point as this automatically opens the units options, I had to use commands for that. {_x moveincargo h1} foreach units group Name with this command I managed to instantly get the infantry to be on board of truck or a chopper. But it turned out that getting them to move to a position and getting them out again seems to cause problems 1. the unit circles stay on the position where they where initiated. 2. It giving the unit a move order every member of the group first leaves the vehicle and than enters again. 3. The TL seems to remain outside, and sometimes even a copy of the TL is created. Is there any solution for that. My goal is to get a group in another vehicle that drives them to a certain location, where they can exit and move on on their own
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Nice one, but the laser beam should only be visible with NV goggles
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Any news on a way point script. A kingdom for some way points