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sakura_chan

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Posts posted by sakura_chan


  1. The whole philosophy behind modern war is to cause maximum damage to the enemy while avoiding any and all casualties. Even in a truly hate-fueled, personal war like a racial or civil war, combatants would never willingly give the enemy "a fair chance" or accept some sort of sporting handicap. They would use anything and everything available to them, the only limit being what they could politically get away with.


  2. I actually did something like this as part of another mod

    uav01.jpg

    the uav control ui is "class RscDisplayAVTerminal". However, you can only add new buttons or scripts, you can't edit any of the existing options because it is all hard coded. From a coding perspective you could do most of those things IF you disabled the existing controls and made your own waypoint control script. Changing the camera might be possible because the geo stabilization is defined in each OpticsIn class.

    • Like 2

  3. Nope.

    The so-called debt is just an illusion. The only thing in life of actual value is people, and everyone has plenty in stock. America makes money through war, but I don't think they are willing to fight against a near-peer white-dominant nuclear armed country. If America cares so much about Ukraine why don't they go fix it instead of shaking their cocks at Russia?


  4. Cool beans. Actually those were just photoshopped. Thanks to you I see the MV uses one dispenser per slot, and it uses the same dispenser as the UH-1Y which has tons of pictures of its dispensers. They are a lot bigger than I though as well and use round tubes instead of squares.

    http://www.defense.gov/dodcmsshare/photoessay/2009-03/hires_090311-M-6770H-040a.jpg

    I could definitely use the formation lights diagram, I have working ones already but I just pulled the position from the textures so they are probably inaccurate.


  5. Thanks for the excellent help Handicap. The MV and CV seem to use different dispensers, it looks like the mv has two side by side and the cv has two vertically. It also looks like the CV has a taller/different panel behind the sensors. I assumed they are using standard 5x6 cartridge type dispensers, so it should look something like this for the MV, right?

    mv22b_flares.jpg

    and for the CV

    cv22_flares.jpg

    one thing I don't have any good shots of is this thing (I don't know what it is):

    mv22belly.jpg

    as well as any real reference for the bottom.


  6. OFP came out when I was 19, and I had done a lot of modding on a few other games at that point. I played the demo a lot, though I don't remember finishing the mission. I was mostly doing star wars/star trek/babylon5 stuff at the time so once I bought the full version I made the republic gunship from Attack of the Clones. I've had a few other user names here over the years, so I've been enjoying and sometimes loathing this series daily for the last 12 years. I still haven't finished any campaigns :)


  7. Sorry about the lack of updates, I've been working on it a little bit through summer so far. I actually found out that you can edit the default video options, so I am trying some new settings. You can, for example, disable clouds and increase the view distance in PiP screens. There is no longer a restriction on maximum and minimum view distance (you can have every mission at 23km view distance without scripting), I was able to increase the number of lights, and I've added a few new options for max frames, because I do some scripting/testing on my little laptop that doesn't meet the system requirements. Using default low/off settings, I was in the 10-20fps range, but I can now push the graphics down far enough to get around 40-55fps. The biggest frame killer on a low end machine was the clouds, and for some reason BIS made it so you couldn't use the old A2 style clouds. Getting these results involved pushing the game past what could be considered a playable level though, with massive reductions in particle counts, view distance, object count and texture clarity. I'm talking Nintendo64 graphics here, but I just need it for testing so I don't care what it looks like.

    I've also replaced as many of the in-game icons as I could, like waypoint markers and squad indicators. I added a ton of new options to really let you set up the look of the UI. For example, you can choose from a variety of custom waypoint markers (shift + map click) and you can disable/enable many things in-game that were once only changeable by modding.


  8. i am stuck for now is to make the camshake sensitive to player perspective (e.g. no shake in 3rd person, strong shake in ironsight)

    There is a script command that returns the player's view mode, so it can tell your script when the player is in 3d person etc.

    https://community.bistudio.com/wiki/cameraView

    I don't think there is anything else to do on this mod, it only took me an hour to make and test because it is very simple.


  9. I never liked the guns in Arma because they just didn't feel powerful when you fired them. There was recoil, but only the gun moved and it felt like you were a statue with a bobbing gun attached to it. I used some code in the ammo class to give each weapon some camera shake when fired. The effect helps create the sense of distortion you get when firing large or high rate of fire weapons. The effect doesn't affect the actual aiming, recoil or dispersion of the weapon, it is just a visual effect. The effect is also based on your stance, so standing, crouching and going prone have dramatic effects on the amount of camera shake.

    My other gripe against the Arma guns is that they all felt like the same gun. Each type of gun has a different effect based on the type of bullet and weapon.

    This just uses config changes, so no scripting is involved. Only covers guns, i never changed the launchers or grenade launchers yet.

    sakumods.jpg

    Version 1.1

    http://sakumods.armaholic.com/Arma3/sakuWeaponShake/SakuWeaponShake.zip

    buhmwM501Fc

    *could a mod plx fix mur spellinz in the title?


  10. I made some significant progress on this today. I managed to convert the body to b-spec, which involved some major changes to the curves and body lines. In the end it wasn't as bad as I thought it would be and I didn't have to butcher the textures. The only thing holding me up at this point is figuring out how to set up the co-pilot's seat. This is a new feature for A3 and there isn't a working example of how to set it up. I can get the controls to work but the co-pilot won't appear in the cockpit for some reason.

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