

bumgie
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Posts posted by bumgie
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How can I restrict a zeus from using some or all of the ares modules?
They wont remove themselves even if I remove everything else using the game master module setting.
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Will there be a way to implement recoil to static weapons in the future?
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What kind of standard have you used to make vehicles and weapons to have roughly realistic armor/AT damage interactions, or have you even focused on that yet ?
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Hi guys,
We removed fatigue and added sprint bar like all the other gamez haz.
Happy Halloween Dayz!
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Hello!
The OnRadiosReceived eventhandler does not trigger when a player picks an radio from the ground using his inventory, is this intentional?
If it is, is there any other way to detect a player picking a radio from the ground other than using the take eventhandler?
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Does each player see this differently?
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He's asking about the API you guys promised and told everyone not to use the things you listed because they are not for public and are bound to change (and as such are marked as not for public in the script header).
Yes, this is what I meant.
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Are the APi functions to add stuff to the interaction menus going to happen anytime soon ?
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Did you guys find a way to overcome the problem with missile weapons not having "caliber" value working for them ?
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I hope that with the EDEN Editor comes the funtionality to make units playable enmasse, along with other edits to multiple units simultaneously.
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We were able to fix or work around some of these issues with the ongoing work in RHS and the work done by Spartan, however fixing only half of something means that it's still broken. We've hit the wall and the rest is up to Bohemia.
How likely is it in your mind for Bohemia to tackle these issues and fix the armor systems?
Has there been any work done to this end?
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I do not understand how to make the lines bigger. Can someone enlighten me ?
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Thank you, there are a lot of bugs in them as well, its been very low priority for our team.
Now however our goal is to stop making new objects and make these ones 100%, priority has gone up.
For next release I will make a better post with which objects we consider done, whats WIP and such.
Could whoever is doing those objects, post somekind of tutorial on how to make those buildings?
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Has any work been done on civilian vehicles ? Or are those on backburner currently?
P.S. Aren't these images over 100kb? Or is that rule gone since the new forums layout?
I think the rule is gone since I cannot see it on the Rules page.
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1. what type of weapons / hmg are you trying to use
a. I ask this because: is it a gatling gun, or a 50mm or what
50 cal Heavy machine guns on mounts such as this:
Or Grenade machine guns on mounts such as this:
2. What are you looking for, like some dust thrown up in the air from the barrel or the camera actually shaking / vibrating when the gun is fired so kind of blurring the vision
possibly add a picture of the obj you are trying to bring to "life"
I may be able to help
I am actually wishing for something more along the lines of current recoil for small arms on Arma 3. So weapon shake and muzzle climb. Not so much cam shake as I already know how to do that. The static weapons usually transfer any forces from firing to the mount and the ground, so I dont want to use only camshake but to also affect the weapons aiming direction.
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Since the script commands and eventhandlers are getting love right now, can some dev time be diverted to this issue with the FIRED EH?
Thanks!
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I currently am annoyed by the fact that all the static weapons are lifeless husks when fired.
Is there any other way than scripting to add weponshake or recoil to static HMGs and GMGs?
I tried the following:
class CfgPatches { class afi_staticrecoil_fix { units[] = {}; weapons[] = {}; requiredAddons[] = {"A3_Weapons_F"}; author="Bummeri"; }; }; class cfgRecoils { class recoil_default; class Bum_HMG_StaticRecoil: recoil_default { muzzleOuter[] = {0,1.0,1,1}; kickBack[] = {0.3,0.5}; permanent = 0.1; temporary = 0.5; }; }; class cfgWeapons { class LMG_RCWS; class HMG_127: LMG_RCWS { recoil = "Bum_HMG_StaticRecoil"; }; };
However it seems that the recoil class has no effect on static weapons.
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Have the guides to porting uniforms from A2 to A3 been posted yet?
I would like to try and contribute.
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Two guestions:
1. Why is Panthera a requirement for this map to work?
2. Are you willing to release your terrains without the factions?
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Just out of interest: is (potentially) saving 1-2Gb of space really worth the hassle of adding 3-10 mods to collection instead of just one?Yes. Since the way mods are added to a collection is dead simple when using PWS.
The time people spend downloading those GBs or MBs is far longer.
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I completely agree, having less @ folders would definitely be the best for some of the bigger groups. And having a all in one pack on someplace like Armaholic would be pretty nice. As an example here's just some of the @ files i use: http://gyazo.com/f70d4089fb0a281cf60e04566967c1fd
Just to give different view: Our community with around 80 player regular sessions wishes for the modular package because we use PWS and would hope to save some modpack space by not having to add all the terrains. Due to using PWS we have no problem with having large modlines as it does not affect the end user.
EDIT: Reworded my post after having read yours again.
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I am curious. If arma 3 vanilla models cannot be edited, how is this way of implementing a model based damage system ever going to work for vanilla vehicles?
Since according to your documentation the A3 models have been evolving since alpha to include some new ways of doing things. Are you hoping that BIS will change their older arma 3 models to that new way?
Or have the old models been already upgraded as soon as BIS has decided to do armor models differently?
BI itself has been moving away from the "Old Arma" method of hitpoint placement. Looking at recent revisions of the game (2015), you will notice that their tanks in particular largely follow the "modified" approach.Or is there something I am missing about this whole thing?
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I don't know. You claimed it elsewhere. Are you really sure? ACE costs 20 FPS on an empty map, no AI action, no bullet calculations...?I havent noticed any FPS drops with ACE when there is nothing happening, but once intense firefights begin, there are visible framedrops of 10-15 fps.
This is when playing with 70-120 players in TvT. When around 20 players fire continuously the issue becomes clear.
This does warrant more tests as there is a possibility it is caused something else than ACE3 but it is the most likely suspect right now.
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createAction parameters are "_this select 2" in statement.I do not understand what this means.
Community Upgrade Project - CUP
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Have you guys asked if the 3BC BAF project would like to contribute?