

bumgie
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Posts posted by bumgie
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Feature request:
- Allow players to change volume between different channels on the same radio.
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Shame! Your efforts are apreciated. Thanks for making it opensource! I am more and more certain that the 500k€ should have gone to better documentation and mod tools instead of the contest. But hey! Lets hope its just a early April fools!
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Smokegrenade 5:
Does sweden actually use hand thrown WP hand grenades?
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As this community is full of resourceful people who have been doing these things on their own, I urge you to contact them and ask for their assistance. I also urge you to make those tutorial your top priority!
Excellent drive this one is!
EDIT: I mean people like the authors of these:
Terrain-Pack-Lost-Island-Lost-Island-Winter
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I would still urge you to look at how volume attenuation by distance works currently and how it differs from how people in real life perceive it. This is still the lackluster part of TFAR...
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commy2;2906624']No' date=' due to technical limitations. (No scripting commands)
---------- Post added at 23:08 ---------- Previous post was at 23:06 ----------
Just to clarify. Was that civillian an AI or player? Are you sure this is event causes by being a captive? (i.e. is this reproducable)
Yes that was a player as a civilian and it is reproducable.
Also if the radio cannot be take from the player, can you implement so that the user frisking can destroy it completely? This would allow players to prevent captured players from talking on the radio.
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Here is a clip of the event! -
commy2;2906499']I suspect that the weapons aren't properly disabled in the "death" animation of that vehicle. In that case the RHS guys have to tweak the animation config.Can you disable restrained people from getting to the inventory of the vehicles ?
Also; Can you make it so that we are able to remove radios (TFAR) from restrained people ?
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There is a bug with restrainment and vehicles. If an restrained person is put into a vehicle with launchers in inventory, that person is able to use the launcher while in the vehicle and kill himself and people near him.
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The new hand launched flares are a nice addition, however their luminesence is far too small and they appear to have no use beyond acting as signal flares.
The same can be said for all launched flares of RHS. They are not able to light up the battlefield to fulfill their purpose and night operations using only arftificial lighting is not really an option yet.
Blastcore does beef up the vanilla flares to an usable level, if you need some reference as to what is the level required.
Also the russian black smoke seems to have very bad coverage.
Thanks for your work so far!
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Thanks for the update!
I feel that all of the weapons need some work done on the recoil effect. There is neglible difference between firing an rpk, AK74 and AKM. These weapons should handle very differently.
Overall across the board your weapons seem to have very little recoil.
Also the Rpk12 has a serious sound bug. It sounds like a airsoft gun when fired.
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Seems like this map locks up my game around grid 1507.I could not replicate this. Does it happen near the windmills ?
Excelent work Hotzenplots!
Would it be possible to give the three islands the same rock treatment you gave the hills on sarugao? They really bring the place more alive.
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Note: if you stay in a (even small) slope your angle AND your direction changes if you want to shoot 50m less. So we have 2 new values per change. 4 Changes (50m more/less/left/right). and a high and low variant.--> 2*4*2 = 16 new values
I think the GUI would be too full for such a thing.
Someone supports me with my opinion?
The Artillery is also meant to be used with at least 2 man:
1 adjusts gun and fires
1 calculates and communicates the angles
1 spotter who ordered artillery
1 guard who scans the horizon and protects the artillery while firing
In the future, yes.
Which mod you want?
RDS static weapons I will not support until they use a hud that displays shootingangles.
I dont quite understand why there would be 16 values. There would be no need to have both values for front/back or for left/right since they would be nearly identical values. So there would be only 2 values: 1 is left/right and the scond is front/back.
Also, to fix the issue caused by slopes, I suggest that you implement a script that levels the mortars if they are on small slopes, and warns if the slope is too large and does not permit to shoot. A too large slope would be a slope that would cause graphical problems with the mortars being leveled.
I am afraid to ask, but could you implement this for RHS GRAD launcher?
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Thanks for the release.
I would especially like to thank you for this:
NOTE : I'm giving the permission to anyone wants to retexture it or even include it in other mods, so no need to ask me for that. Appropriate credits would be much appreciated if so.This kind of work is what is needed for this community to really thrive!
Thank you for that!
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Thanks for the update, much apreciated.
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RHS Hummers have problems of exploding on contact with nearly anything hard that is placed on the gameworld. Small rocks and pieces of concrete are particularly effective. Yet the hummers have a habbit of withstanding multiple hits from explosives and weapons such as Rpgs. Other vehicles also have these issues but with the hummers they are particularly bad.
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Nkey you should write to your installation/configuration guide the following:
If you want to play with more than hundred people on one channel, change the folowing value in TS3 to larger than your max player count.
Edit Virtual Server -> Misc -> Min clients in channel before silence
Otherwise as soon as the channel fills with too many people, the whole channel gets muted.
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Are the vehicle markings ever going to be implemented?
It would be great to have those patches added to vehicles also.
Or are they a thing of the past.
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How does this compare to work done on RAM and is it compatible?
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+ scripting news/dedi<>HC related:Major change on horizon for AI locality changes (in relation to HC transits)
from 1.40 onward the 'setOwner' cease work with AI entity (will work only with non-AI object)
new command 'setGroupOwner is added for AI groups
(syntax is same as setOwner just the param is group instead of object)
note: locality transfers only if leader isn't player
Will it keep waypoints that are already assigned for the group?
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Liking your work so far, thanks for doing it!
It would be great if the dialog showed how much the gun needs to be moved for 50 meter movement at target. This way it would be easy to spread out the rounds to cover some area without calculatin new values for the gun.
Two values:
One to show how much the angle of the barrel needs to be changed to move impacts 50 meters farther or closer.
And another to show how much the direction needs to be changed to move impacts 50 meters left or right.
Also what are the Burst (close), and the other burst settings ? I thought that they were AI only, and should be removed from the options.
Could you share to us how this can be implemented for community made artillery weapons also?
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I suppose I'll compile a list without trying to make this seem like a dick swinging contest.
But the important question is, how does it handle large amounts of players (100 - 140)?
Atleast ACRE 1 caused problems after 80 players.
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There is a strange issue with echoes when firing weapons full auto for a long period of time in a location with walls and buildings. After the long burst has ended and a second passes, the weapon firing sound is played once again unattenuated.I will try and see if I can make a video of it.
The annoying echoing turned out to be due to me having only 32 audio smaples or "sound sources" set in the audio settings. It was very annoying. Stupid me...
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There is a strange issue with echoes when firing weapons full auto for a long period of time in a location with walls and buildings. After the long burst has ended and a second passes, the weapon firing sound is played once again unattenuated.
I will try and see if I can make a video of it.
Tactical Battlefield - A PvP Modification
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted · Edited by Bumgie
It appears that the latest version on PWS is not given a propper version number or it doesnt work for some other reason.
PS. Are the official server patched already?