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Everything posted by bullet purveyor
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General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Is the ambient "engine in a distance" sound in the new VR map intentional? Pretty annoying. -
General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
I had more frames in a second running the VR map than all frames combined during a normal arma session :) -
The Unsung Vietnam War Mod V 2.6 Release
bullet purveyor replied to sgt_savage's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Great news Savage. Looking forward to the release. :bounce3: -
Don't feed the troll. The OP obviously try to stir the pot, nobody can be that stupid.
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Nice work Feint. Will it work in MP?
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Arma 3 Lighting - Alpha vs. Final version
bullet purveyor replied to rebelvg's topic in ARMA 3 - GENERAL
I bet most of the people whining about the colored clouds never even saw them in game. They where tested in the development branch for barley a week, and was completely broken. Only during a small time window in mornings and evenings did they look good. The rest of the time they looked like black blobs in the sky. -
C-RAM (Counter Rocket, Artillery, and Mortar)
bullet purveyor replied to alexboy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have the same problem reported by some others in the thread, the destructible version is unable to target mortars. Another random bug is that it targets nearby wrecks and shoot at them instead of incoming mortars. ( indestructible version) -
Speeding up time in game magically makes those graphic fps issues no problem
bullet purveyor replied to bravo409's topic in ARMA 3 - GENERAL
Just speculations on my part, but maybe speeding up the game reduce some of the simulation aspects? AI get lower path finding abilities etc. So your fps will increase because there is less strain on the CPU. -
Feedback tracker administration
bullet purveyor replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
The 'Take cover' command is still broken: http://feedback.arma3.com/view.php?id=17392- 275 replies
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- administration
- feedback
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Zeus Discussion (dev branch)
bullet purveyor replied to killeraled's topic in ARMA 3 - DEVELOPMENT BRANCH
Why can't we look up with the Zeus camera? Is this an intended restriction to have no vertical tilt up? -
Thanks for bringing the trusty old paper map back Tao.
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Campaign Episode 3: WIN - Feedback thread ** SPOILER WARNING! **
bullet purveyor replied to Wiki's topic in ARMA 3 - GENERAL
You couldn't find the defensive position, the ammo crates or from where the attack would take place, seriously!? At the last way point there was static weapons and hesco walls, no bells ringing when you saw that? The crates are next to the static AT weapon(clue!?), facing the direction of the attack(another clue!?), that you also have been told will come from the airport. And if I remember correctly there is even a giant arrow on the map telling you this. If you didn't figure this out, then it's not the mission makers fault... -
Can you explain how the skill setting in the editor is supposed to work in combination with game play skill oukej? And what is the difference between the two, skillAI and editor unit skill? Precision seems to be tied up with both the skill commands. shouldn't precision only be affected by the new precisionAI command?
- 230 replies
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- aiskill
- configuration
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
bullet purveyor replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just a heads up for people installing this with PlayWithSix. Instead of installing the user config in arma3\userconfig\tpw_mods\tpw_mods.hpp as described in the read me. Play Withsix will add an extra tpw_mods folder to the path: arma3\userconfig\tpw_mods\tpw_mods\tpw_mods.hpp and you will get an error message when starting arma. Copy the .hpp file and paste it into the first twp_mods folder and it will run as supposed to.- 5207 replies
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- single player
- realism
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TrackIR - Does it add £130 worth of fun?
bullet purveyor replied to gimpymoo's topic in ARMA 3 - GENERAL
Yes! All other games that don't have TrackIR support will be ruined for you. You gonna try to look around to no avail :) -
Iron Front LITE mod in Arma 3
bullet purveyor replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You have to choose where the mods are gonna be installed in the PW6 options. If you don't want them installed to my documents, choose another location. Don't move them around manually after they are installed. You should post stuff like this in the threads dedicated to the mods you have problems with. -
Kotaku sent me :) http://kotaku.com/fact-zombies-are-not-as-scary-as-dinosaurs-1529321198 Good luck with this project. This has a lot of potential for some great MP game modes.
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IgiLoad script - logistical support
bullet purveyor replied to igi_pl's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Download and unpack script Start up the editor Place down a unit as player. Save game as e.g: Igiloadtest Alt tab to windows Go to 'my documents' and find the mission folder 'Igiloadtest' in the arma 3 other profiles folder. Copy the IgiLoad folder you unpacked into the mission folder. Go back to the game and place down the trucks or helis you want to enable the script for and copy this command into the init field: null=[this] execVM "IgiLoad\IgiLoad.sqf"; Place down some cargo you want to move around and have fun. It's about time you try out a script if you've been around since 2007 btw :) -
The transport version works just fine, so it should not be an issue with the controls. You have tested both versions? I place c-130j cargo and C-130j transport down as empty in the editor at the airport tarmac. The transport version has no problems. With the cargo version I can start the engines but increasing throttle have no effect. Lowering flaps or use tail rudder seems broken as well, at least no visual movement when I lower flaps or move rudder. No other mods, running the dev branch.
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Nice to see a transport plane in arma again.:) The cargo version seems to have throttle issues. Can't get the plane to move when placed on ground. Engines start up but the throttle won't work. When placed as 'flying' in the editor everything works fine.
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AI Discussion (dev branch)
bullet purveyor replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
The 'find cover' command brakes if you use a stance change command on AI: http://feedback.arma3.com/view.php?id=17392- 5137 replies
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- branch
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Yes working fine here both in editor and MP hosted locally.
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A game masters job is to make good immersive missions for the player. If you spawn tanks right in front of their noses, it's just bad GM-ing. And you can also combine it with preplanned missions in the editor. If this not add to realism in mission I don't know what will. Just use it right. Have played around with it a bit in the editor and it's very easy to use on the fly. Looking forward to see what the community makes out of it.
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"With that in mind, we've identified a modest number of free and premium DLCs that will provide a clear focus for our ongoing development. These mini-projects give us the chance to create some really interesting new things and, we hope, genuinely enhance Arma 3's gameplay. For example, next month, we're set to unveil an innovative new multiplayer DLC that wraps Arma 3's key strengths together into one surprising package, available for free to everyone who owns Arma 3. " They have said it's a new MP mode so I don't understand why people think it's anything else?
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I have had that crackling issue since alpha as well. A good way to test it is using the cluster shell with artillery. The impact sounds of those sounds metallic, crackly, distorted or whatever you would call it.


