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bullet purveyor

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Everything posted by bullet purveyor

  1. bullet purveyor

    General Discussion (dev branch)

    Some bugs in the latest dev branch: Walking by/besides walking animals will damage you and eventually kill you. Swimming is broken. Swim on land bug is back. Swim with weapon you get stuck. Swim unarmed and you can't stay upright in the water anymore. Tested with soldiers and civilians. (Divers work as they are supposed to.) Lean don't work for unarmed characters.( except briefly between stance changes) I also got stuck in a strange slow motion run several times. "Updated: Thunder sounds" : Still sounds like someone throwing nails at a tin bucket, for close to medium distance lighting. Far away lightning sounds good. And thunder sounds rotate along with the character. This apply to a lot of other sounds in the game as well. AI under your control will get unresponsive after you have issued a lot of commands. E.g 'Get cover' will not work after you have issued 10+ random commands like advance, flank etc. Try to regroup and you will see the AI do nothing when given the 'get cover' command. Smoke deployment don't work in some vehicles. Cheetah, Gorgon and Tigris. Will try to make some tickets when I'm back from work. If these things aren't already known?
  2. It's something called anti-flood in team speak. Rise the points per tick to avoid this message.
  3. bullet purveyor

    General Discussion (dev branch)

    The briefing inventory was working in the campaign last week . I got access to the gear available in the camp. So it must be partly implemented.
  4. bullet purveyor

    AI Discussion (dev branch)

    The AI stance commands seems to be broken after the last dev patch. It's impossible to get your AI squad back to 'stand up' position after you have ordered them into 'stay crouched' or 'go prone'. Can anyone else confirm this? Copy my stance is also broken, but that have never been very reliable in any arma game.
  5. bullet purveyor

    Sangin WIP

    Looks great SmokeDog, loved this map for arma 2. Will this map be a standalone release or will we need to run @AiA or @A3MP?
  6. Could you add some sound effects to the fire module?
  7. I can't get the sixupdater version to work. I have beta acitivated for SU. Added iron front to a new collection. Run in arma CO. The collection shows: Iron Front - arma 2 modset 1 mod 0kb The launch game is green, indicating that everything is ok. Is it supposed to be 0 kb? I imagine there should be some config files like 'all in arma'? Same thing with the A3 version. ---------- Post added at 04:20 AM ---------- Previous post was at 04:17 AM ---------- Okay, maybe I was a little bit eager. Maybe it's not tomorrow yet and the files aren't uploaded to SU? :)
  8. Click the little arrow to expand the campaign tree, highlight the part of the campaign you want to play and you should get the option.
  9. bullet purveyor

    Audio Tweaking (dev branch)

    Same thing here. Playing with 5.1 speaker setup. Can barley hear conversation.
  10. bullet purveyor

    General Discussion (dev branch)

    Am I the only one that thinks the bounciness of HE grenades (20mm/40mm) are totally out of whack? Most of them should explode on impact. The way it is now, most bounce far off target.
  11. bullet purveyor

    General Discussion (dev branch)

    Thanks for fixing the ridiculous binocular sway. The new rain looks much better, also no rain indoors anymore. :) I think the wind influence are to subtle though, at max wind/gust setting there are not much difference. The revolver was really well made. Great reload animations as RH said, and you can actually see the bullet is gone and empty casings are left when the cylinder rotates.
  12. Is the M163 vulcan supposed to be unlockable by airplanes and AT?
  13. bullet purveyor

    AI Discussion (dev branch)

    I think it's much less subtle now though. I haven't been bothered by this as much in previous games.
  14. bullet purveyor

    AI Discussion (dev branch)

    I'm now playing with skill at zero in the game settings and can't make out much difference. AI Still do those two shots in the melon from 400 meters out. Does the skill option under game settings have any function at all currently? Or is it now all based on the skill set by the mission maker? I also get the feeling of AI prioritizing the player as a target as soon you reveal yourself with running or opening fire. Even though I'm 100-150 meters behind my friendly AIs advance, the enemy still target me.
  15. bullet purveyor

    AI Discussion (dev branch)

    I thought they fired smoke only when they ran out of 40mm HE and considered it a bug. do they intentionally place smoke now?
  16. bullet purveyor

    Zeu_CFGAIskill

    "2. This addon is designed for Serverside or Single player only."
  17. It may be a coincidence, but every time music triggers the game slows down for 10-20 sec or crashes.
  18. bullet purveyor

    General Discussion (dev branch)

    The divers have taken off their masks again when inside the svd. Wasn't this fixed a while back? It's also not possible to have the lights turned on when you eject from the svd like other vehicles. Lights on command for AI driver don't work either. This make it impossible to see anything if you go outside the svd, now that darkness have been added when depth increases. Divers are in need of a light source, either attached to the SDAR or flashlight.
  19. bullet purveyor

    Ricochets in Arma 3?

    You can also see the ricochets effect if you set up a shooting range with steel targets spread out at variable distances. Sometimes two targets at different angels from the shooter get knocked down by one shot.
  20. bullet purveyor

    Red Hammer Campaign for use with CWR2 mod

    Thanks for the update. Looking forward to play this :)
  21. bullet purveyor

    Altis: Criticism and Suggestions

    I have come across several spots on Altis that clearly are designed with the idea of it being filled with water, small ponds and a dammed lake etc. Will inland water be added at a later stage? Also +1 for Huberts suggestions:
  22. bullet purveyor

    General Discussion (dev branch)

    With all the issues in this game currently, who gives a rat's ass about the default menu color scheme? Which you can change with two clicks of the mouse anyway. There are nine preset color schemes or you can customize it exactly the way you want it. By the looks of things, more work has been put into the color choices of your menus than the new rain effect. :confused:
  23. bullet purveyor

    Development Blog & Reveals

    Actually, although not directly linked to arma III, Ivan B mentioned he was working on placing streams on the Chernarus + map in the latest DayZ videblog thingy. I thought nothing of it as I assumed it was a language barrier and he meant ponds and lakes.
  24. bullet purveyor

    Development Blog & Reveals

    Too old? Lockheed aren't even finished with the production of all their orders. The C-130J are the newest versions of the c-130 aircrafts that will probably be in service in air forces around the world for 20+ years, not stupid at all to have them in arma III.
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