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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
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? -
A.C.R.E - Advanced Combat Radio Environment for Arma 3
bullet purveyor replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
It's something called anti-flood in team speak. Rise the points per tick to avoid this message. -
General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT 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. -
AI Discussion (dev branch)
bullet purveyor replied to klamacz's topic in ARMA 3 - DEVELOPMENT 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.- 5137 replies
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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?
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Arma 3 Particle Effects documentation
bullet purveyor replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Could you add some sound effects to the fire module? -
Iron Front as mod in Arma 2: Combined Operations
bullet purveyor replied to .kju's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
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? :) -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
bullet purveyor replied to maddogx's topic in ARMA 3 - GENERAL
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. -
Same thing here. Playing with 5.1 speaker setup. Can barley hear conversation.
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General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Rubber grenades. -
General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT 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. -
General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT 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. -
CSLA for A2:CO (with campaign '89)
bullet purveyor replied to EMSI's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is the M163 vulcan supposed to be unlockable by airplanes and AT? -
AI Discussion (dev branch)
bullet purveyor replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
I think it's much less subtle now though. I haven't been bothered by this as much in previous games.- 5137 replies
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AI Discussion (dev branch)
bullet purveyor replied to klamacz's topic in ARMA 3 - DEVELOPMENT 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.- 5137 replies
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AI Discussion (dev branch)
bullet purveyor replied to klamacz's topic in ARMA 3 - DEVELOPMENT 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?- 5137 replies
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"2. This addon is designed for Serverside or Single player only."
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[SP/MP] Dynamic Whole Map ArmA3 Missions by SaOk
bullet purveyor replied to SaOk's topic in ARMA 3 - USER MISSIONS
It may be a coincidence, but every time music triggers the game slows down for 10-20 sec or crashes. -
General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT 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. -
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.
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Red Hammer Campaign for use with CWR2 mod
bullet purveyor replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the update. Looking forward to play this :) -
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:
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General Discussion (dev branch)
bullet purveyor replied to DnA's topic in ARMA 3 - DEVELOPMENT 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: -
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.
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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.


