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bullet purveyor

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Posts posted by bullet purveyor


  1. This looks really great. Looking forward to your A3 release.

    edit:

    Got an error messages when trying both missions.

    "You can not play/edit this mission; it is dependent on downloadable content that has been deleted. nim_clouds, cypb_camels_config"

    I installed with PlayWithSix. Do I miss any addons not listed as a requirement?

    My fault. The requirement was not listed on Armaholic or PwS, only last sentence in your post

    Nice music in das boot mission, I have to watch that movie again. :)

    Also an error when loading the north atlantic map in the editor, but everything seems to work fine.

    "make not available (requsted by 'atlantic layers\s_002_001_mask.png')"

    Some issues:

    -Give all ship positions 360 degree free look movement in all angels in 3rd person view. It is very restricting to look around in many of the positions. If possible make the pivot point lower on ships hull and further aft, also zoom out a bit.

    -Many of the 1st person view positions are bugged. Head are put on the wrong way.

    -Is there a way to manually adjust depth in a submarine, or are the preset depths in the custom menu the only choices?

    -I can only keep one speed under water, 7.5 knots. Changing to slow or fast does nothing.

    -Can't turn engine off when under water. It's turned on again immediately.

    -Flak gun can't traverse low enough, it's aimed above horizon when moving so it's hard to aim at ships.


  2. ==============

    MRT accessories setup

    ==============

    From the readme:

    "To setup MRT accessories simply go to Configure\controls\configure addons\MRTAccessory Functions

    And set your prefered Keys to the next and previous optic state. Now enjoy the new functions."

    The MRTAccessory doesn't show under configure addons with me. Anyway to set the keys manually?

    I use the latest 1.9 PWS version.


  3. Why don't you and the "the entire pissed of community" move on and go play some of the super awesome 60fps games instead. Then us "fanboys" can stick around with this old wrecked engine.

    Everyone knows about the performance limits. There is no magic fix and pointless threads like this in not gonna make BIS flush 15 years of work down the toilet and start from scratch. Enjoy the game for what it is now, or move on to something else. Sitting around waiting for pipe dreams to come through are not very constructive.


  4. Wow...this is sad news.

    Arma flags should be flown at half mast today because this is a serious blow to the community. Thank you to .kju for all the time and effort into making Arma even better. Thanks to all the modders and mission makers for that matter. I must say I did not realize that Bohemia Interactive was moving away from backwards compatibility and I also did not know that support for Arma 3 Rearmed has been scaled down or dropped:

    .kju leaving is disappointing enough but to see this change, if true, tells me that Bohemia Interactive is forgetting what got them here and sends the message that content creators are wasting their time. There is so much Arma 2 content that has been created that I look forward to seeing in Arma 3, but it looks like that is being stonewalled by lack of BI support on backward compatibility. My motivation for making videos with Arma 3 just took a serious hit, I think after I finish the 4 Arma 3 video projects I am working on I am going to take a break and concentrate on filming with other game engines.

    Thanks again to all you modders and mission makers...not the same game without you.

    -DCAL

    I don't know how BIS decision to have no direct backwards compatibility is news. Kju talked about it over two years ago, and there was several discussions on the forum about the topic.

    "Do you feel like BI has another policy about the backward-compatibility with Arma3 than they had before?

    Apparently they do and they had a change of plans according to Marek's words in the recent blog post. Still it is to be seen if and how much focus they put on resolving the engine issues at hand. " -kju september 2013


  5. IRL Claymores mines are detonated with a hellbox. im not sure how you would tripwire a claymore.

    "All" Vietnam type movies have tripwire mines at least, not sure if the method actually was used very much in reality. I would think it to be a huge risk of friendly fire in a chaotic AO.

    The Unsung mod team had realistic tripwire mines in arma 2. At least grenades and flares, I think claymores to if I remember correctly.

    From wikipedia M18 C:

    "The mine can be detonated by any mechanism that activates the blasting cap. There are field-expedient methods of detonating the mine by tripwire, or by a timer, but these are rarely used."


  6. Is there an easy way to make a hostage/prisoner situation on the fly with MCC? I see the units have an option to set as: 'hostage' when you place them down, but is there any functionality tied up to that command other than the civs putting their hands on their heads?

    Can you have units surrender when a certain percentage of units in a zone is killed? Or make a hostage follow a player to i.e an evac vehicle?


  7. I'm not sure what you're saying or asking. However I know the C130 and other large aircraft don't "fit" inside the aircraft hangers, which are the standard size that BI made them. I actually was thinking of scaling those up massively for Sahrani as there is plenty of room for them on both airports, and it would be nice with the roll down doors.

    I think what he meant to say is that those small sheds and other buildings on the main airfield is way to close to the taxi runway. A bigger plane like the c-130 will get stuck trying to taxi out.

    The map looks great and the new buildings really improves the playability. Hope you get some help to finish it up to the standard you have planed :)


  8. I'm curious, how long before this is fixed?

    The step over over function is broken in all kinds of ways. Look through walls, walk right through many different objects. Small gaps in walls etc can be exploited with step over to get to the other side.

    If they can't fix it, there should be a setting to disable it in pvp game modes.


  9. Had a nice test run at night. look really great with all the runway lights:

    (sorry for the quality, you tube must have some new compression system, night time videos have a lot of artifacts.)

    Could you maybe add a bigger pier for larger ships like the Iowa? It doesn't fit well at the current one, to shallow and narrow :)

    Fy9p8Lx.jpg[/img]

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