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simon1279

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Posts posted by simon1279


  1. Hello i've modifyed this line:

    //####################
    //DON`T CHANGE ANY CODE BELOW UNLESS YOU KNOW WHAT YOU ARE DOING!
    //####################
    _cap = _this select 0;
    
    if(isServer || isDedicated)then{
    //_ranPos = _positions call BIS_fnc_selectRandom;
    //hint _ranPos select 1;
    _cap setPos [getMarkerPos (_position select 0) select 0, getMarkerPos (_position select 0) select 1, (getMarkerPos (_position select 0) select 2) + (_position select 1)];
    
    };

    with this:

    //####################
    //DON`T CHANGE ANY CODE BELOW UNLESS YOU KNOW WHAT YOU ARE DOING!
    //####################
    _cap = _this select 0;
    
    if(isServer || isDedicated)then{
    //_ranPos = _positions call BIS_fnc_selectRandom;
    //hint _ranPos select 1;
    _cap setPos [getMarkerPos (_position select 0) select 0, getMarkerPos (_position select 0) select 1, (getMarkerPos (_position select 0) select 2) + (_position select 1)];
           sleep1;
           _rOrig = getpos _cap;
           _rDir = round (random 360);
           _rDist = 4 + (ceil (random 5));
           _rPos = [(_rOrig select 0)+(sin _rDir)*_rDist,(_rOrig select 1)+(cos _rDir)*_rDist,0];
           sleep 2;
           guard = [_rPos, EAST, (configfile >> "CfgGroups" >> "East" >> "OPF_F" >> "Infantry" >> "OIA_InfTeam"),[], [],[0.3,0.6,0.3]] call BIS_fnc_spawnGroup;
           sleep 1;
           [guard1, _rOrig] call bis_fnc_taskDefend;
           sleep 1;
           _house = nearestbuilding _cap;
           _x = 0;
           while { format ["%1", _house buildingPos _x] != "[0,0,0]" } do {_x = _x + 1};
           _x = _x - 1;
           sleep 0.5;
           _eGrp = createGroup east;
           Guard1 = "O_Soldier_F" createUnit [_rPos ,_eGrp,"this setPos (_house buildingpos (random _x));"];
           Guard2 = "O_Soldier_F" createUnit [_rPos ,_eGrp,"this setPos (_house buildingpos (random _x));"];
           Guard3 = "O_Soldier_F" createUnit [_rPos ,_eGrp,"this setPos (_house buildingpos (random _x));"];
           Guard4 = "O_Soldier_F" createUnit [_rPos ,_eGrp,"this setPos (_house buildingpos (random _x));"];
           Guard5 = "O_Soldier_F" createUnit [_rPos ,_eGrp,"this setPos (_house buildingpos (random _x));"];
    };

    this creates some guards in the area and inside the building


  2. I7 4770k @5,2 ghz and gtx 680 gainward 4gb vram, the less i get is 45 FPS (but i usually run from 52 to 60 fps), everything set to ultra and with everything i mean everything,just the view distance @3600 (wich is so far for arma engine) this is not battlefield or such, here you need not super GPU but super CPU, as always been in Arma, open world needs CPU

    EDIT: FPS on multiplayer depends from scripts made by mission maker, and server itself, the real FPS misure is just in SP, if someone doesn't make polished scripts, then your fps will drop, and also if you run a mission with too many scripts for sure you'll have poor FPS, you just have to use the essential scripts you need, and a script in loop will steal to your systems around 2-3 fps


  3. For sure they added US flag to nato units in the chest of vests, i will gift a giant US flag to BIS offices for christams...... now i have to work another week on my addon to remove 'em thank you very much BIS, a suggestion, why don't you make a US flag on helmets too, and maybe on the knees of the soldiers, maybe instead of sage camo for vehicle, you should make a star and stripes camo on the APCs

    US flag BIS spam, why call 'em NATO and not simply US Army ?


  4. The US flag has been removed in the dev version.

    yes but i've made materials for my italian armed forces addon, for to make units and particulars to look better (made new _as _smdi _nohq and ofcourse new .rvamt/s), not just to workaround the star&stripes spam flag, and i believe the wounding textures, still do not work in the next patch i'm afraid......


  5. AHAHHAHHAHAHh ;) they don't give us not even a TDM or CTF mission and you try to ask a dedicated server

    under my point of view i'm happy because CTF and TDM are too CoD stile for my tastes and Arma engine, also hated these kind of gameplay in Arma 2, i believe the great deal with BIS, is there are no official server, you can make one yourself and with the mods you want and that's one of the greatest things in Arma


  6. Made as you suggested, tested with firends

    knee

    th_arma32013-09-2011-04-49-25_zps6fe3233b.jpg

    Back

    th_arma32013-09-2011-06-20-08_zps4f4f421f.jpg

    they said they do prefeir the full camo one, the difference in manifacture is evident also without to change the color, so i believe i'll keep as my =AMI= friends do prefeir, after all this mod was made basically for them

    figured out how to make it looking better, =AMI= test passed

    knee

    th_arma32013-09-2013-43-12-57_zps409f5ab7.png

    back

    th_arma32013-09-2013-42-36-80_zps4f81815e.png

    made the alpha filter a little lighter, and changed pattern

    Link updated, and units too first post


  7. Well, the islands are perfectly usable with realistic gear, the community just has to provide it. Of course that will take years, but I'm sure we will be able to play Arma3 with realistic contemporary equipment eventually

    Personally i think: for realistic gear exc. we already have arma 2 amd various mods such as ACE 2, so i really like 2035 fictional arma 3 set, for a matter of making something such as new vehicles, weapons exc., i prefeir to imagine 2035 italian army gear than use clunky AR 70-90 wich are rusty clunky irons, or better than italian army i would like to focus on EU army, with EU flag patches and a brand new invented camo pattern specifically made for EU armed forces

    Oh, and a small issue, in this pic: http://imageshack.us/a/img407/5443/9f7i.png the "stretch patch" on the pants just above the butt would look better in my opinion if it wasn't in camo pattern but in a plain (olive) color, to give it the impression to be made of different fabric.

    thx for feedback i'll looking into it


  8. Without the bisign file the key is useless, you should include the bisign files as well as the key.

    The bisign files are for the client, the key is for the server.

    Regarding the 2 versions, I assume the difference is for the in-game langauge displayed with your unis (like icons etc)?

    yes it is the units display language and nothing else, so about key tomorrow i'l provide for to make one, many thanks for your suggestion :)

    for first it was intended to be used just to play with friends, but one of them suggested to share it if someone else wants to use it and so here i am

    @sam a t mod like pedagne at the actual status of the game means an endless work, and it is like to build a wall, and during the night someone is going to destroy it and you have to rebuild ecah pacth everything from the begin, that's the addon and i say better than nothing right now

    ---------- Post added at 04:39 PM ---------- Previous post was at 04:36 PM ----------

    No italians weapons nor vehicles nor real italians troops(alpini,folgore,lagunari,bersaglieri)are present at the moment.I don't know if you plan to add them in the future

    Arma 3 itself is fictional so believe me i'm really not interested in italian alpini exc. exc., also the game has nato, nor US army, Us navy, USMC, socom exc. so this point goes nowhere sadly


  9. ITALIAN ARMED FORCES

    mod_zps8656f46f.png

    SCREENSHOTS:

    th_arma32014-11-0316-42-28-62_zpsc7846ccd.pngth_arma32014-11-0316-43-58-57_zpsccbe4ffb.pngth_arma32014-11-0316-45-50-97_zps22ec038a.pngth_arma32014-11-0316-47-28-87_zpsfdecfe40.pngth_arma32014-11-0316-52-05-11_zpsba89338a.pngth_arma32014-11-0316-49-50-41_zps40d06933.pngth_arma32014-11-0317-18-53-91_zps50a98aa5.pngth_arma32014-11-0317-19-29-01_zps19d5e32c.png

    This addon adds a totally new entire faction (retextured NATO units), reworked materials, uniforms in vegetata camo pattern ,woodland and desert vegetata, backpacks in vegetata camo patterns,woodland and desert vegetata, groups in editor divided into Vegetata, woodland and vegetata desert,dedicated icons for each: uniform, backpack exc., a new unit for the recon men (renamed men SF) which is UAV Operator SF, units with boonie and cap have the NV goggles inside the vest and not mounted on the head, the same for snipers (no nvgoggles on head but inside inventory, Ghillie suit is in vegetata camo pattern), reworked loadout for each unit, retextured vehicles to be used in woodland Islands.

    adds reworked site module for populating military bases with vegetata units (sites=>BLUFOR=>ITALIA), Italian names and surnames to AI units, the soldier's voices and faces are from AAF units

    It contains stringtable including italian language and english.

    Many thanks to =HH= lupo@lpha, Chairborne, =AMI= Maw, =AMI= Lynx, Frost, kappasilent, Hollywood, Centauro83, Catilina, WildWolf for help in testing and convincing me in upgrading the old version, many thanks to the whole SGI community for its effort and to the =HH= clan for critics, suggestions and testing

    Many special thanks to Lonewolf from SGI community for his usefull help in developing

    i hope you enjoy.

    Please note that this is purely fictional on the wave of ArmA 3, so if you're looking for something realistic, more complete or non fictional at all, please do not download this mod, avoid commenting in this topic,try looking for something else. thanks in advance

    License / Disclaimer:
    modification of the contents of this addon is only allowed with direct permission of both of the original authors.
    should permission be granted by the authors the contents of this addon are under APL-SA license. that means that modification of any derivative of the original content also requires permission of both original authors.
    
    in short:
    - Permission of authors required for any type of modification that results in redistribution even/especially in modified state
    - Noncommercial - You may not use this material for any commercial purposes.
    - Arma Only - You may not convert or adapt this material to be used in other games than Arma.
    - Share Alike - If you adapt, or build upon this material after receiving permission, you may distribute the resulting material only under the same license.
    - The arma 3 logo on the italian flag has been made by me and it's wired to this mod so do not use that logo for your mod, without asking me.
    - The arma 3 logo is copyright protected and it's property of Bohemia Interactive Studio.

    DOWNLOAD

    Size: 73.1 Mb

    Signed + serverkey included

    this version will be updated when new 3d model of weapons and vehicles will be included (still lot of time needed we're working on this in just 2 persons)

    Changelog:

    v2.9.1

    -fixed A-164 Plane texture (many thanks to Lao Fei Mao)

    -fixed some issues related to the last 1.42 patch

    -added some assets from the last Marksmen DLC (some classes are dependant on this awesome DLC)

    Changelog:

    v2.9

    -fixed some problems related to heli pilots

    Changelog:

    v2.8

    -fixed vests and armors stats (according to latest VA)

    -fixed uniforms stats (according to latest VA)

    -fixed localization issue with Desert Autorifleman

    -added proper crew helmet to armored vehicles crewmen

    -reworked vegetata textures for infantery uniforms (removed arms weird texture noise and shadows)

    -reworked vehicles materials (for a better camo look)

    Changelog:

    v2.7

    -totally reworked vegetata camo

    -new vegetata desert

    -new woodland camo

    -new retexture vehicles

    -new module sites faction italia

    -new units loadout

    -new overall units look

    Included files:

    Air_IAF.pbo

    air_iaf.pbo.iaf.bisign

    IAF.pbo

    iaf.pbo.iaf.bisign

    Modules_IAF.pbo

    modules_iaf.pbo.iaf.bisign

    readme version file

    ACwAAAAAAQABAAACADs%3D#pwsc-{SnNsWUJlYzJFSjdUSVk4TG93QTRvUHhCY0U5REh6Nlkza21xMSt4MWNDbG1YRlRUeXU0OEU1VXpoWFM5Ly9kcnhza1VsSUNhaUJFcEg1VldMT0JvdU83dWUwc3IxRnEvQmVmdm1lMDQyZGQyUlZrTlR0dDFLYXNEcTVFRHFlM2k=}


  10. thanks

    is there no way too add the wound textures again

    me too i would like to know this, i hate those US flags from the 1st time i saw 'em, and now they're also causing bugs in mods development, i'm making italian units mod for IT community because NATO doesn't mean NATO but US, i really hope hiddenselectionmaterials[] will be fixed in the next patch, also are there a workaround tried many thing but nothing seems to work, such as new injury.rvmat and in cfgvehicle B_soldier_base_f workarounded but result is no injuries in vanilla units also.... bump:butbut:


  11. This game has blood and tears in it. The content in Arma 2 had almost 8 years of dev time behind it, and what wasn't made already was ported from VBS wherever it could, or carried over from previous titles, or purchased from the community.

    For example, the Scar rifles from OA were made originally for Armed Assault's ACE mod. I could go on, but this game is quite the contrary of what Arma was before.

    Arma 2 was largely copy/paste content. This is not. None of the guns are recycled. None of the sights are recycled. Of the Unit models, only parts are recycled from previous Units (Shemaghs, Nato soldiers are revamped BAF Soldiers, some wreck types.), and all combat vehicles are new. The only completely recycled military vehicle is the Kamaz truck (which is a pre-Armed Assault asset and would represent the quality of the game if it had been A2 content all over again.).

    Also, speak for yourself. The gall some people have to speak for the whole community out of their overly emotional black-and-white perceptions is making me get face twitches. Good, okay. What really is new?

    Weapons attachments (Shittily implemented: http://feedback.arma3.com/view.php?id=2766 but they -are- there.)

    Changeable Uniforms, Vests, Goggles and Headgear. Decent system, haven't seen many complaints about it aside from the wonky bulletproof plate simulation.

    New wounding system with potential to expand. Very unfortunate that this hasn't been fully expounded, but still better than the hacky module based system of A2 in my opinion.

    New fatigue system based on gear carried. Has been castrated a bit, but it is still there, and it works just as well as the A2 system.

    Improved backpack system to go with that, though the changes are minor, and we'll see if the realism community is satisfied with it or hack their own things in again.

    Fully implemented projectile penetration across the board. Wooden boards will not catch 20mm AP rounds anymore and stop them.

    Much improved AI behaviour (At least on my end.). Work isn't finished, but it works better than A2, at least in the current A2 iteration vs current A3.

    Improved lighting system. Previously the game could simulate like 3 dynamic lights simultaneously. Now it can do dozens.

    Improved dynamic Fog. Gamechanger, hands down.

    Slightly revamped automatic targeting system + zeroing. Not what I'd like to see, but better than Arma 2's, and certainly better than nothing at all.

    Massive amount of generic art assets for mission building, as well as increased amount of atmospheric animations. Also, generally backwards compatibility with A2 anims.

    The most massive and lovingly built Island of the series so far (I like to imagine that this is what Nogova would've looked like if Resistance had been done today.).

    Massive amount of modules to assist mission builders, improve mission building workflow as well as make entering the mission building community easier.

    Functions Library to go along with that, and a config browser. Every time I see somebody ask for a classname on the forums I facepalm now, go into the game, open the config browser, find it yourself. It's all -there-. You can even take the configs themselves apart if you want to.

    Improved postprocessing and general graphics functionality. Much improved configuration options. Expanded interface modularity. There is more to a game than tanks.

    Three act campaign. It is coming, we do not know how well it'll be, but BI better had put up some decent steak if they make us wait. Again, unfortunate, but it is not like this game had the smoothest development ever.

    Also the usually mentioned things, the scale of which is now diminished in the perceptions simply because they have been mentioned so often every time someone complained:

    PhysX

    2010 style movement system, dynamic mostly, still unfinished (re launchers lacking additional poses) but as far as core gameplay goes already a gamechanging and massive improvement.

    You can now throw grenades!

    So, there. No blood and tears? I don't think so.

    totally agree with this, and also give to the dev team their time, they're really working hard, so hard and good, i believe arma 3 is better than arma 2, animations are way better, graphics related to the performance are unbelievable for an arma game, and also: arma 2 alone when deployed didn't had lot of things, it was richer than a3 but not so much


  12. Hi guys, I was wondering if there is an italian localization project. It could be interesting because many (not all of them :P) of my countryman are not keen on english and so it could be a way to make easier for them to approach the game. Just in case, I would be glad to help since I am an Italian native speaker and I know english very well :)

    Thanks for the attention (and I hope not to have posted in the wrong section)

    A good reason for to go back to school, i'm Italian myself, actually it isn't available and will never be for beta stage, many of you always forgot to read that strange word, in steam's library also, wich says beta, every arma game since arma 1 had italian localisation, but it is just a text translation, the audio language will remain the same, and also CSAT in the very near future will speak arabian

    greetings, and let your friends to study english, because very soon italian localisation will never be included in any game anymore, because we're a looser country

    cheers


  13. The flags are on the uniforms as they should be according to Geneva Conventions (hey, someone wanted authenticity but dislikes a random part of it). Modders are not prohibited to make their own variants as both hiddenSelectionsTextures and hiddenSelectionsMaterials work. Our programmers know about the wounding materials issue and may work on that but don't count this as a promise. As for me, I don't see a reason to change the flags :icon_twisted:

    Because you are european, can this be a reason? and looking to the opfor look, why don't think something new such as European army, wich will happen in the future

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