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Posts posted by simon1279
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Thank you very much for this great addon finally something flat and bigger than stratis, thi island rocks, and i love it with african conflict mod
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Keep in mind that we're not looking at dead, rotting zombies, but instead living humans infected with some unknown virus that causes them to go mad. Although they will look gruesome and bloody after a few years, rotten is not what we're going for.That being said, the skin textures as well as the player clothing and some other assets are merely placeholders to speed up the development process. The main thing Shinkicker was showing in that screenshot is the re-texturing of the civilian clothing the infected is wearing.We're working hard to make 2017 look and feel like it takes place years after the world has gone to hell, where every moment is a fight for your survival against the infected, the environment, and sometimes even yourself.
I took this screenshot while working on the 2017 map, I think it illustrates a typical night on the town in Agia Marina circa 2017.
http://erdb.webuda.com/houses.png (1300 kB)
Isn't this agia marina with fog ?
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this is not correct, you can also take over "empty UAVs/UGVs!Kylania is just one of the best scripters all over the forums since 2009, he manages a sites for Arma scripts since ages, i believe kylania ain't a noob, and when he says something is correct, believe me sonny
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Shitting in the woods.lol i did this when i went hunting for a week, years ago, we can put shitting in the wood key in ACE lol
---------- Post added at 09:51 PM ---------- Previous post was at 09:47 PM ----------
Shitting in the woods can easily be added in with some simple scripting. Gore can't. :)ehm and how to make a proper .p3d lol, textures?
kidding apart, amputations exc. can be made using FSM i believe so it can be added as a mod, but hey a lot of work to do, and the other difficult thing is ragdoll, with death animations such as A1, A2 it is way easy but no one never didi it, slx mod wasn't working in that way, just carbonized bodies, and even if someone makes this thing, the first post somewhere in this or armaholic forums will be: hey this ain't realistic
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Please take my moneys....... :butbut:
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Hello there,You'll love the models and terrains, they're superb.
My only gripe is the lack of equipment/weapons that you'll regularly use. There is a fair amount of kit though. Take it for what it is and you'll enjoy it.
Rgds
LoK
Thumbs up for orlok :) and... IF for sure
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a selection of MAP DLC would be very cool actually :)let the community making maps in some cases they're even better than BIS ones (no offense BIS), and absolutely for free, this is another thing that makes arma games unique and great
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Updated mission and links and "new" mission added
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Here is an idea... Actually get things done... We are two years late as it is... Plenty of time to get this done. Shows terrible business management.arma doesn't have a pop up enemy AI system such as (moh, bf, cod exc.), programming AI to move on a free open world, moving like real persons and without to kill your CPU load requires a lot of time and great skill at the same time, and in arma 3 actually i can say the AI rocks, and Bohemia is trying to make it even much more better, do you really call this terrible business management, considering they (BI) do not have publishers (thanks to god) and they are a small team working on arma 3 compared to major (ugly) titles ?
Fixed: AI turn limitation while aiming = this is very great for a beta.
AI shouldn't take unguided missiles as guided = that's great.
FIX: AI ballistic calculation fixed = AI that shoots like a human
FIX: AI now can shoot over animals = nomore considered friendly, so you won't cheat hiding behind sheeps
and your post dude is totally offtopic
---------- Post added at 08:52 AM ---------- Previous post was at 08:47 AM ----------
:) First we need AI able to hit.After that decreasing that ability according to skill and weapon is just design decision.
---------- Post added at 08:43 PM ---------- Previous post was at 08:42 PM ----------
ok, so some other changes in AI that were made, but may not be listed in change log (as it takes changes in data, configs, engine, requires a lot of balancing and it is hard to select one single commit that is marked as public or done before public alpha)
- new types of obstacles for pathfinding that only some types of units can get over (only soldiers, only soldiers or tanks, only boats)
- improved pre-processing of terrain for pathplanning
- path planning for divers
- AI not wasting rockets on infantry
- AI not using pistol, when it should not (in some stage of releasing)
- flashlights help you to detect enemy, but also reveals you
- AI is properly using weapon optics to find enemy
- AI is using TI in optics to find enemy
- improved how night changes the chance to spot enemy
- fixed taht AI was using binoculars on close distance
- silencers decreasing audibility
- AI mines detection and avoidance
- AI using hand grenades more
- AI able to use grenade launchers
- blackhawk gunners are more capable while searching for new targets (done in OA and merged)
- helicopters pilots prefer not to crash to threes and hills
- small improvements of helicopter attack pattern
- boats able to navigate around piers
- fixed some cases of AI stuck in fleeing
- improved AI ability to to send medic
- AI using first aid kit
- AI will not shoot you through bushes, if he did not see you before (fixed in OA and merged)
- AI prefer crouch stance while engaging (to be released)
- decreased visibility of shooting, so AI does not find you instantly after killing one of them (and also now each shoot close to enemy will decrease error of guessed position) (to be released)
- AI can drive physx vehicles
- loiter waypoint
- AI will also assign secondary turrets
- AI will not disembark to change position in vehicle (if possible)
- AI will not take your commanding role in vehicle
- grass is decreasing chance to spot enemy (in some stage of releasing)
- improved how particles are decreasing chance to spot enemy
- AI visibility in new fog
- fixed: AI not able to open doors in some buildings
- new system for AI roads creation
- improved AI commanding - selection of cover point on position whrere you are sending soldier to
- improved weapon selection (based on time needed to lock missile or turn vehicle) (done in TKOH and merged)
These are not the all the changes, just those I could remember at home at this late hour.
Also note, many features need a lot of parameters properly configured and it takes time to balance them.
I'm falling in love with arma 3 <3
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8 cores aren't supposed for gaming, there's no one game actually that uses 6 or 8 cores, also if you have a quad core with intel HT technology enabled, it's better to disable it in the BIOS, to prevent microstuttering wich can happens in almost every game, 4 cores is more than enough for gaming today
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As someone else commented that one of his guys drowned, a possible mistake in the change-clothes script may be the explanation.
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it's related to a script for the medic to start in wetsuit, it works as it is in dedi servers, i'll pm you a server sided, in mission script, and i'll wait for a feedback
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hey D_wolf dear lovely wonderful VBS stile editor, yes this would be the top of the top, i really hoped for it or at least implement 3d editor visual in the existing one, instead of the old 3d editor where you need to create a center exc. , with current editor but with 3d view included it will be awesome and better to make mission placing objects directly in the right place without to preview, exit, tweaking object's position, then preview, exit again, exc. exc.
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Thank you very much, finally a real tank for arma 3, can't wait for it thank you very much, and it looks great it's awesome
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We had some problems trying this out in a three man coop game yesterday.At the start of the mission enemies start attacking from the beach before we had a chance to eject.
Killed one of us, and we where unable to get into the water because the heli tried to escape the attack.
Suggest you move the insertion point west or east so the enemies don't spot your arrival.
thank you very much i'll do it today
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Hi Simon! Thank you so much for your feedback, really appreciated! I had the addmagazine before addweapon but for some strange reason this time it didn't work. And in the end I kinda enjoyed how it gave you that "lock & load" feeling at the start of the mission :pWhat do you think about changing the armed IFRIT for a transport with specops? Or would this be too easy?
you're the mission maker so you choose ;)
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Gun sounds to LOW? lol, next you'll be asking for lasers...And the "atmosphere" is bloody awesome!
+1 000 000
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Very nice mission, the purple haze makes a misterious feeling, everything stealth and if you're spotted the enemy turns on the flashlights, the ambientation rocks, enjoyed it so much thanks and keep up the good work can't wait to play another mission from you
TIP: if you addmagazine before addweapon, you'll start with weapon loaded ;)
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How do I find those scripts? The Mission is just a .pbo file.I don't believe you can open those can you?
Recommend: Sprinkle a few guys around the entire area (5-6) and set them to Limited, Safe, then WP Dismissed. For the guys camped out, several WPs with a Cycle works really good. Just set down 3-4 WPs right in the middle of camp with the outer radius around the buildings/camp using timed stops as well (min2, mid22, max222) so its random and unpredictable each and every time you play.
there aren't wp everything is scripted, for the rest just check out these forums and you'll find a way how to open pbo exc. sadly this isn't the correct topic to ask these kind of things
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Links working now mission updated 1 works just on actual dev branch and one on the stable, i reccomend btw to download just the stable one at every patch problems are merging (we're in beta after all), if you run the dev branch you can try to download the dev branch version but can works not very well or also can't works
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reupdated the other version was working on just the dev branch
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well, the errors are related to sleep command inside the triggers activation, worked in arma2 doesn't work in arma 3, fixed
working on to make it more challenging expecially for MP for SP this will make you to hate this mission
working on better patrolling system for enemies, me too i've found 'em a little static
for the objective (siutcase) i'm working on to make it spawn randomly trought script, because seems to don't work properly in MP hosted, in SP works just fine i've grouped the object to markers in arma2 style
@Goblin it's a script made by me you can grab it from my mission and use it at your pleasure, you have just to change the items, weapons, ammos classnames
the scripts are aiclothing.sqf and zainosub.sqf (this last for backpack)
UPDATED TO 1.1 see 1st post
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can't wait from when i was a children my dream was space exploration :)
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I miss the following cut features :*Fast roping
*Towing vehicles
*Underground structures/caves
*3D Editor <--This most of all
*Placing satchels ON vehicles/objects
(^where is this feature? It was one of the first features shown back in 2011)
I still would like those missing features to end up in the game...oh well :(
ArmA 3 is a MAJOR improvement in so many areas over ArmA 2, and I'm happy with it now, and hope it improves until release.
I can't wait to see what DLC/Expansions BI comes up with next year for the game ;)
These are some the main features in VBS2 and i believe we will never see them in a "public game"
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This is what i was waiting for thank you very much zooloo
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Me too i don't want US flag on NATO units, it is better EU flag at least, US is everywhere