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Everything posted by Imperator[TFD]
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Has the CAR-95 GL view point bug been fixed?
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Fixed Wing Flight Model (dev branch)
Imperator[TFD] replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
It's literally a config setting in the vanilla airplanes that could be swapped but for design reasons they have not.- 874 replies
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- flight model
- flying
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Fixed Wing Flight Model (dev branch)
Imperator[TFD] replied to dezkit's topic in ARMA 3 - DEVELOPMENT BRANCH
G'day oukej, are these changes specifically limited to Apex aircraft? If so I will focus testing on those only. The changes to the BTT racing variant are nice.....much much faster airplane I like it! x3kj - BI have commented on this previously and it's to do with appearance and visual presentation I believe. Pre-cautionary flare dumping serves no purpose in Arma so instead they made it that 1 flare push deploys a larger amount of flares similar to how modern aircraft would do so if a missile was heading there way.- 874 replies
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- flight model
- flying
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Some slight velocity issues regarding dismounting by incapacitation.
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General Discussion (dev branch)
Imperator[TFD] replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Dang, was really hoping those garage doors on the blue buildings would be functional. -
The new VTOLs are incredibly HOTAS friendly. (X52 user here) Simply bind your Flaps Up and Flaps Down button to an easily accessible button on your stick and then activate vectoring via action menu (2nd option in menu) Sent from my Windows 10 phone
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- Tanoa User Configuration
- VTOL
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Lore friendly way of explaining for a AAF operation on Tonoa?
Imperator[TFD] replied to silentghoust's topic in ARMA 3 - GENERAL
We only know a fraction; Horizon Islands have been hit by a natural disaster of some sort and in the ensuing chaos Syndicate has gained ground. What we don't know fully is why CTRG/NATO and CSAT are appearing on the island. Presumably something to do with the seismic device from Arma 3. -
Lore friendly way of explaining for a AAF operation on Tonoa?
Imperator[TFD] replied to silentghoust's topic in ARMA 3 - GENERAL
Would most likely make sense as a peace keeping force, probably company sized transported there by other powers. A company of infantry with a few support trucks and 1 or 2 helis would fit Tanoa perfectly. Especially given Tanoa itself is not a country but part of a larger set of islands called the Horizon Islands. Heck, look at some of the tiny island nations even now that send out peace keeping forces like Fiji or New Zealand :P -
If this revive system turns out nicely you could add a check box in the Unit Attributes box that has a unit start incapacitated on mission start?
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I'm not very good at scripting so I'm sure it's more than possible to do so, just would be nice if the UI option for fail on all players dead did what it said. If you've got a very easy to implement script for that I'd love to see it in the mean time though!
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Okay I tested this with a friend and got it working reasonably well. Here's what I've found that might need attention: Players would sometimes get stuck after being revive with no option to do anything Sometimes when wounded players would start the wounded animation but then revert to an upright pose with limited mouse control. Once revived player returned to normal On Advanced settings players could take a much larger amount of damage than anticipated - 12+ shots of 5.56 Animation for the unit doing the healing would be lovely Overall I really like this and can't wait to implement it in my missions. My primary concern however is the difficulty setting this up in conjunction with EG spectator. Currently there is no method to have the following combined without scripting: Revive enabled Spectator on death (WITHOUT the silly seagull spawning in - please remove this) Mission end when all players are dead Currently I can have 2 of the above but not all 3 which would be wonderful for 1 death only missions where players can then spectate. Still to test: whether VOIP and @TaskForceRadio still works when a player is incapacitated.
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About to give this a test but is it possible that the slider in the UI for the editor can be overridden if a higher max value is input in the actual numeric field? As mentioned by others some of the time limits are very low. Additionally will the wiki be updated any time soon for the actual desc.ext settings if the UI can't be changed?
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G'day mate I love your work on this mod and have a screenshot showcasing some of your objects. The gun rack in particular is a favourite of mine and looks fantastic when loaded up. Just a question, do you plan to bring across the various small objects that made an appearance in your Resist campaign into this particular mod pack? With the prevalence of the CTRG in Apex things like your extra CTRG vests and berets and other equipment would be perfect for this mod. Pretty please? Anyway, here's an image with some of your items in it: http://images.akamai.steamusercontent.com/ugc/443982864967345581/081643BBBC6BA09E38A6F6B41B3680D660818B56/
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How to prevent players from picking up an item
Imperator[TFD] replied to kerozen's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Disable simulation on the weapons. Easiest way by far. -
Set audiocamo coefficient or whatever the new command was added recently? Rob, you know most of the TFD guys would be happy to play the coop campaign if you wanted, just pop over and say hi.
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Aaarrrgghhh 5 more hours of work and 2 hours of daddy duty before i can get my hands on this!! The NATO drone sounds crazy, like a UAV Blackfoot.
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General Discussion (dev branch)
Imperator[TFD] replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Incorrect, there are 4 bridges in Kavala The bridge in your image is located at 036132. I do not have the graphical anomaly that you have in your image in my game. -
General Discussion (dev branch)
Imperator[TFD] replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Like ANY visual setting you need to configure it to your specific PC. The difference between a TN panel and an IPS panel in your monitor is one such factor that needs to be considered. -
Are we likely to see any of these current dev branch improvements in 1.6?
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N'Ziwasogo A3 terrain (Released)
Imperator[TFD] replied to makhno's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If this is APL-SA can someone upload it to the Workshop? -
Naturally you dont conduct an amphibious crossing under fite unless you have no other choice. Where it will come in useful is like you said, avoiding chokepoints established at land crossings. The question is a bit loaded though as the oriignal poster doesnt specify important information like: Terrain Force composition Opposing forces Yes the Strider has its commanders optics package but the Ifrit can carry a squad of dismounts plus the driver with its 5 seats.
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Well you say that the amphibious capability isn’t useful and that may be true on Altis but with the incoming Tanoa map it’s going to be incredibly useful. Also keep in mind that in the Arma engine water stops every kind of projectile immediately so an MRAP bobbing in the water is incredibly difficult to kill unless you have an elevated position. Lock on weapons impact the water before the target and do no damage.
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eden editor 3den Enhanced
Imperator[TFD] replied to R3vo's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just a helpful hint for anyone using the Intro Text section. It will re-occur for every JIP'd player after mission start.- 1251 replies
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Jebus - Just Editor Based Unit Spawning
Imperator[TFD] replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Fantastic work mate greatly appreciated. -
Jebus - Just Editor Based Unit Spawning
Imperator[TFD] replied to dreadpirate's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Awesome thanks for the response mate. Love using this script do to its simplicity!