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Everything posted by Imperator[TFD]
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That's most likely how it will be handled however I wonder if that means we're less likely to potentially see those units to start with in user scenarios? Although I'm sure some clever clogs could script a solution where: If (class = o_marksman_f) AND (player marksmanDLCowned = true) THEN player addprimaryweapon "new_gun_hexcamo_is_splendid"; player addmagazine ["allthebullets", 8); This would allow vanilla users to maintain the current marksman loadouts while equiping the new DLC users with their lovely new toys. Heck I'm sure you could even customise it so that the Marksman DLC owner could have a range of the new rifles to select from.
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The New Sounds are Pretty Good.
Imperator[TFD] replied to thecoolsideofthepillow's topic in ARMA 3 - GENERAL
Just wait until you get into combat and hear the new bullet cracks/whips. Or when a helo flies by. -
How does one fit a drum mag on a bullpup rifle?
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AI Patrol inside inserted Building
Imperator[TFD] replied to Madmunchkin's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you considered using somthing like UPSMON AI script to help with this issue? In a very very brief description it can allow you to place a unit in the editor and have it randomly patrol in a defined area (via marker) including limiting it to buildings. I know that this includes buildings placed via editor scripts or Zeus/MCC. -
Witch will use less CPU ? Trigger, While, WaitUntil ?
Imperator[TFD] replied to R34P3R's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Unless the OP is trying to do something fancy I don't see why he cannot just use the vanilla Simulation Module in the editor that allows a user to define radious and exceptions for air vehicles? This will fully disable the AI simulation until a unit enters the defined radious. I utilise a method of hiding/showing the AI I've placed in some of my missions to help with performance loading with the number of AI in my missions as the Hide/Show module also disables simulation. -
Community challenge as advertising
Imperator[TFD] replied to semiconductor's topic in ARMA 3 - GENERAL
I'm down with a re-do of CTRG equipment. They're clearly missing: Cups of tea Red coat Grenadier cap Crumpets Bag pipes Stiff upper lips And of course some extra dialouge: "Jolly good show chaps!" "Smashing!" "Give them what for lads!" Edit: Can't get in trouble for this post from any pommies - you already sent my ancestors to convict land ;) -
Random though: why did CSAT not receive a MLRS?
Imperator[TFD] replied to gepanzert-faust's topic in ARMA 3 - GENERAL
I mentioned in another thread the possibility of a fast attack boat with a Bm-21 style launcher on it. Or even just a 8mm unguided rocket pod; would be epic. -
Movement with aiming deadzone broken since weapon resting?
Imperator[TFD] replied to becubed's topic in ARMA 3 - DEVELOPMENT BRANCH
No issues with Deadzone on the dev build for me. -
This is the sort of background story stuff I would love to see filled out a bit more. Don't forget that the West is going through a significant economical upheaval at the start of the Arma 3 campaign and that most likely Chernarus would have left the NATO fold and returned to the new CSAT for better economical prospects. I wonder if the Chernarussian beer exports recovered from their stagnation period in 2010? (ref AAN Online news article)
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Community challenge as advertising
Imperator[TFD] replied to semiconductor's topic in ARMA 3 - GENERAL
Variety is the spice of life ;) Also, the faction names are in the image url path names. -
Takistani Army A3 - TKA_A3
Imperator[TFD] replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ah fantastic! Now that I know how to make missions in Arma 3 I'll finally be able to whip up scenarios that I had only dreamed of in Arma 2 and Arrowhead. -
Having the same issue here. Noticed it first when using co-axial MGs.
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Firing from Vehicles feedback
Imperator[TFD] replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
Can't believe I never thought of that. The two back seat divers could utilise their SDARs. -
Your GUIDE To The "Bonus Targets" Achievement!
Imperator[TFD] replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
I love Aiming Deadzone! I hate the challenges though, I just cannot do them quick enough. -
If I were BIS I'd be creating additional units such as b_autorifleman_f_DLC that mission makers can use to populate/spawn whilst still maintaining the original units. I also imagine that any new sniper classes we get will be individual new classes.
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Balacing vehicles in "One Life" missions, whats your advice?
Imperator[TFD] replied to kocrachon's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just to clarify are you trying to balance AI controlled opposing vehicles; player controlled vehicles or both? -
Arma 3: Community wishes & ideas- DISCUSSION
Imperator[TFD] replied to Maio's topic in ARMA 3 - GENERAL
Did you see the Complement part in the info sheet? 25 men. I'd still be perfectly happy with static larger ships (LHD etc) while having some slightly smaller vessels like fast attack boats etc. I don't even care if they make them up! Imagine a fast attack boat that has FFAR style rocket pods mount on the sides. Or mount a BM-21 style MLRS on the rear. The only downside would be to avoid placing guided weapons on them as the tab-lock system would not work very well in a naval environment where there is not much to hide behind. -
Armed Forces of the Altian Republic
Imperator[TFD] replied to DreamRebel's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The Aegis was a mythical piece of armour worn by the Greek gods and is often refered to in a defensive manner. Similar to the USN's Aegis radar system. So by naming the Task Force Aegis it could be representative of NATO and AAF's efforts to defend the islands of Altis and Stratis. -
how to keep vehicles burn forever after it's wreck.
Imperator[TFD] replied to tumzaa15230's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're aware there are modules in-editor that do the same function? You can even define RGB, particle life/speed/density/size etc etc. -
General Discussion (dev branch)
Imperator[TFD] replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
The CH-67 Huron already has this built into it's cockpit. This is a function I'd like to see included in other vehicles eg: MRAPs that have in-cabin reverse monitors using PiP could also have this "Multifunction Camera" built into their config so that a clearer picture can be used when reversing. -
Army of the Czech Republic A3 - ACR_A3
Imperator[TFD] replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unreal work Evro. Between this and your Takistani and CDF mods we have a whole new world of content available. Do you have a planned faction next? -
how to keep vehicles burn forever after it's wreck.
Imperator[TFD] replied to tumzaa15230's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Are the vehicles static or non static? If static and they are only there for ambiance you can use the Fire + Smoke modules under the Effects menu in the Modules area of the editor. -
Script AI to drop folded tripod
Imperator[TFD] replied to masterfulninja's topic in ARMA 3 - MISSION EDITING & SCRIPTING
The B in the class name represents BluFor (NATO) and may not work. Try I for independent. -
I believe the autoriflemen do not get issued optics as the optics are hard-zeroed and cannot be adjusted. Iron sights can. A proper AAR and AR can work together to get rounds on target. I've done this in MP and it is very satisfying.
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Again, no one is explaining why the factions HAVE to have standardised ammo across their factions. Even today the US uses 7.62 in their squads with the M240 so why all of a sudden do forces in Arma 3 have to use the same calibre across a faction. A lot of people seem to moan about how the faction vehicles are all balanced and that it should change yet here we all are asking for all small arms to have an equivalent in each faction. NATO have a .45 SMG, should all the others?