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bad benson

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Everything posted by bad benson

  1. bad benson

    Project Infinite v1.0

    i love the knife man. i always wanted a simple and effective knife implementation like this. and the animations are really cool too.
  2. bad benson

    [WIP] Terrain "X-Cam-Taunus"

    this varied urban layout is just what we need. it's going to be a blast exploring this through combat.
  3. bad benson

    Arma 3 Science Fiction Map

    to make object self illuminate you simple crank up the emmisive value on the material (rvmat) as far as i remember. i have one suggestion about the clutter in general. just my personal opinion. i feel like the crystals are overused. i'd rather like to see them used more context sensitive like in selective barren areas instead of mixed in with all the grass. maybe have larger objects liek them like this and have the clutter around them. https://ae01.alicdn.com/kf/HTB1FeUuKVXXXXX9XVXXq6xXFXXXQ/fantasy-landscape-art-font-b-artwork-b-font-nature-scenery-mysterious-font-b-crystal-b-font.jpg you already have these specific areas so what you are doing isn't too far off from what i mean. i don't strictly mean like seperating the map into totally different bioms (although that would be cool too) but rather having more patches of crytals instead of having them spread out very evenly. it might also overall be a good idea to try not to use solid objects using the clutter engine. that stuff is not going to work with AI the same way as hand placed objects i think. i mean in terms of blockign AIs view. not sure if they changed that. also. i noticed the crystals swinging in th wind. if i haven't missed you fixing that, check out this. https://community.bistudio.com/wiki/Named_Properties#class look for bushsoft and bushhard
  4. Pandora (sci-fi terrain): http://steamcommunity.com/sharedfiles/filedetails/?id=771298211 Jetpack: http://steamcommunity.com/sharedfiles/filedetails/?id=766566053
  5. very nice object placement. i love how there is a lot of clutter on those open fields. and all those small terrain details and bumps are great too. this is going to be awesome to play on. i can already tell. oh wow. already playable. i'll be damned!
  6. hah! what a graet little vehicle. i like it a lot. grea to see this mod is still alive. love me some ww1
  7. bad benson

    Arma 3 Science Fiction Map

    man. that looks creative. on the OPTRE thing. it might be just class name overlap. jsut make sure you use your personal tag on class names as much as you can to avoid that kind of stuff. like instead of class grass_clutter do class VAR_grass_clutter sorry if i'm pointing out the obvious. just incase you don't know.
  8. bad benson

    Arma 3 Science Fiction Map

    man i love th red grass. i was thinking, if you are using CUP at all as a requirement you could mix some of those orange/red trees (orginal autumn chernarus) in there. would give them a whole new context.
  9. bad benson

    Alien Invasion Series?

    i'd love vietnam since the jungle map turned out so great i believe in them pulling it off really well. but i find ww2 also very intriguing just in terms of "low-tech" equipment and sheet style. on a more exotic side i'd prefer machines/AI vs humans over aliens. like the skynet kind of thing. dark future vision of technology taking over and stuff. also, arma is such a great engine for mechs in terms of terrain. if it would be done well i could see that being totally awesome. also jetpacks.
  10. anyone else having problems with trucks not moving? i have this script in my mission to generate a random convoy and it works totally fine with an APC. all the (CSAT used) trucks just stand at the start position while the driver keeps steering like he thinks he's driving. i know it might be script issue but since replacing the vehicle type fixed it i thought i'd bring it up and see, if someone can confirm.
  11. bad benson

    [MP] BATTLE CARS (16 PLAYER VEHICLE DEATHMATCH)

    you should put your server info in your signature. i'm always looking for simple fun. finding something in this game just using the server browser can be quite difficult.
  12. bad benson

    LOD Discussion

    when you say "Ultra". does that mean terrain detail?
  13. it was just asking "are you a noob?". so you picked the right answer, no worries ;) i think this happens when they reset some variables that get set for first time launch of the game. not 100% sure but i think always got that when switching branches or at least on each stable release.
  14. bad benson

    1.64 Feedback

    damn! that is awesome. always forgot to bring that up.
  15. bad benson

    LOD Discussion

    i feel like in the jungle the clutter is popping less though.
  16. not sure if this i on purpose. looks kind of strange. http://steamcommunity.com/sharedfiles/filedetails/?id=768163347 http://steamcommunity.com/sharedfiles/filedetails/?id=768163572 it feels like i have a little more FPS in Georgetown though. might be placebo but i don't care as long as it feels good :P
  17. bad benson

    LOD Discussion

    damn. so it's not fixed in 1.64?
  18. bad benson

    [WIP] Jetman Wingsuit

    man. this is way too awesome. i had no idea it was rooted in reality this much. now someone needs to port that take on helicopter Seattle map so we can relive those sky scarper fly bys.
  19. bad benson

    Revive Feedback

    maybe also expose all values in the UI so they can be edited for seamless tweaking rather than fixed modes.
  20. bad benson

    Enhanced Movement

    what did you want to achieve again? if you want to disable stamina in MP why don't you ask the people who made the mission or the server admins? you can disable your stamina by running this code: player enableStamina false; i think there might also be an addon that disables stamina permanently. not sure. the menu option only works in SP because it could be considered a cheat, if you do it client side.
  21. think as better practice could be having the main configs use vanilla sounds and then have a seperate pbo with a config that changes them to custom ones. then you could just disable/remove that pbo and have sound mods do the sound. but no one is going to do that. extra work. good thing RHS has Laxemann on board. can't wait for the next update. i made a mission that has a gunship run as a support type and was wondering the other day why it sounded so weird. was starting to investigate for sound bugs but then realised i just had forgotten to load dynasound and was hearing vanilla sounds. i gotta make a video of it. it's legit scary with dynasound on.
  22. bad benson

    Revive Feedback

    agreed. big disadvantage. my simple suggestion would be pushing people out of the vehicle (or an option for it). also eliminates the need for fiddly "pull out injured" scroll actions. i think johnnyboy had a script that made people dismount when shot for visual effect. i feel like that's a cheap and easy to achieve solution. get shot out of a chopper over the ocean? tough shit! EDIT: all this with whatever mysterious technical limitation that was mentioned in mind ofc. tbh i'd prefer a proper "pull out injured" action. great case for hold action usage. it's these things that make BIS sound like modders sometimes (no offense). what technical limitation? don't you have the source code? just blows my mind that we can get bipods adn FFV but when it comes to simpler stuff there are suddenly technical limits. i know there are probably some complex reasons. just putting some perspective on my suggestion to make it more like "well if we can't get X at all then how about Y".
  23. bad benson

    Jurassic Arma - Raptor Pack

    the module will not use any of the old AI code at all. that being said. docks are always a problem for any AI afaik. so not sure i'll be able to do anything about that. again. what i'm working on is mostly a new AI system for easy use and spawn options for mission makers. as i ave showed before there will be A LOT of customization options. release is right around the corner. i wanna get a first version out there before i do another optimization pass. for now the focus is on making the behaviors work. only thing missing right now is an option to spawn the raptors around the module position rather than around players. some random new features that come to mind: - adapting to terrain slope - seperate settings for hearing and seeing - option to either aggro on gun shots or just go investigate in idle mode - option to define at what distance you are able to make them lose track of you by hiding
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