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Everything posted by bad benson
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ye. and artificial one-dimensional limits certainly don't get you closer to it. i'm still very sad that FFV turned out so damn limited just to keep characters from distorting too much or "solve" the shooting passengers issue or for whatever other reasons. i see good intentions but the outcome is sadly something that i use way less (as in pretty much never) than i initially thought because it's not practical most of the time, and it's certainly not realistic how it is now, although i don't believe that is the reason for the limitations anyways.
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i'd prefer this to be left to realism mods since it's harder to mod in the smooth switch while forcing the stop or slow down you described is way easier to mod in.
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add me on steam, if you got trouble with the pipeline.
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here's something i think we didn't mention yet. i made some new zombie skins for Ravage that will be included. i hope haleks is fine with me showing this. http://i.cubeupload.com/dpkVvG.jpg http://i.cubeupload.com/dmqfuK.jpg http://i.cubeupload.com/j64ZHP.jpg http://i.cubeupload.com/L3GcgA.jpg http://i.cubeupload.com/RMAqQ9.jpg http://i.cubeupload.com/bge9GU.jpg was a real pain making the blood look fresh and they might still need some tweaks but combined with the new additional sounds it really adds to the horror element especially at night with a flashlight.
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Need Recommendation : Coop Mission for Sceptical Battlefield 4 players
bad benson replied to weaponsfree's topic in ARMA 3 - GENERAL
try to find a good version of insurgency for some longer sessions. something with a good spawn/respawn system. insurgency tends to be open but easy to follow, not implying your friends are dumb just that arma and arma missions tend to not have the best presentation. and it has a feeling of progress with the red markers being cleared out and stuff. also i liked this mission a lot. http://steamcommunity.com/sharedfiles/filedetails/?id=433613841it's straight forward and the opposite of what i described above. uses 3d markers and stuff. make sure to make them open the map. it has pictures of the targets there and stuff. i think this guy has more missions on the workshop too. can't remember how good AI was though. also, if your friends not all have great, and i mean GREAT, PCs, make sure to find more missions like the above one that perform well. sadly there are, from my experience, more badly made missions out there than well made. that's just due to arma having a mission editor. it's very easy to get started but hard to master. so what i did always before coop nights was look for some missions and make sure to have a lot of them ready in case one sucks. it can be down to a shit respawn system combined with shit balance and all the fun goes down the drain. IF you play something hardcore, make sure it's actually well crafted and make sure your buds are in the right mindset for it. managing of expectations and stuffs. like look for key words like revive, spectate etc. anything that keeps you from going to the lobby and returning as a seagul or some other bullshit that just will boggle the mind of a non arma player in a really bad way. like i personally would play more non-respawn missions if the creators would actually bother to handle after death spectating properly or at all. also revive in general is a good thing. i found that it's often mentioned when people talk about why arma is different. like dragging your friend out of line of fire. unique experience and takes the focus from being 100% on the kills and the shooting. another more versatile solution would be using serverside AI addons like this one: https://forums.bistudio.com/topic/143462-zeu-serverskill-serverside-ai-skill-setting-addon-with-userconfig-configuration/ something that automatically fixes the ridiculous default AI settings no matter what mission you play. gives you more freedom of which mission to play. -
i'll most likely release with ravage. nothing special or anything i will work on in the future. just adding some stuff to improve the experience. also it's all designed to work on local host/dedi/SP. i'm trying to get it all in a final state so i can play on the weekend. also i jsut restructured it so there are some options. jsut need to add them all to the mission parameters so they are easily accessible.
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it's a great song. been jamming over here with my coffee :lol: now to put on some eau de combat and i'm ready to party.
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go to the dev branch forums and post this inside the "Scripting Discussion" thread. you will get teh right people seeing this faster.
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you know that EM allows you to turn off stamina though, right? go check out the ingame menu ;)
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this is already a feature. animations play slightly slower depending on how much you carry and climbing also lowers stamina. something i plan to add is factoring in the load in the stamina penalty, that is something didn't get to last release but other than that nothing will change much i'm afraid. i don't really care who uses my mod or for what reason tbh. i like your style.
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as far as i can tell the MP portion of the update is just making certain thigns that need it work in MP. that's all. as haleks has said. the goal is to make it work in any scenario. and in most cases in arma something will rather work in SP than in MP. so no worries.
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that is the most awesome hat i have seen, i want one. i really like the textures on it too. convincing.
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that's exactly what i've been working on. i created a system that populates the map with these things. gonna release my example mission too along with teh next ravage version. basically camps, helo crash sites and airdrops or broken down vehicles (similar to whart Ravage already spawns) all having guaranteed random weapon loot (still limited ofc to keep things harsh). it automatically works on any map and runs at mission start to clutter the map with these things. combined with Ravage's ambient modules this creates a pretty dense net of points of interest. once released these scripts are open to anyone to modify and expand. it all start with collecting good positions on the map so it can also be used to add your own more complex side missions.
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must be your cell block. over here at mine we get bathed and they feed us fresh grapes.
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EM_buildings - new buildings
bad benson replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
glad to see you back man. does the config help also include those other buildings you made some time ago? or did i jsut miss the release? those were great too. would be a shame, if they go wasted. i and i'm sure others too will be willing to help out, if that is what you need. these types of models a rarely made for arma which is a shame since the presence of full buildings on an expansive terrain are kind of what makes arma special. -
great looking character models. keep it up guys! you guys should just do what you please. my experience from modding is that over complicating things and focussing to much on organisation can quickly kill motivation or stagnate output. it's usually better to just make the stuff (models and stuff) you like and later share things across teams, if needed. and seeing quality vary not only between mods but also inside mods i'd say having things done twice or more is not always a bad thing. teaming up across several teams should be natural. otherwise it can be more destructive to actual output than people might think. at least in arma imho it's always better to do your thing but also try to make things as universially compatible as possible. because people WILL mix stuff anyways.
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looking great man! hope to see more pictures or maybe even a video to get a better look. keep it up!
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cool! great to hear.
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does anyone know where i can find a list of arma 3 compositions? maybe i'm being stupid but i'm losing my mind looking for them. or maybe add a class name to the placement dialog like you did for objects in the 2d editor. it's these things that make editing fo this game so frutrating sometimes. i progress some code minute by minute and then when i need as simple class name for testing i lose more than an hour to actually find one...i just want to place one them them via script.
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yea it removes some stamina for each move. this has to be scripted since BI don't use a per animation solution anymore. at least afaik.
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ai command dlc C2 -Command And Control
bad benson replied to mad_cheese's topic in ARMA 3 - ADDONS & MODS: COMPLETE
pretty amazing stuff. gonna give this a long test now. -
again. this mod is feature complete. the AI thing was just something that was easy to achieve and will help AI modders to make shit happen. i think that's the better way in any case since, if you are into commanding some AI fools you will probably use one of the excellent AI command mods that have popped up. check out mad_cheese's for example...i hope i got that name right. looks fantastic. and maybe he'll make use of the new possibility. it essentially comes down to running one line of code once the unit is facing an obstacle. makes no sense to do that in this mod either way. better to provide tools for mods that actually deal with AI. as for the ifrit: again. what i said about units applies to anything in arma. EM scans the geometry infront of the unit and then, if conditions are met, makes you go up there. so the fact that you are getting stuck in the falling animation, when you climb vehicles or generally poorly set up models is solely due to the model lacking proper geometry set up. there is no difference in teleporting onto a vehicle, placing yourself onto it using 3den and climbing onto it using EM. what happens once you are up there is down to BI or the author of a certain vehicle. if you mean you keep slippign down, ye that can happen. it's also due to the shape of the collision geometry though. making EM more tolerant there would mean a lot of clipping etc. clipping in arma = death besides being ugly. and so the list of reasons goes on lol. makes no sense to explain it all. just know that getting where it is now already was a major pain. i can already feel my hair getting grey just talking about it lol.
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probably yes. tbh i never play with AI ever because i would just end up executing them. it's an old habit that i'm sure many other people who played since ofp share with me. i just can't bare them lol. but again. to the EM system they are just another thing to climb on.
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PIP scope and daylight laser pointer source
bad benson replied to bad benson's topic in ARMA 3 - ADDONS & MODS: COMPLETE
ok thx. also. you have the files don't you? if so, please upload them and post the link here because that would save me from having to create a clean version again. i made a lot of experiments since i made this thread so my files aren't really "clean". that goes for anyone who has the files from me first posting here. i will let foxhound know so he can upload them on armaholic. ofc i can make a clean version if needed but i would prefer not having to hunt down old files and stuff. so thx in advance. -
that was very uniquely enjoyable man! really cool. made me laugh. please make more videos. you got some cinematic/comedic talent :lol: