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Everything posted by viper[cww]
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There seems to be no interest in the A-TACS Camo here, so I've moved to posting all news exclusively at Armaholic.
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The main Island was originally called Limnos, which is actually the real world Island of Lemnos. It has since been renamed to Altis for various reasons (most of which are legal).
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Does PAID ALPHA ACCESS also grant full account rights upon release of final product?
viper[cww] replied to TaxiDriver-OCC's topic in ARMA 3 - BETA DISCUSSION
This is what it says right at the top of the steam store page for ArmA 3 Alpha. -
So... what's your Steam mileage so far?
viper[cww] replied to Simas's topic in ARMA 3 - BETA DISCUSSION
93 hours, 60 hours are probably legit gameplay, the rest is messing about and starting, stopping, restarting (the familiar art of checking if things you wrote/made are working properly) :D. -
Tool for Signing Addons in ArmA 3
viper[cww] replied to Hammerballz's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It's signed in the same way as A2/OA using the same tool, in this case BinPBO. -
Can't get new units into game (Config problem)
viper[cww] replied to viper[cww]'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Well the unit now loads in the editor, and yeah it seems to inherit the original texture, will test without a uniformClass and with uniformClass ="UK_ATACS_Uniform"; Edit: Oh derp..... Just noticed I had two... uniformClass in the above code... lol Edit2: Noticed that when transitioning in water the diver has the default breast stroke of normal soldiers as oppose to the divers flipper kick. -
Greta, yet another Bipod thread, and yet another new user who can't search before posting :rolleyes:
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Can't get new units into game (Config problem)
viper[cww] replied to viper[cww]'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Will check to see if it works soon, regarding uniformClass, should I just remove it? so it inherits from the original one. -
Lighting changes everything with camo's in ArmA 3, with my own it looks super dark when in shade, and completely different when the sun hit's it. There is nothing wrong with the current BLUFOR camo, it's the lighting system that needs a slight tweek perhaps. A system similar to MMO's or BF3 would be cool.
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Can't get new units into game (Config problem)
viper[cww] replied to viper[cww]'s topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Back again, this time with another error, each time I try to load my diver in the editor this error pops up, "Config: 'hiddenUnderwaterSelectionsTextures' array does not have 3 entries". I had it at 2 entries when I had no equip.paa in place, would it because I have no visor.paa in place? Here's that part of the config: -
Greek Islands are pretty similar in layout/vegetation and colour, so saying the camo may look different on Altis is a straight up lie. Stratis reminds me of my holiday to Corfu last year, and I bet Altis will too.
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We're not talking about real life here, try landing an A10 at that speed (in this game) and you will damage it's hull etc and/or make it bounce off the runway. <200km/h is the standard speed that offers no damage (or bounce) when landing.
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Sight changin from long to short range on the fly, not so on the fly.
viper[cww] replied to Inimical_rize's topic in ARMA 3 - GENERAL
I mentioned these to a friend a while back, they are in ACE2 a holo 4x version. Great pieces of kit, and perfect for ArmA 3. Completely possible as it's been done before, but not the animation just the switch between 1x and 4x. Edit: You can see it .Another video, this time showing the real life counterpart in action. -
No helicopter can land at such speed. They can do a taxi landing at moderate speed not that which matches a planes descent/landing speed. 250km/h is too fast for even an A10 to land successfully. But yes, it seems wheels are static and not animated as seen in flying sims.
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I thought that's how it does work? At least that's what I can remember from using it all but one time (years ago). Edit: Just checked, works how I described it in previous post, you have some freedom of movement when aiming deadzone is maxed, before the lower half follows.
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You miss the point of this thread.
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Aiming deadzone kind of combats this, the lower half of the body wont move until you hit a certain angle, but turning is still erratic at best. Oh and one more thing BF3 does better than ArmA 3 is....... Deployable Bipods... :p
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It would be amazing if ArmA 3 had BF2's complete weapon animation system, collapsable stock, folding bipods, scope transitions etc and reload times which make sense.
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Nobody is stopping you from playing Operation Flashpoint. KTHXBYE.
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Enter beta acess code to unlock private betas
viper[cww] replied to lordprimate's topic in ARMA 3 - BETA DISCUSSION
Private beta fella's, the highlighted word gives it away, you haven't been notified of testing it you are not part of the lucky few. Wait for Public beta. Even if some of you are lucky to find the code you'll be moaning about not being able to join servers :p -
I started using ENB for GTA 4 the other day. I wasn't all that impressed with it tbh, I just see it as a much lighter game with super shiny shiny cars, also it messes up my sky at times, goes all red. http://tinypic.com/view.php?pic=xfdg6d&s=6 That's photoshopped for sure.
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Cinematics =/= Graphics
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[Serious suggestion to A3 Devs] More optics, attachments/better zeroing
viper[cww] replied to Richard_B's topic in ARMA 3 - GENERAL
But the game is incomplete ;) All your suggestions were fine, they were suggestions, no need to get butthurt on a few others responses, shame you deleted your original post as it could of made for some good reasoning/responses. -
Editor is perfect as it is, more accessibility with code would be great, for init/on act. area's. Something like a auto correct/completion feature.
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[Serious suggestion to A3 Devs] More optics, attachments/better zeroing
viper[cww] replied to Richard_B's topic in ARMA 3 - GENERAL
The RCO/ARCO in game are 4x or just under 4x (3.87x). Apparently it's just an error in the description, one that has rolled over in all builds so far. I agree on adding more attachments, that way one base weapon can be made, only adding certain attachments would change the guns classname. What I don't agree on is weapon zeroing, it was unrealistic in OA, to be able to adjust assault rifles zeroing from 100m-600m, that is why you have sights with different range zero', it is there to be used so I say use it. Zeroing should only be available for long range sights as they have built in adjusters, as far as I know an ACOG and all other variants do not. Bipods should be available only to weapons with the same counterparts, I wouldn't like seeing every tom dick and larry having a bipod attached to his carbine weapon, they should be locked to machine guns and long range rifles only. Pistols should have attachments like lasers/flashlights, with zeroing capabilities of 50m/100m only. I disagree they should have any sights, I always feel the sights to be counter intuitive, and rather annoying if I'm honest. Ironsights on pistols is always the best way to go.