Dead3ye
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Everything posted by Dead3ye
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Turning off UAV turret stabilization once numpad / has been pressed?
Dead3ye posted a topic in ARMA 3 - GENERAL
How do you turn off the turret stabilization that is activated with numpad /. Once it has been enabled i cannot find a way to turn it off, which can become annoying in certain circumstances and also stops the turrets from functioning autonomously. Thanks in advance. -
Missiles make no sound at all - overall sound design of Arma 3 is bad.
Dead3ye posted a topic in ARMA 3 - GENERAL
There are many sounds in this game that are simply bad, such as the sound of the 30mm anti-aircraft vehicles firing. But by far the worst is that there is literally NO sound at all for missiles, they pass by completely silent, leaving you wondering where you were killed from. This needs to be fixed since missiles are such a huge part of Arma 3. -
Missiles make no sound at all - overall sound design of Arma 3 is bad.
Dead3ye replied to Dead3ye's topic in ARMA 3 - GENERAL
Hellfire missile: Slow moving TOW missile: http://www.youtube.com/watch?v=QUMxZ34Ptco Certainly NOT silent. -
Missiles make no sound at all - overall sound design of Arma 3 is bad.
Dead3ye replied to Dead3ye's topic in ARMA 3 - GENERAL
Actually it was a missile, there are other videos of missiles being used on SAA jets targeting firing positions such as these. There is another video with a different angle of this and you can clearly see the missile fired from the jet but i cannot find it. The title of the video is correct. http://www.youtube.com/watch?v=YiR93ZHUGM8 ---------- Post added at 09:28 PM ---------- Previous post was at 09:21 PM ---------- Correct, i have both surround sound 5.1 speakers, and a Creative Titanium soundcard, along with AKG-K701's using great virtual surround, and the directional audio is completely broken in this game, with horns, engines and other noises coming from all directions. It NEEDS to be fixed. Sound is such an important feature in a game such as this where death is so quick and so much can be at stake. The fact that missiles, tank rounds etc. making literally no noise at all as they fly past your head only makes it worse. -
Missiles make no sound at all - overall sound design of Arma 3 is bad.
Dead3ye replied to Dead3ye's topic in ARMA 3 - GENERAL
You're kidding right? Not every missile is like a cruise missile that has wings to keep it in the air. Most fire until the last second making plenty of noise. http://www.liveleak.com/view?i=d5d_1368615191 -
Arma 3 - Buzzard A-143 Extreme Low Flying [Montage]
Dead3ye replied to fuci's topic in ARMA 3 - GENERAL
Awesome flying and great video. -
The single worst thing about this game - Client side FPS is dependant on servers.
Dead3ye posted a topic in ARMA 3 - GENERAL
Joining a poorly performing or laggy server always results in incredibly low client side frames per second, requiring frequent server restarts simply for the sake of client side performance. Why is this the case because there is not a single other game i can think of that results in terrible client side performance when the server is having issues. I want to enjoy this game but it's impossible with the current performance on a high-end system. -
The single worst thing about this game - Client side FPS is dependant on servers.
Dead3ye replied to Dead3ye's topic in ARMA 3 - GENERAL
Except the issue is the same in Altis Life servers where there are literally zero AI, and 30 players yet still performing terribly. -
Something i am sure everyone is in agreement that this needs to happen. The amount of weapon sway a sniper gets when prone (you'd assume the weapon would be rested) is laughable, and you have the lung capacity of a small child when you hold your breath for a shot. So. Will we ever see weapon resting or is there some strange reason that BIS refuses to add it into the game? With all the new battle stances weapon resting is more important than ever before.
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Rangefinders stop working properly after 1500 metres.
Dead3ye posted a topic in ARMA 3 - TROUBLESHOOTING
The rangefinder will stop intersecting with targets and instead measure the distance to the terrain directly behind the target you are pointing a rangefinder at. Also the SOS scope zeroing is not 100% accurate for the .408 and hits up to 0.5-1 mil-dot above or below the target especially at longer ranges. If the scope is zeroed at 1400 metres and i aim centre mass, the bullet should hit at 1400 metres centre mass, not their left foot. -
How to get viewable targets on your HUD, like in this video from 2 years ago?
Dead3ye posted a topic in ARMA 3 - QUESTIONS & ANSWERS
Anyone know how to get the target like this in Arma 3? This would be insanely helpful for making a rifle zeroing chart using mil-dots alone. -
There is an indie game in production at the moment called Overgrowth, and its animation and effects are second to none from what i have seen. A new feature was added for amazing blood and location damage effects that really make wounds something to think about. The effect itself is not resource heavy at all and couldn't be too hard to impliment. At 0:36 is an excellent representation of what a gunshot to the neck and throat would look like. The amazing thing about these blood effects are that they are painted ontop of the characters textures, and they include entry and exit wounds, with blood dripping down with gravity at different rates depending which section of the body the strike crossed. With the way the texture pixels work by storing blood content information, accurate blood loss could also be implimented. uimWTO7H1Fs&feature=channel_video_title
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ARMA 3 Engine and Fighting Positions, Trenches and Prepared Positions
Dead3ye replied to falcon_565's topic in ARMA 3 - GENERAL
Enemy trenched in?? They wont be going anywhere, call in some air-burst arty/mortars, job done. -
I completely agree, a thousand times. I am sick of shooting a car's engine with a .50 cal, aiming to disable it, only to have it suddenly burst into flames a few seconds later, killing everyone inside. It's not just tanks, it's every vehicle that should at least have things like engine, fuel tank, crew, ammunition compartment, transmission, and wheels/tracks modeled.
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Amazing blood effects that should be in Arma 3
Dead3ye replied to Dead3ye's topic in ARMA 3 - GENERAL
It would certainly help with telling exactly where someone is hit, and would make gunfights much more visceral. -
Hey guys, im a complete Arma noob and i have no idea about scripting etc, i was wondering how i would change a jpg file to paa format, i want to use a custom face but apparently jpg format gives a very bad transparent look to the face, and happens on my computer also, here is what i am trying to convert to paa, any help would be great, http://img23.imageshack.us/img23/9691/dead3ye2.jpg
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Button to automatically turn/look in the direction of enemy fire
Dead3ye replied to redmotion's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Absolutly ridiculous idea, this isn't even worthy of Call of Duty. Buy a pair of headphones, problem solved. -
A.C.E. 2 - v1.2 stable (Advanced Combat Environment)
Dead3ye replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
So is there any word yet on wether ACE 2 is going to come to Arrowhead? I looked through this thread but couldn't find any info. -
Druganov - 0 XM8 (any of the AR variants) - 0 XM8 SAW - 0 G36 (any of the AR variants) - 1 MG36 - 0 AKM/AKS - 3 AK-74 - 1 AK-74U (any variant) - 0 MP5 - 1 PKM - 1 I was curious about which firearm most people prefer in this game, i took the generally most popular ones and started a poll. Personally my favorite is the PKP, i worship that gun, now if only someone could make a Mark 48 Mod 0 with an ACOG. If you prefer something that is not in the poll, name it and ill add it in a list in the original post.
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Since the other poll denied the existence of half the world, i thought i should start a new one, as some people were appropriately offended. I myself live in Wollongong, Australia.
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I can assure you it is far from the standard animation, get an M107, go prone and fire it, then get your Cheytac, go prone and fire, your torso and head compresses to 60% of their normal length then bounces back.
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Adding Pink Mist. One of the big problems i have with this game is the unrealistic nature of the bullet impacts, there is a large splatter of blood at the impact site, but no matter or mist on the opposite side. SLX mod makes impacts look better, but as a sniper i want to see a pink mist float away and dissipate with the wind. If you look at the smoke effects that come out of the guns, they start off small, and grow larger and fainter, and after a few feet the smoke is carried away with the wind. If someone modded this effect to be a light pink colour, and come out of the rear of the bullet impact, it would make bullet impacts look much more satisfying, not a couple of splatters. Is this easily done? Or difficult?
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I like your gun USSR sniper, the model is very nice, but to be honest the animation for shooting is ridiculous, the torso and head compresses to an incredibly unnatural degree that would shatter your spine, the standard firing animation would have gone better. Also, the scope sight looks very rushed, it looks very low res and has a fuzzy look to it. A custom sound would not go astray either, anything different would be a plus, a sound simply ripped from another game would suffice, just not the stock M107 sound that sounds like the gauss gun from Crysis.
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Arma 2 Addon request thread
Dead3ye replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Adding Pink Mist. One of the big problems i have with this game is the unrealistic nature of the bullet impacts, there is a large splatter of blood at the impact site, but no matter or mist on the opposite side. SLX mod makes impacts look better, but as a sniper i want to see a pink mist float away and dissipate with the wind. If you look at the smoke effects that come out of the guns, they start off small, and grow larger and fainter, and after a few feet the smoke is carried away with the wind. If someone modded this effect to be a light pink colour, and come out of the rear of the bullet impact, it would make bullet impacts look much more satisfying, not a couple of splatters. Is this easily done? Or difficult?