silverwave
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Everything posted by silverwave
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Zeus + ALiVE + respawn for SP?
silverwave replied to silverwave's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Everytime I've tried with respawn markers, it didn't worked. It'd get the "Mission failed" message because I'm the only player on the map. :S -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
silverwave replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to give AI units to a player? When I use "Join" function, it looks like it's making the player join the group but does not give him control of that group. Oh, and I can't find any way to have the player leave a group. :S Thanks! -
ALiVE - Advanced Light Infantry Virtual Environment
silverwave replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wierd, indeed! Yeah, I only have 1 @Alive and 1 @CBA folder. I don't like the command line method much because I'm switching mods on and off quite a lot. What's that thing about ArmASync ? I've heard BI is in the making of an official launcher but I didn't know there was a community one already existing. Does it circumvent the annoying problem that you have to actually launch the game, switch some mods on/off the need to restart the game? That would be awesome! And congrats for the 300th page! :) ALiVE is fantastic! -
ALiVE - Advanced Light Infantry Virtual Environment
silverwave replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I seem to be having an issue. When I install ALiVE, when I go into the expansion menu in-game to activate the mod, there's always 2 ALiVE mods. When I activate one and restart, sometimes both are activated, sometimes only one but when that happens it tells me that the scenario is dependent on a mod I don't have (which is ALiVE). I'm I supposed to have 2 ALiVE mods in my list? If not, anyone has a clue why is this happening? EDIT : I just noticed that CBA is also doubled. -
large [SP/MP][COOP] Patrol Operations - Official Thread
silverwave replied to roy86's topic in ARMA 3 - USER MISSIONS
Hello! I have a problem, I can't destroy a weapon cache. I've tried multiple explosives, the whole house in which it was exploded but the crate just stay intact. I'm using Zeus also (if it changes anything). -
Drongos Artillery (an advanced artillery system)
silverwave replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well if it can help with your motivation, I'm also waiting for an update for this mod! It is REALLY nice and it is so much more realistic! It also make artillery not that scalpel precise weapon of unavoidable death. It's so nice in MP when you actually see artillery start falling closer and closer to your position as FO is adjusting fire and you know you need to start running out of that building but you also know it's suppressed by machinegun fire. True story :) Hopefully, gave you a tiny bit of motivation by sharing my love for this mod :P -
Drongo's Toolkit (command engine, artillery, AI, objectives, more)
silverwave replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you think it would be possible to not have the character stop moving when we open the Command menu? It this the only gripe I have that keep me from using this mod extensively because I'd like to be able to keep moving while giving my squadmates orders. Thanks! -
ALiVE - Advanced Light Infantry Virtual Environment
silverwave replied to wolffy.au's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey! I just wanted to tell the devs of this mod a huge thank you! The things this mod does is awesome! It should be an official mod/part of an expansion because it does so well what you expect from that kind of sandbox wargame that ARMA is. Keep up the good work. You guys are awesome! -
Is it possible to play as a normal player with Zeus powers?
silverwave posted a topic in ARMA 3 - ZEUS
So, I've read in a SpotRep that you're supposed to be able to play as a normal player with Zeus powers (so basically, a normal soldier in whatever faction you chose but being able to go to Zeus mode, spawn stuff, then go back inside your soldier's body). For the life of me, I just can't find how I'm supposed to do this. I'd like to be able to play as an infantryman with some of my friends, but also being able to spawn stuff as we progress in the missions, etc. Thanks! -
Player looking for squad (not for squads to post looking for players!)
silverwave replied to Placebo's topic in ARMA 3 - SQUADS AND FANPAGES
Hi! I'm looking for a team (or to form a group of players) that do the following : - Zeus missions only (or MCC/VTS at the very least); nothing like human-based - If possible, include human players in OpFor (ideally, 1-2 will volunteer to play as OpFor and will rotate with other players after each mission) - Willing to use real-world tactics (adapted to Arma 3) - Fun and diversified missions and objectives for EVERYONE (not just those 8 "special" guys). No boring "watch this bearing for 2 hours" bullshit. - No MOS stuff. Every one will have opportunity to play as any position, depending on the mission needs and willingness. - Friendly (no "yes, sir!" stuff) and mature (no drama or lone wolves in mission) - Include new players in-game right away as "in trials" (no boring BST stuff) - Willing to do fun training sessions (when/if needed) - No more than once a week (depending on availability). Sessions of around 3-4 hours on weekday nights, could be more if happening during a weekend day - Ideal would be Wednesday night from 18-19h to approx. 22h (can manage other times/days but availability changes from week to week) - Eastern Standard Time (or available in these times) - No overuse of mods. I'm fine with the current weapons, equipment and uniforms in Arma. Some mods are ok : AI, damage, TPW for civilian life, that kind of stuff. Leave me a PM if you correspond to this or if your team seems to be what I'm looking for. -
Zeus Discussion (dev branch)
silverwave replied to killeraled's topic in ARMA 3 - DEVELOPMENT BRANCH
Yup, all that makes a whole lot of sense. I +1 to that. -
Enhanced User Suppression System -WIP-
silverwave replied to n_icomach's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cool idea! You could also add darkened contour (a bit like the screen effect added when you Remote Control units with Zeus but that would go worse and worse as bullets pass near you) to simulate effect of stress on vision, which results in "tunnel vision". Great idea for concussion. Consider adding it also to portable "heavy" weapons such as rocket launchers, RPGs and the like. IRL, when you shot those, you're "shaken" for 1-2 seconds. -
+1 to that!
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Did you drop the remote control module on the map? It doesn't seem to be working on map view. You also need to drop the module on top of the unit's icon, not the 3D model.
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Anyone tried if bCombat does work in Zeus? It seemed to be working on Zeus when on editor (so... technically, still SP). Not sure about MP zeus though.
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So, I've seen devs do that in the Live Arma 3 launch feed. They can see through a unit's eyes. How do you do that?
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Thx a lot! :)
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Is it possible to play as a normal player with Zeus powers?
silverwave replied to silverwave's topic in ARMA 3 - ZEUS
Ok I found it but if I don't put Zeus Virtual Entity, I see no difference. Just Game Master, owner set to unit's name and you do have access to everything in Zeus (in appearance at least). Uh? lol -
Is it possible to play as a normal player with Zeus powers?
silverwave replied to silverwave's topic in ARMA 3 - ZEUS
Hmm, I can't find the Zeus virtual entity module... ? EDIT: Meh, seems you only need to put the GM zeus module and set the owner to a unit's name and that's it! -
ARMA 3 Addon Request Thread
silverwave replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
At least, it's empty anyway... which is also kind of sad lol. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
silverwave replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Need to be careful though because you don't want the automatic delete dead entities script to take more CPU time than what CPU load it takes to keep the dead entities in the first place. This kind of script is only seamless if it happens far away from the player (otherwise you see the dead popping out of existence) and far away means a larger area, which could take more CPU time to execute overall (because 99% of the time, they'll be nothing to delete, so it's kind of running for no reason 99% of the time). It's a nice idea though!- 5767 replies
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Is it possible to play as a normal player with Zeus powers?
silverwave replied to silverwave's topic in ARMA 3 - ZEUS
@Lethality Nahh, that's not what I'm talking about. Remote control is not intended for you to be played for extended period of time. It has fade-out in the edges, you can't give orders and when you talk, you still talk as Zeus. I'm speaking of playing as a soldier first but from time to time being able to switch to Zeus powers, spawn few units, and then come back to your normal soldier role. I'm trying to find back where I found this info, maybe I misunderstood, but I can't remember where I read this. ---------- Post added at 10:12 PM ---------- Previous post was at 10:09 PM ---------- Yeah, this is more like it! Thanks a lot, I'll try this! By the way, it state Zeus Role Playing as a game type. Is that just for search filters or is it a special mode? -
Zeus Discussion (dev branch)
silverwave replied to killeraled's topic in ARMA 3 - DEVELOPMENT BRANCH
Is it an intended feature to be able to assign other orders to units than just "move there"? It would be super useful to be able to tell units the same orders as when in High Command mode (right click then chose Behavior: Move, Search and Destroy, Defend, the type of formation, and all that). -
Here's my suggestions: Basic contact maneuvers should be easy to execute with AI controlled units. By that I mean: You are advancing in the field in a wedge formation and you get fired upon. 1. Everyone fires 2 rounds in the approximate direction of the enemy to have it pinned-down. 2. Usually, you start crawling to form a line facing the enemy to maximize fire power. 3. You then dedicate a portion of the squad/team to provide suppressing fire (at the moment, when you ask suppresive fire, nothing happens) 4. You will then pop some smoke if available and the remaining soldiers (not part of the suppression fire) will follow the team leader to go on flanking. 5. Once at the start line, suppresive fire will start and then converge away from the flanking section as flanking advance toward enemy. 6. At close distance, grenades will be thrown. 7. You then consolidate by recalling the support section into forming an all-around defense on your position. At the moment, this is what I need to do to be able to do that (and most of the time, it just wouldn't work properly). I get fired upon, I need to: 1. Tell my guys to get down. 2. Tell them to form a line. 3. Ask few of them to stay there (which is confusingly called : Wait for me). 4. Throw myself some smoke, because AI is incapable of doing this by their own. 5. Ask the assault section to form a file. 6. Ask them to hold fire not to reveal our position (at least, if someone pops up close, they will still shoot). 7. When on the start line, ask them to form line. 8. Ask the support team to start suppresive fire (which they won't). 9. Throw myself some grenades because AI is incapable of doing it. 10. Ask the assault section to open fire. 11. If the support section was actually doing suppresive fire, I would probably need to ask them to converge fire away from the assault section because they probably wouldn't do it by themselves. 12. Ask the support section to cease fire when it's obvious they converged so much that's is impossible they hit an enemy anymore. 13. Ask the support section to regroup. 14. Ask everyone to form an all-around defense (which is called Diamond... which is not exactly the same, but let's pretend it's fine). Here's what I'd expect I would need to tell my team. We get fired upon while in open field (they should never do that in CQB!) 1. I don't ask anything to my guys, they are professional soldiers and they know they need to fire 2 rounds in the approximate direction and then get down on their own. 2. I would probably need to manually tell them to form a line because there are times you wouldn't want them to do that. 3. I ask one of my group "You are support team". They implicitly know they need to stay there and shoot at the enemy with slow but constant fire. 4. I tell the rest "You are assault team" so they know they'll have to pop smoke now, then follow me in a file formation. 5. When I reach my destination, I tell my assault team : "Form line". 6. I tell all my guys "H-Hour now". Automatically, my support team start the suppressing fire and they will auto-converge the fire away from the assault section and stop firing when they converged enough (can be calculated with an angle, for ex. when they converged 45 degrees, they stop the suppress fire). At the same time, my assault team throw grenades then start moving forward toward the enemy position by covering-moving each others. 7. When I'm satisfied that we eliminated the enemy, I tell everyone to "Reorg" (short for reorganise) and they regroup and form an all-around defense. * For the purist, yeah I know I skipped few steps in the combat drill but they would be probably too hard to implement and wouldn't be that intuitive for the non-military players.
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NATO 5.56 and 7.62 adjustor
silverwave replied to Redfield-77's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I confirm, same as Bruhmis. I have the error message but the mod works perfect. It's just annoying you that you don't have mas_weapon each time you launch the game. If you remove the required mod line or comment it out with // you get error message and game won't launch.