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taro8

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Everything posted by taro8

  1. Yo buddy... Still alive? This great mod, I have a question though: how do use the loadout customization when playing the mission? I remember doing so before, but now I can't find a way to enable it.
  2. Now is it possible to tell them to pack it up and take the backpacks? I thing AiSS had AI setting up statics as a feature.
  3. Hello! I'm glad you released a new version. I took a liberty to edit it a little bit in order to add camera shake when firing a vehicle weapon, with different shake levels depending on how big the gun is (or rather how high the hit value is). I really like it came out, it adds some of that missing player feedback to vehicles. Would you like to know more?
  4. taro8

    RHS Escalation (AFRF and USAF)

    Hello! I wish to inquire about KA-52 gunner's turret and the camera. I'm planning to create a gunship similar to AC-130 and I would like to know how did you manage to have camera and gun arc independent while still having gun point at what gunner is aiming at. Is is done via config witchery or scripting? I wish to avoid the mistake BIS did with the Apex gunship. What I want is a gun arc that is independent from camera arc of the gunner. EDIT: I figured it out. In case anybody wonders: you need to set limits on gun axes in model.cfg and then you can set turret camera limits to whatever you want, gun will only move to the limits defined in model.cfg
  5. Hello! I create a tiny little mod that does 2 things: * it adds laser designator (batteries included!) to all vanilla planes, with allows you to self designate targets for LGB * increases the allowed horizontal turn level in TGP view from -180, 180 to -720, 720 with lets you pan view freely. WARNING! if you lock on (using CTRL+T) it goes back to -180, 180, I couldn't fix that http://www.mediafire.com/file/cg7meve5epqzrc0/%40improved_TGP.zip
  6. taro8

    Improved TGP

    Might change them as well, but they already have the designator so all I would do is extending the allowed turn radius. Still, I just wanted to edit planes.
  7. taro8

    ASR AI 3

    Hey I just played couple of the showcase mission with ASR AI (pooters version) along with my own tweaks for separate AI sup skills. Man its so different now. The AI is very aggressive and responsive, the Armed assault showcase was a total blast with AI using static weapons, tanks charging and overall it was really action packed. My favourite moment when I tried out the Combined arms and my side just went right for the base and run face first into the enemy, a CQC ensued, it was just great.
  8. I did some more testing with particle based damage and everything seems fine, no fire particles or overlay. The hurting animations are pretty spazzy, but its not issue with the particle itself and more with animations. No weird sounds either, its seems just straight generic damage
  9. Hey folks congratulations on the new release. I have GREAT news for you! You can actually make napalm burn and have area of effect that does damage over time that can stay as long as you want! I discovered that when I was messing around with cfgcloudlets. I just read the documentation and you can actually add damage to particles with this: //--- fire damage related parameters (optional) damageType="Fire"; //damage type, only available option is "Fire" so far coreIntensity = 1; //damage coeficient in the center of fire coreDistance = 1.0; //how far can unit get damage damageTime = 0.1; //how often is unit getting damage I just tested it with your M-134 Flamethrower APC and it works perfectly fine. I put it on the M10_NapalmFuelFiresmall cloudlets and set the duration to 120 seconds for that one. Lo and behold the flames stay and keep harming anyone who enters them during those 120 seconds. It's even in the documentation for the particle effects. This mean you can have real burning napalm or agent orange chemical weapons. You would need to do more testing, I just tested if it even works.
  10. Incredible work. As of now my only suggestion would be ability to turn off the targeted vehicle name that currently appears next to the target box/indicator/icon. You can't turn it off as of now, even disabling tags does not get rid of it. It gives away "spoilers" when you know you locked on exactly onto enemy assistant machine gunner or something else. Also recognition should not be magical. Would be great if instead of vehicle model, name and pilot shoe size we would get something like Helicopter, aircraft, Armored vehicle. Not sure how you would balance this though, maybe if the detection was done beyond visual range?
  11. The LAV and the whole woodland palette went though so many iterations... Honestly, this one is pretty close to the pictures we found and it does not appear too dark on overcast weather. The reason it fitted with AAV is because LAV texture was directly ported from Arma2, LAV got a reskin, AAV didn't yet. I do not want to sound like a douchebag, but if you wish to recolor the LAV feel free to do so, even using my retexture. I would be happy to see the effects, maybe even change the palette based on it. Anyway, I revised the UH-1H Slick, I decided to ditch the front bench and managed to increase the cargo capacity even more, now it can carry 10 people in cargo and still have door gunners. I have also added Fire From Vehicle ability for guys in cargo near the doors. http://imgur.com/a/gL8dr
  12. For some reason I get an error about missing structure: a3\structures_f\research\dome_small_plates.p3d. maybe the latest patch messed up something. Anyway, the best map for Arma 3 IMHO.
  13. It may be enter or the use key, for some reason the eject action is first in the list of actions. Oh man, so many times I ejected myself when flying a helicopter as a passenger.
  14. Sadly arma's animations are directly tied to the whole movement system, with includes aiming weapon and such. It's the design choice I guess. In normal FPS's you are just a camera floating around and even in games like Far Cry 4 the first person body is actually a cheat/fake. Arma is the only game that simulates player whole body even in first person. I will try to improve it if I can. Personally I would make weapons be more stationary when up, I'm not sure if it would even be possible.
  15. The animations are actually really good, only blending causes the movement to feel stiff and uncontrollable.
  16. What I did was I set the minimal animation play time requirement to 0. Some animation had it at about 0.65. What it meant is that animation was required to play 65% of its length until it could be changed. Setting it to 0 allows other animations to immediately interrupt the current animation. I also allowed all directional movement to blend steps, it basically allows feet to slide on the ground in order to better blend animations. The blend steps is responsible for the effect you can see in some FPS's where you can see your own feet and they slide around when you make tiny steps. In the end those changes allow animations to quickly switch from one to another, with results of feeling more in control of the motions. The left->stopped->idle->right (this is how it really is done in the game) is most noticable on tactical crouch and rifle down run. I would love to get rid of that.
  17. I just tested it and indeed that is true. This is caused by the way arma blends animations. The changed direction has a highier priority than aiming stance change so it animates first, if you run around fast enough, you can delay aiming stance indefinitely. I will see if I can do anything about that.
  18. Skyrim and other Bethesda games? :P Granted, Arma 3 is a bit more welcoming to modding than Skyrim, once you understand the configs you can do a LOT of stuff. Skyrim's indepth animation editing is fucking voodoo dark magic. I also cooperate with CUP and learned how to work with Arma models as well. I would love to get some more info on the odd behaviour that causes arma to go like this: left > stopped > stopped player idle > right This happens for every stance, if the transition between direction was smooth the janky feeling of movement would be gone for the most part.
  19. I'm not a video guy. It's hard to show this in the video when you quickly change direction (say walking up stairs aiming back and such) and you lose control for a tiny moment. It feels clunky, but I don't think you can catch that in a video. Feedback and opinions are welcome. If anyone would like to make a video, any help is welcome.
  20. I get array error when placing a vehicle kiosk module and the "start campaign" module also does nothing. I usually get the array errors on every MC module. I've got the latest CBA from workshop running. Could we get a placeable kiosk for units? Also, will item/weapon shops will ever be a thing, the vehicle kiosk is AWESOME, I really love that part.
  21. taro8

    ASR AI 3

    Does ASR AI lets AI assemble backpack weapons? I would love to just spawn support squad and for them to set up a mortar and support allies.
  22. taro8

    Tanks DLC Feedback

    * Realistic armor penetration and mechanics similar to Real Armord mod * Not retarded AI that will point front of the hull toward danger and not bail when they have damaged track or something, similar to Smarter Tanks and Realistic Tank Crews * Active protection system like the Trophy on Merkava (it already has the 3d model AFAIK on the Slammer) * Towing * Armored Recovery Vehicles * For the love of god let us disable the vehicle voice commands only (front, back, fast etc.) * Make AI drivers not retarded so when you tell them to stop they will stop instead of rolling down the hill
  23. I'm trying my luck at editing the p3d models, partially successful. Make Huey Great Again! http://imgur.com/a/iaZCa If all goes well we might have a version with increased cargo, 9 troops + 2 door gunners, up from 4. There is a bit of clipping but nothing too horrifying. EDIT: All right, I have fixed issues with the textures and now everything seems to be working fine. I even managed to get the new "Slick" variant working alongside the old one. http://imgur.com/a/IgyTs
  24. All right, the TUSK is done along with Desert variants. For now its a finalized version and I would like for it to stay that way. Let's just say I have something else in the works, I'm not sure if I manage to finish or get it into Arma, but I'll try. http://imgur.com/a/0FBbF
  25. AFAIK AI will use LGB's and other as long as target is lased, even planes and helicopters like AH-64. They just need to "spot" the laser taget.
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