Kerc Kasha
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Everything posted by Kerc Kasha
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The closure sounds are now working they're the same sounds just a bug was fixed
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stop animation loop
Kerc Kasha replied to thetrooper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
playmove "" -
Using the m4 distance sound effect I get an error saying that m4_inroom2 is missing
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hey jarhead just a heads up in the dev branch the 'closure' sounds for weapons are working again so the default closure sounds are playing over most weapons. this isn't an issue but for most of them they feel a bit loud compared to the actual gun sample (ie. the mx which seems like mostly mechanical noise) so might need to tweak them. Probably because your sample is set to volume 1 in the config and the vanilla closure is 1.4~
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Scopes do. They can spot better with them and use more 'accurate firemodes' (hidden AI only firemodes for scopes and the like)
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Ah my mistake, sorry.
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Can the hex pattern inside the Comp M2 Aimpoint be made more transparent/hidden? It's not very noticeable when aiming down the sight irl but in arma it's blatant and can get in the way of targeting
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Play custom animation via *.sqf-file
Kerc Kasha replied to blackpixxel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
It should work.. I used something like this and it worked without issue: class CfgMovesBasic { class DefaultDie; class ManActions { PumpActionStand = "PumpActionStand"; }; class Actions { class NoActions: ManActions { PumpActionStand[] = {"PumpActionStand","Gesture"}; }; }; }; EDIT: Maybe the class names need to be the same -
Play custom animation via *.sqf-file
Kerc Kasha replied to blackpixxel's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Use something like this: player addEventHandler ["fired", "_this execvm 'shotgunpump.sqf'"]; shotgunpump.sqf private ["_unit","_weapon","_muzzle","_type","_sh"]; _unit = _this select 0; _weapon = _this select 1; _muzzle = _this select 2; _type = _this select 4; _sh = _this select 6; _needReload = (_unit ammo _weapon !=0); if((_needReload) && (_weapon == "my_shotgun"))then{sleep 0.3; _unit playAction "BoltActionAnim_stand";}; You want to use playaction rather than the gesture -
While I understand the reason behind that it seems keeping everything quiet until the very last minute just means a lot of people will be bouncing up and down about the game being 'abandoned' or run by a skeleton crew. I think just saying 'hey we're looking into this no promises but we'd like to do it' would go far and either announcing its cut or deployment when that time comes. This isn't just about weapon resting but, well, anything you guys are working on. It somewhat disappoints me to read the various blogs and literally get nothing from them unless it's a feature that's going to show up in a couple dev builds. I know there was a lot of fallout from a bunch of features being dropped but at least to me the problem was less the feature not being implemented but rather it it being swept under the rug with zero mention of it ever again, not even acknowledgement that the feature was axed.
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It's an issue with ACRE (and CBA pre-Beta 5)
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While 10mb was an exaggeration I much prefer 428mb to 5gb
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It worked fine for me in 1.3 with the Zeus Fix pbo. I havent tested it with 1.4 yet
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and stuff like this is why sixupdater/pws thankfully exists. while all the addons might have change there might only be 10mb worth of 'real' changes all up.
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RHS: Armed Forces of the Russian Federation A3 WIP Thread
Kerc Kasha replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Yep that was what I was going on, glad I'm not losing my mind -
RHS: Armed Forces of the Russian Federation A3 WIP Thread
Kerc Kasha replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Comparing the two, the DayZ one is a new texture and some changes but it's made by the same artist http://www.moddb.com/mods/rhs-armed-forces-of-the-russian-federation/images/ak-74m#imagebox and http://www.moddb.com/mods/rhs-armed-forces-of-the-russian-federation/images/ak-74m-gp-25#imagebox either it's the same artist or they have incredibly similar styles, but I'm leaning to the same as the bolts and markings are the same -
RHS: Armed Forces of the Russian Federation A3 WIP Thread
Kerc Kasha replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Spotted Spiridonov Vadim's AK http://i.imgur.com/c3ILofY.jpg Good to see BIS getting work from you guys, his AK-74M is probably the best one I've seen. -
It seems weapons dropped by dead enemies have gone haywire with the recent few dev versions. It's gotten to the point where they start levitating bouncing around etc
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damn that's a good idea.
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Ah okay I didn't realize you wanted it to autograb a chute... I thought it might grab one from the vehicles cargo but maybe that was ACE only as I havent tried it yet in A3
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The default eject should work? Are you inheriting from class ParachuteBase ?
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Porting the weapons over wouldnt have any of those issues, it'd only have that problem if they just copy pasted it into Arma 3 without doing anything to it.
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@ace;@ace_a2; is also an issue..
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Disable Battleye on private server
Kerc Kasha replied to svarun's topic in ARMA 3 - QUESTIONS & ANSWERS
Oh no he might hack on his own server somebody stop him! -
I believe the reason for this was the move from single lane roads to double lane roads. It blows the AIs mind and must have been implemented poorly at the time.