orcinus
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Everything posted by orcinus
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Little Immersion Tweaks - Spice Up Arma 3's Night Life
orcinus replied to voiper's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Looks useful, thank you. Heh, I've been wondering where the map settings were 'hidden', now I know. I hate the miniscule font (~1.5mm high on 1920 x 1200 24" monitor) used for the edge-of-the-map grid numbering, maybe now I can find a way to change it. Thanks for that too :) -
How to return old arma 2 crosshair in arma 3?
orcinus replied to milosv123344's topic in ARMA 3 - QUESTIONS & ANSWERS
@OP: Deadfast made a tiny (10KB) mod that makes the A3 crosshairs much easier to see against light backgrounds. I found it made a big improvement, it might at least partially solve your issue. -
That's terrible. Given the generally low level of most people's salaries/wages, widespread malnutrition looms. Just like the UK :(
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Lucky you :) But have a look here From comments by Robalo & others, it might affect SP as well. I'm still gonna wait for a fix before patching from 1.38. Cheers, buddy.
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@Bono_LV Actually I didn't have any issue with your post :) - just didn't want to single out any poster or posters for what might have been taken as an ad hominem attack. @Sub-Human: exactly as the KGB & the Stasi, etc., behaved in the old USSR/Warsaw pact countries. .. or the FBI under Hoover...
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Agree with Omac about the Infantry showcase; very poor design. A couple of hints: - dump the ACO, perhaps the most useless bit of gear in the game. Without it you still have the same FoV & zoom, but you can now zero the sight (ACO could be zeroed in the DVD version, but that was dropped). OK for CQB but a handicap in the open where the range can be 300+ m and the AI are aimbots in vanilla. The second one discloses a minor, early incident so it's in a spoiler: @Gunter: unfortunately a serious bug in 1.40 has buggered up skill settings. The value for the last one to be set is written into all of the others, over-writing the chosen settings. In the example you gave, every parameter will be set to 0.5 (I'm sticking with 1.38 til they fix it)
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Discover, Play, Promote missions and mods withSIX
orcinus replied to sickboy's topic in ARMA 3 - GENERAL
Cheers, Sav - however I think I'll start with a little one so as to avoid bankruptcy :) -
Hmm, trending towards stereotyping if not demonisation of the Russian people. One of my neighbours is a Russian lady in her late 40s or early 50s who married a Brit. Educated, articulate, as nice a person as you might want to meet; and loathes Putin and the KGB/Mafia/oligarchs who have stolen so much of the wealth and resources of the country. She says most of the people she keeps in touch with feel the same, but to speak out is to put oneself in danger; ranging from pressure at work (up to & including the sack) to physical attacks. So please, don't lump together all Russians (nor any people, come to that) in this way. That merely reinforces Putin's propaganda; I don't believe for a moment that the Putinbots won't be bouncing in glee because of that.
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Who said I was English? As for angry, can't you tell the difference between anger and contempt? Faugh, I'm done with feeding this braindead troll.
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You can do it for AI (never tried on the player) with a cfgVehicles patch An A2/CO patch for a Force Recon sniper would look include #define __FRSN_audible .01; Larger numbers mean more noise. Not sure how you would set it on the player; you might have to define a class for the unit type you want with a very low audible value. Probably worth you having a look at the A2 thread for "Infantry stealth and recognition", an addon that enable the player to tinker with a range of values according to base class.
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RHS Escalation (AFRF and USAF)
orcinus replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Excellent point. Pity you have to keep reminding people not to mix mods when testing a new release or an existing one after a game update :( Perhaps BIS could be persuaded to give full details in advance, once they've 'frozen' a build for release, of matters such as config or sound changes are likely to break mods & addons. A few days might make a world of difference. Very disappointing for players and, I'm sure, very frustrating for the modders when an update breaks everything in sight. Lots of whinges cluttering up the forum, people having to drop everything they are working on...- 16574 replies
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Discover, Play, Promote missions and mods withSIX
orcinus replied to sickboy's topic in ARMA 3 - GENERAL
Thanks, I'll give it a try at the weekend. I also want to move the sync file off my SSD, so thank you for that as well. Good informative post. Cheers Orc -
That is incorrect; the 1.40 update has indeed resulted in screwed up skill settings. The last to be set is spotting distance and this value gets applied to every other skill setting. If the setting for spotting disctance is high, so is everything else and the AI become aimbots.
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'Unspottable' units
orcinus replied to epicgoldenwarrior's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried setting camouflage to 0 (zero) on the snipers? Supposed to make them invisible to AI unless they fire. Seemed to work fairly reliably in A2/CO with mods like "Infantry stealth and Recognition". No idea if the v1.40 skill setting bug affects camouflage as well; I'm sticking with 1.38 for now. -
Thank you for the update, RedPhoenix :)
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Excellent news :) Great fan of OfRP - a mod of first-rate quality, so I predict this will also be very high quality.
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"PutWeapon" into unit's backpack.
orcinus replied to ImperialAlex's topic in ARMA 3 - MISSION EDITING & SCRIPTING
If I remember correctly, an addon called "Universal Soldier" had the ability to load weapons with attachments into a backpack. Might have been removed in latest versions. Could still be worth taking a look & then contacting the author. -
This looks like a follow-up to OP's posts in the ASR_ai3 thread. Using ASR-ai3 with AGM's AI active is likely the explanation. @hydrobull3t: Try removing AGM or ASR_ai and see if that solves the problem, as was actually suggested in the asr_ai3 thread. No-one is going to do the test for you.
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Fire For Effect: The God of War - smart & simple AI artillery
orcinus replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the update, Ryd. -
BAFX and Rangemaster mod packs - released
orcinus replied to eggbeast's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Heh, and you're a Brit! Other than the steering wheel faux pas, great update, thanks to all involved. Oh, and I like the bushes :) -
@BB: Cheers, mate. New animations sound good. Happy to wait for whenever.
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Arghh.. no, I don't even want to think about it :P
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That's terrible news. Very best wishes for a speedy and full recovery, John. (Don't American vehicle insurers include 3rd party cover for injuries??)
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DAC V3.1 (Dynamic-AI-Creator) released
orcinus replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
VCOM_ai will be the culprit as it messes with waypoints. ASR_ai works perfectly with DAC (in A2/CO, haven't tried in A3 yet) as it is a low-level AI mod. However, remember that DAC's AI and ASR_ai do have some overlap - see my earlier post here on how to avoid conflicts.