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Everything posted by foffy
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Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm a little lost on the new zeroing. Can someone explain how exactly the dials are supposed to work? I'm too familiar with ArmA's set up where you can dial it in by the hundreds, and I have had a very, very hard time zeroing in on a target adequately with AGM's system. -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure if this is a bug or not, but when using AGM, how do I diffuse an underwater mine? The action menu that typically does it does not work, so I assume it's under the custom interact menus. The problem is neither the direct-interact or interact keys work underwater. Either that or I am missing a specific defusing tool. -
Really hoping this is the case. The Helicopters DLC seems more like a mechanic update and less of a sort of expansion. I'd live for a new campaign focused on the updated sniping and shooting mechanics.
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Arma 3: Poltergeist -- Taking the 2035 setting and running with it.
foffy replied to doln's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
Best of luck on finishing this. Poltergeist was the first MANW submission I tried, and if I didn't know it was for a contest I would have assumed it was a Bohemia campaign. I think the Showcase and Resist's campaign have really shown that the community can easily make content not only of the same quality as Bohemia's works, but the same level of professional polish with voice acting and the like. -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wow, it's that simple? Gosh... I wonder how I breathe sometimes. :P -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Having a very strange bug here. All of my 1-0 keys no longer function even after if I remap AGM's custom controls. Any idea why this is? This issue did not exist for me in earlier versions... I am also on whatever vanilla state the game is in, not in Devbranch, if that helps. EDIT: It's also broken a few single player missions, like the first mission in the RESIST campaign (certain parts of the mission that activate mid-mission are not starting when the mission does), and I do not recall having that issue with older versions of AGM, either. -
Red Hammer Campaign for use with CWR2 mod
foffy replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
If you were also curious, the original campaign, Cold War Crisis, was also remade for CWR2. The campaigns were released separately to CWR2, so it's not too shocking to see people not realize all three campaigns to the original OFP have been remade. :P -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not even getting a signal that I have a lock. Hence why I'm wondering if it's a custom key or setting when aiming. EDIT: This appears to also be an issue if I play the Fixed Wing Showcase. For whatever reason, locking on doesn't work. My Lock Target key seems to be useless, and I don't believe I am using any particular mod that should be effecting weaponry outside of JSRS for sounds and Blastcore for visuals. It also shares the same key as weapon resting and FCS, but I don't think all of those would overlap and cause issues... EDIT 2: It appears some of the AGM configurations DO cancel out basic commands. Strange that weapon resting and FCS can be on the same key but I suppose anything from the base game is automatically invalidated. I guess I find it strange as I bound all three of those actions to the same keys in ACE for previous games. -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I was curious here; does anyone know how to lock on with the Titan using AGM? I made my lock-on key Tab, but mashing that is doing nothing. -
I think the ArmA III campaign all but hints it involves an Asian region, but that is the expansion. Sometimes Bohemia creates new regions for DLC, but I don't know if the DLC planned for ArmA III will include new areas and campaigns like we saw for all of ArmA II. ARC, BAF, and PMC were all DLC that added new playable areas and campaigns. We don't even know if these two DLCs will include campaigns, let alone new areas; all we know is really implied in the name of the content, and some core features this content offers to expand on the base game. We have no idea how they plan on implementing the additions to players in regards to playable content.
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Of the 1070 hours I've put into the series, maybe, at best, 60 were online. I'm an offline guy, and I have played (and enjoyed) every Bohemia campaign. I even bought and dug the ACR DLC, which many called incredibly lazy.
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Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks, but I made an error on elaborating. Is there a way to force this that any content autoinitalizes with the unconscious setting without setting it up per mission or scenario? Say for example if I were to use AGM in the campaign? Or would using that code in the debug console force it on? I assume if it cannot be edited in a pbo, using something like the Support Call mod could maybe help accomplish this. I'm asking because I'm a single player guy, and I feel what applies to the player should also apply to the AI, which is what ACE 2 did for wounding with ArmA II. Not saying this must be like that, but I'd like to play it in such a manner, if possible. -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to auto enable this for all AI? -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Cool news! I liked using LHM Glasses, and was hoping the implementation of glasses into AGM would consider the diving goggles. I guess the integration allows that! :3 I know I've asked this before but I've yet to get an answer, so I hope me re-asking isn't an issue. With the altered wounding mechanics, does the AI know how to handle being wounded? I've not seen this, but I'm not sure if a module has to be linked and in what way. I like the more ACE-inspired wounding model, but I am worried if for most of the AI they just get shot and bleed out all on their own, with no worries about it.. -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've no idea if this has been mentioned, by recently playing it with the current, most recent patch of the game has disabled the AI from speaking. Is there a particular pbo that caused this? Also, it seems the AI still cannot heal themselves. Does a module have to be placed in the mission for them to do this, or is this something that will be addressed in an update? -
Arma 2 campaign harvest red best ending?
foffy replied to peyotekonak's topic in ARMA 2 & OA - OFFICIAL MISSIONS
The best ending is typically engaged by completing as many of the optional objectives as you can, as it shapes the last few bits of the game. -
Are people really getting mad by the Karts DLC? Wasn't it made by one guy?
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Sweet stuff!
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Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh, I figured out my issue with wounding! Apparently having TPW MODS on conflicts with the wounds. The solution appears to be that TPW BLEEDOUT overlaps with this new wound system, causing the whole body to become wounded. Sorry for bringing that up as an issue. :P But I do still have a question. Does the AI have the initiative to heal themselves? Testing around in the editor, I have not seen the AI do this. I have to manually heal them, it seems. They don't seem to be calling themselves injured, so maybe that's why they don't take the initiative. -
Your solution would be to look in the AGM options and remove the actions linked to the number keys. They override anything else placed there. A simple solution would be Ctrl + the number key.
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Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do morphine and epinephrine get added to regular medical boxes, or a specific crate for this mod? -
Authentic Gameplay Modification
foffy replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I've been trying it around, and I have a few questions. Why is it that it appears that damage to particular limbs cause damage to all limbs? Shooting a diver in his leg causes his whole body to be injured (his head needs a bandage for a leg shot?), and I have to be the one to heal him, so I don't think the AI have the means to acknowledge the bandages yet. I have a feeling that these were planned to be addressed anyway. :P -
I wanted to know if there was a list of all of the possible Scouting missions the campaign has to offer. I know I didn't do all of them in Survive, and as I have been playing Adapt I I also grasped from another thread that a patch a number of weeks ago added a few more of these missions for Survive, so for the only guide I've seen, so that is outdated. I'm only asking because I'm someone who likes to 100% games, and that includes the side stuff. Knowing I've missed a good chunk of the stuff as is makes me feel sad. I like partaking in stuff made for the game! ):
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Arma 3: Poltergeist -- Taking the 2035 setting and running with it.
foffy replied to doln's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - SINGLEPLAYER GAME MODE
I gave the Showcase mission a try, and I am absolutely impressed. If not for the fact that it states it was made by a modder, I would have seriously considered this an official Showcase from Bohemia. I think that says a lot on quality and presentation. Fantastic work! I really dig the idea of something focusing on the "alien" technology of CSAT, and the premise of this campaign seems to be doing that well. Really looking forward to seeing more of it. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
foffy replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Got an error with TPW MODS after updating it on SixUpdater and in order to fix it, I had to reinstall the mod. Doing this, however, broke TPW HUD. I keep getting a message in the game that it fails to load, even though I have touched nothing. I assume these are the default settings, yes? Very strange to have it poop out on me. It particularly says "TPW no incorrect/no config, exiting"...but isn't that the config?- 5767 replies
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