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Everything posted by inlesco
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Care to share a video? I'd love to see a sprawling AI traffic in an Arma town (which is true rarity, no doubt :)).
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Scripting Competition [JUNE 10-30]
inlesco replied to zooloo75's topic in ARMA 3 - MISSION EDITING & SCRIPTING
*facepalm* You aren't even following the rules. You didn't include any tests or results from BIS_fnc_codePerformance, etc. Way to show off your ego. Sugg. to zooloo: how about providing more structured data as the output of the function? Filter for buildings, etc., and print out their formatted data (in table or so). Also, it'd be cool for the function to actually identify towns within a radius and associate the buildings with those towns, so you can see what each town / location consists of... Just a thought. -
Problem with unitcapture/unitplay
inlesco replied to Wiki's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Name of the plane? Is it from a mod? Have you tried to re-record the unit fire? So many questions : ) -
Tried to find it, but no luck. Perhaps I'm blind or something...
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Confirmed.
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Could we get shortcuts for mission actions like 'RESTART' and other? Also, could we toggle on/off the dialog that popups on pressing RESTART (asking 'Are you sure' for a 1000th time)? It's so annoying. It makes all troublesome when you're testing the mission and simply want a quick reload.
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Disappointed with lack of Interactability on Tanoa
inlesco replied to daveallen10's topic in ARMA 3 - GENERAL
Guys, keep in mind that APEX has so much content other studios (except for, probably, CD Projekt RED) would release it with a label of a new franchise game altogether. -
[Campaign] Navy Seals - Blood Brothers (3 chapters, 30 missions)
inlesco replied to FR-Helios's topic in ARMA 3 - USER MISSIONS
Pay a translator 5-10 EUR for their entire work, money for the beer, someone will definitely help you ;) -
Is there a thread for Tanoa benchmark results? Been looking for one, couldn't find.
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Nobody said 'rendering tech is bad, replace it, mothafuckas'. Danil's screens simply prove headlights and overall night visuals need some serious tweaking, that's it. Let's not take ourselves too seriously, shall we?
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By any chance, could you give us a hint when an update when AI convoy / column vehicle formation pathfinding update is coming? ;) If only.
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I think there've been many situations in combat scenarios when ambushed crew member forgets his weapon because he wants to get out of the vehicle ASAP. Also, the rate at which the crew gets out is very unrealistic. For a realistic rate of disembarking from, say, a tank, see Saving Private Ryan Tiger scene - when Tiger's one of the tracks' goes dysfunctional and it takes time for the crew to even glance out of the tank crew entrance hole. That's some general thinking. Surely, it's harded to implement all of this into game code. Thanks for taking the time with it ;)
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[WIP] Terrain "X-Cam-Taunus"
inlesco replied to silola's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I don't get it - why it's so hard to contact BIS for indications on what's needs to be change to config lighting to your own preferences? BIS even expressed interest in helping the terrain makers: https://twitter.com/Arma3official/status/737676879189016576 Things couldn't get easier. Also hopefully - there's a tutorial coming soon from BIS or some experienced island makers. Don't let the Taunus die, guys! The hardest part is of course to finish what you've started. We fully believe you and your abilities to make amazing environments. Don't let some lighting to set you back, the lighting will get better within time as it's tweaked. -
Getting highest ranked player out of all playable units
inlesco replied to daniel-davies's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Why there's no ' I love you ' button? -
How does one detect two types of headshots - a deadly one and a survived one? I suppose that is possible if you add a 0.5s timer that checks whether the unit hit is still alive or not. Correct? Searched the forums, Google'd, checked the EH documentation (https://community.bistudio.com/wiki/Arma_3:_Event_Handlers) to no avail.
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BloodLust (Version 2022.04.13)
inlesco replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is goddamn great! So much progress since the last time I've checked the mod :) Keep rockin' the Armaverse, babe! :D -
Everyone would love to see an in-detail infographic about Arma 3's evolution. *awaiting for someone to do it* :D
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RHS Escalation (AFRF and USAF)
inlesco replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it be, by any chance, possible to make the URLs of class documentation understandable? Like, http://test.rhsmods.org/class/620ad490-3f5a-420c-bea0-6fb933396186 I assume the sting after the last slash is generated as an id, no?- 16550 replies
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I partly agree about OFP, but in OFP injured legs didn't reduce your prone movement speed, plus there was no noticeable stamina penalty. Except for aiming. A3's implementation is totally a step in the right direction and let's hope BIS be on it for a significant time being.
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I love the smell of Eau De Combat in the morning. It smells like... victory :D
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A Q regarding head hob: will you make it tweakable by mission designers or the user? Customization, as we know, is one of the Arma's biggest strengths.
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Lovely addition, always amazed to see such new things unexpectedly! I'd love to see: limping soldiers unable to limp crouched for too long, like, there's limit of motions you can make limits to walking up a slope - I'm sure IRL you could somehow possibly walk on a flat surface just fine, but up a slope... c'mon, we're humans, after all when prone with legs severely injured (1.0), combat roll left / right (default controls: E & Q) is too fast. Rolling with the current pace requires strength of both upper and lower body and trust me, with your lower body injured, you become a little snaily That's all for now :) (I'm very happy to see improvements on every aspect of A3!)
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Assuming the changelog is as big as the update, it's going to take a while :D Patience is a virtue.
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BloodLust (Version 2022.04.13)
inlesco replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I see what you mean, but, in theory, hiddenSelections on CUP infantry models can be added without any problems, thus, allowing realistic gore with removeable limbs, etc? Please, enlighten those of us unfamiliar with Arma modding's pet peeves. -
Custom Structures & Vegetation
inlesco replied to PuFu's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
As a lurker around these forums, I've voted for buildings. But that doesn't mean new veg isn't needed. We're in dire need of new veg just as much as new structures. I'd love to see modular buildings, something along the lines of prefabs Cryengine and Unity use for maximum variety for the ENVs.- 37 replies
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