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Clarkey1

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Everything posted by Clarkey1

  1. Clarkey1

    Media Coverage | No discussion here!

    Gamespot - Lighting Showcase - Arma III Trailer Just the video.
  2. Yep tom3kb is correct. The best way for me is to de .pbo the mission (i use pbo view but there are many programs for this) then put the folder you extract into your Arma 2 missions folder, open it in the editor and then use the "removeAllWeapons this" and "this addWeapon" commands in your units init (search the bi wiki or youtube for tutorials). Alteratively once the mission is unpacked and in your mission folder you can use LEA (Loadout Editor for Arma), just search google or armaholic for that.
  3. Clarkey1

    Development Blog & Reveals

    @MavericK96 Yeah I actually got that the wrong way around, point-lights don't cast shadows as of yet as Pavel said in the interview. I edited the post a short time after rereading what he said, sorry for the misunderstanding.
  4. Clarkey1

    Development Blog & Reveals

    I'm pretty sure Pavel said in the interview that for the time being the sun and moon do not cast shadows. EDIT: It's the other way around sorry, the point-light doesn't cast shadows yet, but sun and moon do. OK well it's still early days, can't wait for the E3 demo :D
  5. Well to each his own but word is that DayZ is already working on RV4/ArmA3... Wether it will be an out of the box mission is another question altogether but hey take a niche mil-sim, add zombies and survival elements and viola! Top seller on Steam... Who woulda thunk it. :p I agree that a modder will make it happen regardless, there's all sorts of zombie mods for ArmA that have been around for a while but DayZ really hit the sweet spot. I'm all for not having to manually sync everyone to the damn First Aid Action/Simulation modules. I wouldn't want it to be forced on all the time though. The way ACE2 does it is excellent, just place the module down and your good to go, no sync required, even spawned units will automatically use it. That said it still requires you to place a module so if you wanted to use advanced First Aid in an "out of the box" mission it's not gonna happen. If it wasn't to much of a technical PITA another option would be to integrate the level of First Aid Simulation into the Difficulty settings e.g Crosshair: Enabled/Disabled, Extended HUD: Enabled/Disabled, Advanced First Aid: Enabled/Disabled.
  6. That transmission would seriously have given me chills if I had found one of those radios. Who knows what it means though... could be anything... *sneaks off to grid refs* <_< >_>
  7. Clarkey1

    ArmA 2 Game Launcher

    Yes I44 works with the launcher. As long as it's in an @I44 folder in your game dir the launcher will automatically find it. Try right clicking the icon in the system tray and then click "Reset window position".
  8. Clarkey1

    What Mods Will You Expect/Create?

    ACE3! :D I'd like to see Blastcore WarFX and JTD fire&smoke aswell, but at the same time I'm hoping A3 will look so good they won't even be needed. Same goes for JSRS. :) Also AAW, TF86, many many maps... Ahh, just... "All the things!":yay:
  9. Clarkey1

    Operation E3

    Can't wait, hopefully Gamespot and the like are already planning on visiting the BIS bunker this year. If not though i'm all for a hasty ambush by the live stream guy again! Hopefully he's been lifting some beers in preparation. Eh who am I kidding, Lord Ivan will still crush him. :P
  10. Clarkey1

    Development Blog & Reveals

    Hahah, yeah I had to stop myself from pressing Numpad Enter!:o
  11. Clarkey1

    Development Blog & Reveals

    @PurePassion & BoboCZ: Thankyou!!!:D:D
  12. Clarkey1

    Development Blog & Reveals

    This sounds so awesome, I wish I could watch it on the website! Is anyone going to be uploading it to YouTube?
  13. Clarkey1

    More GUI, less scripts in the editor.

    +1 This plus being able to edit all scripts in the mission folder within the editor itself.
  14. Really? Where are you getting this info from? It's my understanding that ArmA3 has more than half the vehicles that OFP had so far with the game still 6 months or more away from release. Not to mention vehicles will have 'Modular Turrets' which will -for example- essentially make one model of IFV capable of being an IFV (M2), IFV (GL/Mk19), IFV (TOW) etc.. In terms of weapons/gear confirmed so far, ArmA3 already outnumbers what was available in OFP in total including combat vests, helmets etc. which are also all modular making one unit into basically as many as you can customize a different combination of kit for. This should be blatantly clear just by reading the "Confirmed Features" sticky...:confused: Good tactic, I think someone should ask "So (BIS Dev) can you tell us what are all the things?":D
  15. The words "greed and popularity" don't really come to mind when I think of BIS. More like "by the people for the people". I don't think you have anything to worry about Chekko. Also, lurk moar!:p
  16. Clarkey1

    Development Blog & Reveals

    Well here is a good example of curvature from a little above sea level. I think someone else on these forums stated that from sea level the average height person can see the horizon at about 2.6 miles. If this was implemented in ArmA3 like it has been in VBS2 it would look very cool approaching Stratis by sea from >2.6 miles and seeing the whole island appear over the horizon.:D
  17. Clarkey1

    Development Blog & Reveals

    So is "worldRadius" confirmed?! The showcase trailer looks as though it has curvature...? Either that or their using a video editing trick or it's just the draw distance, I'd really like to see earth curvature though, especially with the new abilities for diving and improved water physics. Curvature would make any type of naval battles look a lot more realistic IMHO.
  18. Well initially they said there would be no "intro island" and now we have Stratis! So I wouldn't take everything the devs say as the final word on the matter until the game is finished. That said destruction like BF3 is probably just not possible at the moment on RV. Look at the size of any BF3 map, and then compare that to the 300km² Limnos. Well it might be possible but the resources required to do it on that scale would probably negate even implementing it. I for one am happy with the current level of destruction, I can still hole up in a semi ruined building or take it out if enemies are using it for cover, functionality trumps aesthetics as far as I'm concerned.
  19. @mistermdg. Not a bad idea, I think a more advanced morale system would be welcome by many. One thing I would add on top of range to target and caliber of weapon is rate of fire. The volume of fire is very important, multiply that one guy with an FN Fal 400 meters away by 30 or 40 and your HMG gunner is probably going to start to shit it. Another feature to a more advanced morale system (just playing around with the idea here) could be music. It would be interesting to have your teams morale increased by walking beside a vehicle with it's speakers blasting out music. Maybe even just a rested benefit would suffice for 'regaining' morale, going back to base to resupply could bring morale back up to it's normal level for the respective unit. It could always just regenerate automatically when not under fire (or be a fixed setting like I believe it is atm) but it could bring some interesting dynamics for mission makers to stuff around with.:)
  20. It'd be nice to do a "goose step" in safe mode and more of a quick "bound" in danger/alert mode. Maybe even some sort of " " or a " " or even a " ".:p
  21. Clarkey1

    Development Blog & Reveals

    I really hope that's an AI driver at . He didn't even have to reverse 3 times and drive in the wrong direction at one point to get around that corner.:p Heh, ok so the AI drivers aren't that bad, but you know what I mean if this is an AI driver it's a very big improvement. But I guess it could be that damn IAI that's been spreading rumor's of obviously obvious hints in the video.
  22. Clarkey1

    MCC Sandbox - The Mod

    Thanks for the update shay_gman, the land at smoke option is sweet!:)
  23. That would be incredible, with the size of each map and the 30 odd kilometers separating the two islands I imagine conquering every settlement would take a very long time to accomplish. Ahh it's good to dream:)
  24. Clarkey1

    Underwater element. What is the point?

    Why do we need rivers to infil from when there is a gigantic bay?!:D That said I'm sure we'll see some awesome user made maps in the future with rivers for underwater insertions. It would be cool if the new engine was capable of actual flowing water though.:)
  25. Clarkey1

    Development Blog & Reveals

    So they could be F-1 Mirage's? Flying over the Spartan trail in remembrance of Lt. Nikos Sialmas? The profile of the F-1 is actually a really good fit for the planes in the video.
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