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fluttershy

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Posts posted by fluttershy


  1. I think you will rather get Crabs on the battlefield then having someone shot trough a weaponscope. Why would anyone even aim at such a low-profil target? A full penetration killshot trough a scope is more like winning the lottery - 3 times in a row. Thats the same as asking for System Malfunctions on Targeting-Systems or anything of that microscopic chance to happen, it is possible but very very unlikely to happen, therefor we shouldnt ask for things that you might not even see once happening in A3 during a game-span of more then 5 years.


  2. OP - i know it is a stupid question but: How many USB devices are connected to your machine, are you using any kind of USB Hub?

    Dont get me wrong, you might not experiance the delay on any other game, but it could be the source of your problem.

    I think due to your System-Specs frame drops should not be the problem at hand.

    Another idea: add -cpuCount=4 to your startup parameters, ArmA 3 might not recognize all cores on your machine, therefor you have to gently tell it ^^.

    Other than that, try and monitor your system parameters while running A3 and see if there is any particular spike during the missions where you encounter the issue.


  3. How are the combat rations supposed to work? Assuming everyone eats breakfast before an op, won't we have to play for like eight hours before even getting hungry enough for it to matter?

    Well there has to be a "hunger meter" which is also editable via an init line, so you can create more interisting scenarios. Especially Mission-Types like MSO with a presisent database will benefit from this.


  4. Found a work around. The only problem with using the mods online really is other players will not see you carrying a weapon. I did figure out how to utilize the silencer though. goto editor drop in the colt crate and and the V.A.C. Then grab the silencer for the rifle out of the colt crate, go over to the V.A.C. and save the loadout. boom goto multiplayer go over to the V.A.C. and load that load out then you have a silenced M4 in multiplayer without having to clutter the map with the ingame ammo crates ;)

    Though Careful - using a Mod-weapon other dont have will also remove your fireing sound for allys and might cause unneeded server-errors.


  5. Those are actually very accurate :) Finally you can see they are constructed of burlap of different size and color. The only thing different to a real ghillie suit in action would be the addition of adapted natural vegetation.

    An the removal of most burlap on the front, at least i did not use that much on the front, on the upper part yes but the legs were mostly free on the front since you are prone when it matters anyway ^^.

    From a technical standpoint they look way better then what we had before in arma, the Suits though still look like the fancy ones you buy in shops to be "ze paintball snip0r". Real-Life Ghillies get handcrafted by the Operators.


  6. So i created my retexture for our group and now i am looking to add in a Crate that will hold all different uniforms and is placeable within the Editor for simple use.

    My issue is: apperently i can not find the respective commands to make them appear.

    I looked into several Weaponbox configs but could not find anything related to items.

    My current Config code looks like this:

    class CfgVehicles {
    
    class NATO_Box_Base;
    
    class STA_Clothes_box: NATO_Box_Base { 
    	scope = 2;
    	vehicleClass = "Items";   //unsure if correct
    	displayName = "ST-Alpha Clothing Crate";
    	model = "\A3\weapons_F\AmmoBoxes\WpnsBox_F";
    	icon = "iconCrateWpns";
    
    	class TransportItems { //TransportWeapons,TransportMagazines works TransportItems does not
    
    		class _xx_stafg_tundra {
    			item = "stafg_tundra"; //base class for uniform
    			count = 20;
    		};
    	};
          };

    So my issue is the Parameter TransportItems, i tried TransportWeapons as well as TransportMagazines which i was able to find on the BIWIKI but that did not work as planned. Is there a possible work-around or way to fix this? - I really do not want to fill the crate via Script as ease of use is the most important right now.

    Does anyone know how to?


  7. I'm not sure that I've explained the issue correct ... so again ... when you apply a texture by that way, there is also the same texture to the other arm but mirrored.

    Back in ArmA II this problem was not existed and for sure its solution is not affecting any workload.

    I don't know if there is any other hiddenTexture selection for the armpatch.

    In any case you are right, the problem will be solved only "IF" BIS want to do something about it.

    btw ... still my question is if anyone else noticed that issue and if there is any possible solution for this.

    Thanks

    Aplion

    Hi Apilion,

    no there is no fix for this and there will most likely never be one, i know which section you mean and i can imagine what you are trying to do but with the UV-Setup that was put down for the current A3 Alpha units there wont be any workarround for your issue.

    If you notice in the original Clothing1_co.paa there is a secondary pouche just like the one that is used, to the upper left corner of the sleeve that is used, but sadly, that areas does not have any UV attachment.


  8. fred64 - you might have single handedly added something to A3 - or be in the ability to to so, that will make the game so much more worth it, even in this very early stage.

    I would like to thank you for putting in that much effort. To be willing to share your work and time within this community is not only an advancement for you, but for everyone that enjoys arma only since recently but also for old arma veterans.


  9. Maybee you should take a look at our reskin again, then look at either the original file by BIS or some Photoreference from the web, i am sure the camo will not just run trough seames and pockets without changing the slightest.

    I know it requires a lot more work to do it properly but the quallity of your final texture will defenitly benefit.


  10. The only one i found and could offer is this

    http://fotobg.ru/upload/img1348220422.jpg

    You will have hard issues to find a seamless pattern of it. Due to possible reproduction of the actual pattern thoose are a well kept secret.

    Especially since the pattern is US-Military serviced you will have an even harder time to recive a proper version from the producer of the pattern.

    I for once worl with a smaller company that actually produces camo patterns, so that was my way to get to a seamless pattern.

    Also, i do not know if you have a Template or if you work on a live file but i could lend you some of mine, would add a little more contrast and possible depth.


  11. Wait, two things:

    #1: How would this substantively (enough to in my mind justify the effort) differ from the existing EBR besides caliber?

    #2: Don't tell me that you're sticking the MK 14 EBR into the FHQ M4 pack too? :( I already held that against RH's MK 18 pack for OA/CO!

    I was simply saying that we are looking into the matter of the Hand-Anim because it is clipping trough the RIS on the left side, because of the currently used hand-anim. Since the EBR has a Handanim that only grabs the weapon by the foregrip that could potentially fix the issue. And no, i do not thing Alwarren is looking to include a rifle to the pack that has nothing todo with the m4 and is already featured in the game.


  12. Hi, they are looking great and working fine for me, however i find the clipping thumb to be a little distracting. Is it possible to make the character hold the forward grip fully? I know it's possible since i'm also using the RH PDW custom weapon and it's working there. Maybe i'm nitpicking so other than that great work! I'm sure the other bugs will be fixed sooner or later.

    The Animations are currently work in progress. We are testing the Mk 14 EBR hand-anim and maybee have to consult about a custom hand-anim in order to remove the clipping effect.

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