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Everything posted by lordheart
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LHM Glasses I thought I would share some of the mod I am currently working on. It has gone through several iterations since I started working on it, from a simple screen tinting based on the glasses worn to overlays for combat/diving goggles to the possibility of explosions cracking glasses. Version 2.3 Requires: CBA 3 Install Instructions: - Unzip - Place with your other mods - Move the folders/files within the userconfig folder within @LHM to the userconfig folder in the root of Arma 3 - Add @LHM to your mod line using your favourite launcher (or the manual way) Current features: Provides a visual screen tinting based on the glasses/goggles being worn, also effects the brightness of the sun as glasses should. Provides a visual overlay for goggles (Combat Goggles/Diving Goggles) Provides an improved goggles/glasses experience, where the item worn has the potential to break from explosions. Dirt from explosions linger on glasses with the ability to clean them. Dust from firing a weapon while prone appears on screen for a short period of time Rain appears on glasses/goggles Cleaning glasses animation Ability to clean glasses via keys (shift + t by default) see notes. Rotor wash effects Current Known Issues: UI gets hidden by goggles overlay (http://feedback.arma3.com/view.php?id=13846) No animation when prone (disabled to back breaking) Notes: Move the userconfig folder to the root of your Arma 3 install Shift + T anywhere to wipe glasses changeable via Configure Addon in controls (thanks CBA) Changelog: Images Thanks goes out to: The.D for the Combat Goggles overlay (non-cracked) and dust overlay. AGM for bug reports and allowing me to integrate with them TPW, whom without I would not have known about the refract particle for the much improved rain All who have offered their support
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I'd like to take the time to introduce a mod I have been working on to increase the depth of insurgency and counter-insurgency means. ITK ITK or Insurgency ToolKit, started as an idea to have a suicide vest for a particular mission but has since evolved into a more in-depth insurgency mod. Facilitating the construction of a variety of IEDs from components and allowing multiple detonation methods. Videos: (These might be slightly out of date) Current Features: Multiple detonators (clacker, cellphone, pressure plate, deadman's switch, wire) Multiple fuse lengths (short, long) Potential for multiple explosive charges (currently only a mortar shell is configured) Suicide Vest Thor III, jammer IED creation interface Bomb creation (currently only via script) Bomb defusal Speed dial for cellphones Possibility to take clacker object off a dead unit and gain the ability to detonate that unit's placed IEDs Ability to attach IED's to vehicles (really poor implementation currently) Inventory screen driven interaction (double clicking on clacker will detonate first placed IED, double clicking on IED component will start IED creation interface, etc.) To-do list (for release): Models for IEDs and IED components Better model for Thor III (currently using a A2 backpack that has an antenna) Configure multiple charge types Vehicle mounted jammers Interface for Thor III Model for suicide vest Creation interface for suicide vest Creation interface for bombs Bomb defusal kit Ability to access triggers when in vehicles (due to lack of inventory access when in vehicles) Ability to gain access to cellphone's speed dial when looting dead body/backpack/etc. Special thanks: Rage - Introducing the idea of IED creation Burga - Working on IED models
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ACE3 - A collaborative merger between AGM, CSE, and ACE
lordheart replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
QGVAR Q-Quoted G-Global VAR-Variable. All depends on the addon. So for medical QGVAR(ect) will become "ace_medical_ect". -
ACE3 - A collaborative merger between AGM, CSE, and ACE
lordheart replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
An improved variant of it. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
lordheart replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The time has come -
Authentic Gameplay Modification
lordheart replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Was registered yesterday, could be some high level trolling. -
Authentic Gameplay Modification
lordheart replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Try with SatchelCharge_Remote_Ammo_Scripted and DemoCharge_Remote_Ammo_Scripted -
@galzohar, so the units are still technically blufor? If that is the case you will also need to change their default radio. tf_same_sw_frequencies_for_side only works if the radio the unit has is the default radio for that side. So you'd need to change TF_defaultWestPersonalRadio to tf_fadak on round end. Probably also need to change the default radio for the opposition. Check https://github.com/michail-nikolaev/task-force-arma-3-radio/wiki/API:-Variables for details of those variables.
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Make Arma Not War - Finalists Medals
lordheart replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
Awesome, very nice :) Thanks. -
Make Arma Not War - Finalists Medals
lordheart replied to Korneel's topic in Arma 3 - MAKE ARMA NOT WAR CONTEST - GENERAL
Hi, Thanks for all the effort you guys put into this. I am currently missing the Addon Finalist badge for TFAR. Thanks a lot. -
'Added: Unique ID to inventory items (for MP - WIP)" Is there any details on whether that ID will be accessible by modders?
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Authentic Gameplay Modification
lordheart replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It is part of AGM_Goggles, if you aren't wearing glasses and firing when prone, it will desaturate to "simulate" sand in eyes. With helicopters you will need proper combat goggles to avoid the desaturation. It's a similar effect, to simulate wind and dust being forced into your face. -
Authentic Gameplay Modification
lordheart replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Set AGM_Goggles_UsePP to false in the mission's init.sqf it should work but it has been a while since I tested it. -
Authentic Gameplay Modification
lordheart replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Unfortunately not, best be wearing some glasses. -
Authentic Gameplay Modification
lordheart replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's part of AGM_Goggles, if you are wearing glasses or goggles you won't suffer from sore eyes. -
Rope Feature Discussion/Feedback (dev branch)
lordheart replied to deltagamer's topic in ARMA 3 - DEVELOPMENT BRANCH
While it is true that trip wires are already in game, they are static models, which means it is almost impossible to dynamically size the trip wire. Thus having longer or shorter trip wires rely on creating models that have differing sizes of the wire. Which is incredibly static and lacks the ability to create some really interesting trip wire mines without having to model 10-15 variants of differing size. -
RHS Escalation (AFRF and USAF)
lordheart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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RHS Escalation (AFRF and USAF)
lordheart replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
For those of you who no longer wish to see A3 future weapons and vehicles amongst your present day equipment, I quickly made a small addon which sets scope = 1; on almost all of A3's weapons, vehicles and units. Of course because of using scope = 1; anything that inherits from default A3 equipment and doesn't set scope = 2; will also be hidden. https://dl.dropboxusercontent.com/u/43996324/Arma/LHM_HideA3.pbo The config.cpp can be found here. It is provided as-is.- 16577 replies
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Isola d'Elba WIP bi [EVF] Alex
lordheart replied to Fr3eMan's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Looks like this might be a nice place to spend some time. -
Watching nkey blast through the issues on GitHub was an amazing sight to witness the last couple of days. Good job to him. :)
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Rope Feature Discussion/Feedback (dev branch)
lordheart replied to deltagamer's topic in ARMA 3 - DEVELOPMENT BRANCH
What would be nice is the rope colliding with vehicles and units, currently it only seems to sort of care about the two objects it is connected to. Along with that would be EpeContact events being fired when something collides with the rope, over at AGM we got the bright idea that the rope could be bastardised to be used in tripwires. But since those events don't get fired or even seemingly collide with anything other than the ground, it is a massive no go, which is sad. -
Here's some pictures to help. Configure -> Controls Configure Addons -> Select TFAR from dropdown menu
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One would say yes.
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There is currently very slight disadvantages, I didn't want to go overboard, so I went with a desaturation when prone and firing (it gives dust effect if wearing glasses). Also rotor wash will desaturate colours if you are wearing glasses or none, however; low profile goggles/combat goggles/pilot and crew helmets will protect your eyes against rotor wash.
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I got a couple of requests for updates to this, so I decided to release an update of the various changes I have made to it while under AGM. I will mainly be doing AGM stuff though.