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MrSanchez

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Everything posted by MrSanchez

  1. Nope, never heard of it. Definitely didn't include it in my trailer video posted on the first post and certainly did not recommend it to be run alongside my head gore mod in that same post. ... ... Ok, serious time :D. I know the blood lust/splatter mod and Zooloo certainly did some great work on the blood splatters but unfortunately it is still SP-only. The reason why I released this mod in the first place is because I developed the head popping originally for the zombies & demons mod and I got a lot of requests to make it work on humans as well :P Either way I look at this as my personal little side project and I won't be integrating it with any other mods other than the Z&D mod :P Next week I'm actually releasing another mod which adds a feature that I think should've been in ArmA 3 in the first place, and I think a bunch of people would agree. Anyway, thanks for the great feedback everyone ;) Kind regards, Sanchez
  2. Did you lower the caliber requirement using the module? I don't have plans for other limbs at the moment as it isn't possible to do them properly in ArmA yet (read my previous posts why) :P
  3. Nope, unless Bohemia changes their engine to support like adding in human support for hideSelection with https://community.bistudio.com/wiki/hideSelection- that'd be splendid but until that happens I wouldn't expect "proper" limb gore in ArmA 3
  4. MrSanchez

    ACRE2 Stable Release

    Woops, my bad then. I'll be honest I just said that because there hasn't been an update in a year or so and this thread being hardly active...Assumptions ya know :S I'd be glad if an update would come out though, I've been using ACRE (& correspondingly ACRE2) for like 4 years now :) Kind regards, Sanchez
  5. True although this would still be so cool :P https://youtu.be/GuggeN1jHXk?t=1m18s But oh well can't do much about it.. :/
  6. In the next version I will add a factor for explosive damage, it seems like HE ammo has a low 'caliber' property defined thus not making it past the "high enough caliber" check. If you place a module and then set the Head Capitation requirement to Medium weapons. That's low enough for HE ammo to decapitate. Kind regards, Sanchez
  7. https://gyazo.com/a1eb000b133b12581414976fe9ed9322 CUP Takistani militia and a 25mm bushmaster LAV25. Heads are exploding just fine...can you reproduce it? Nvm seems to be a bug with HE ammo...I'll look into it. AP ammo works fine though it looks like.
  8. MrSanchez

    ACRE2 Stable Release

    On player death execute [true] call acre_api_fnc_setSpectator; to allow the dead to talk to eachother. If executed on a curator it will also allow the curator to hear nearby players when remote controlling or in "normal" strategy view. Unfortunately ACRE stopped development before they really worked on adding in support for Zeus so that's why you'll likely won't find what you're looking for. Kind regards, Sanchez
  9. Haha thanks for the comments guys ;) Hope you guys enjoy it. I'll definitely still be working on it, maybe adding a couple features or so. Heck, Bad Benson just suggested a feature to shoot the helmet off which is actually quite interesting so I'll probably work on that next. Kind regards, Sanchez
  10. MrSanchez

    BloodLust (Version 2022.04.13)

    I really like your mod...the textures are superb and they fit in perfectly with a small head gore modification I'm working on. I'm definitely loading up your mod whenever I'm playing SP :D Kind regards, Sanchez
  11. MrSanchez

    BloodLust (Version 2022.04.13)

    Ayee this stinks. I'm working on a gore modification myself...not that I like the Workshop, not at all but can't there be like an input-age-here box like there is with some of the Steam store games? :S
  12. MrSanchez

    Zombies & Demons 5.0

    Thanks, will investigate and might ask you for more info. Also, after seeing the high demand, I will make a standalone head gore mod that will have no dependencies whatsoever yet be fully compatible with the Zombies & Demons' version. I expect to release this within two days but no guarantees. Kind regards, Sanchez
  13. MrSanchez

    NIArms Release Thread

    Muchos professionales. Good job.
  14. And while we're at it also adding in an option to attach things to not only the body model but also the face model would be much appreciated...^^
  15. MrSanchez

    Zombies & Demons 5.0

    Any bodypart other than the head won't work unfortunately since they're perma attached to the uniform p3d file..We can only modify the arma 3 sample character file which is nekkid, and I don't think anyone's interested in blowing off the limbs of a nekkid man. It is very possible that I'll release this standalone (that being, this version, without the gorified heads). I am just not sure if ArmA would benefit from having a feature to blow off the heads of humans. It seems kinda arcadey (perfect for zombies though, so definitely keeping it in there). I'll think about it though.
  16. MrSanchez

    Zombies & Demons 5.0

    I present thy; Exploding heads
  17. MrSanchez

    Knock People Unconscious

    Hahaha that sound effect :D
  18. MrSanchez

    Zombies & Demons 5.0

    Hey guys, I've introduced a new feature of the zombies that I think will greatly benefit the ambiance of zombies at night: Glowing eyes More pictures: https://gyazo.com/65143f8ddf183dd66640dcaf57280342 https://gyazo.com/4c033e2c74e466c449a4ac71d68dea63 https://gyazo.com/4d3803f5e71b8476cffc856e9a211e3c We're still working on some more new features so stay tuned! Kind regards, Sanchez
  19. It would be amazing if the selections of the human head can be made available for usage with attachTo (and selectionPosition). At the moment it is pretty much impossible to attach an object to a selection such as the left eye of a player. The only selection available that gets close to it, the "head" selection does not do the job because it is insufficiently affected by change of orientation/direction of one's head, thus accounting for offset won't work properly. In my case I'm trying to accurately attach an object to the left eye of a human but after 2 hours of testing I've deemed it impossible in the current version of ArmA. I hope it will be considered. Kind regards, Sanchez
  20. Tbh I wouldn't mind seeing more 'separate' projects that depend on CUP. The downside of integrating everything into CUP is the update-delay. Since CUP is so big, one does not simply release (hotfix) updates that quickly. Say you're a quick modder, you integrate your current progress into CUP, new version of CUP gets released and after two weeks or so you already have a bunch of new content ready to integrate, people would now have to wait for the next update of CUP..which can take another set of weeks. Then there's the issue ofcourse of overexpansion. CUP becoming so big and saturated that some people no longer use/add it because they deem a large portion of the content unnecessary/trivial. Having separate projects would result in more modularity that avoids situations like that. Now these would be my motives to start a separate project depending on CUP rather than integrating into CUP. I don't know what Slatts' motives are. :) Kind regards, Sanchez
  21. MrSanchez

    Zombies & Demons 5.0

    I'm not quite sure how much more we're going to expand the spawner modules.. We've already made it very modular using a lot of options and at this point people tend to forget that methods of spawning zombies isn't limited to just our spawner module. It isn't much different from spawning regular human AI. This means that you can probably use a handful of AI spawner scripts and just change the classnames to match the zombies classnames and spawn stuff that way. Now don't conclude from this that we're done with the mod or anything, heck no, we're introducing a new zombie type and new features in the next version (that isn't a hotfix). It's just uncertain at this point whether we'd continue to expand the spawner module with even more options. We'll see I guess ;) Kind regards, Sanchez
  22. MrSanchez

    [WIP] Viper V-16

    Ehh, war is dirty ^^
  23. This has been an issue reported since March 2014. Basically, the official bohemia videos work fine, but whenever you try to make a mission with a custom video in it, that video will have its audio delayed by 2 seconds for no apparent reason. Myself and many many others throughout the year have tried various codecs, even ffmpeg2theora (the exact same codec version BIS' official videos appear to be encoded with). No cigar however. The old feedback post on this was 0018026 (Google cache link: http://webcache.googleusercontent.com/search?q=cache:PC4J-ivaVw8J:feedback.arma3.com/view.php%3Fid%3D18026%26nbn%3D41+&cd=1&hl=nl&ct=clnk&gl=nl ) Also on top of this. I tried some of my .ogv videos in ArmA 2 and it works perfectly without delay. So I reckon something must've broke in ArmA 3. Hope this can be fixed after 2+ years :) Kind regards, Sanchez
  24. Uhhhm....the 1.58 update just came out....and it appears to be fixed? Whaaaaat? I'm struggling to believe that this issue has finally been fixed after 2 years....can anyone please please confirm? My audio-video sync and actual 'proper' ogv videos are no longer delayed. Also that flickering @ the beginning of the video is gone too. I saw one entry in the changelog being: I'm amazed...can anyone else please confirm though? Kind regards, Sanchez
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