rndmplyr
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I had a rather special problem that when the time is accelerated 4x and I fire shots while aiming down sights, the camera switchs to ground for split-seconds. I made a video: https://www.dropbox.com/s/i5dkipxsjf0j9mq/FFV%204xtime%20aim1.avi?dl=0 Is this the same problem as you have? It was likely caused by some data corruption, as it occured in my second install for dev branch via SteamCMD, while it didn't happen when I changed my "normal" steam-installed version to dev. (also @BIS_Iceman if you are reading this)
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Shooting the AT specialist's MXC in 4x accelerated time makes the camera change to the ground whilst each shot :confused: And you can't use rocket launchers from the Hummingbird, I had hoped for some Battlefield-like stunts *duck* Edit: double post because of laggy browser, thanks for deleting. Also sniping from an vehicle is impossible because of the sway, which is independent of the vehicle's movement. I wanted to recreate the scene from Blackhawk down where the sniper shoots a moving car's motor block from a (IIRC) Blackhawk.
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It was getting rather absurd, now 2 Blackfoots were chasing the UAV... Yes, I have the skirmish module enabled. It isn't even mentioned on the mod's armaholic page in the features list :confused: Thanks!
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I just started a new walkthrough with the newest version and quite a list of mods, and before I was in the first settlement, an UAV already flew over me, then in the settlement a Sochor was shot by some Blufor soldiers. Is that supposed to happen? I was aware that combat was possible with the ambient combat parameter (which I disabled), but is Blufor even supposed to be on the island?
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Integrating Zeus into an existing mission
rndmplyr replied to rndmplyr's topic in ARMA 3 - ZEUS EDITING
I tried simply adding the Zeus module in the dePBO'd DZS mission, which worked a bit, but I couldn't spawn zombies for example. After no one answered here I just gave up, I don't have any mission making experience and uni demanded time :( -
Will keeping the Dev Branch end up splitting the community ?
rndmplyr replied to rebb's topic in ARMA 3 - QUESTIONS & ANSWERS
I had to modify these lines a bit, as the dev command did not change an installed stable version to dev branch, and likewise the stable command did not change to stable branch (might work if those are kept in different directories, but I wanted to change my second install from dev to stable and back). The quotation marks have to be around the whole command: D:\Games\SteamCMD\steamcmd +login YourSteamName YourPassword +force_install_dir D:\Games\arma3dev "+app_update 107410 -beta development" validate +quit and for switching back to stable an empty beta option was needed: steamcmd +login YourSteamName YourPassword +force_install_dir D:\Games\arma3 "+app_update 107410 -beta" validate +quit -
Turning off UAV turret stabilization once numpad / has been pressed?
rndmplyr replied to Dead3ye's topic in ARMA 3 - GENERAL
I use Ctrl+T to lock the turret, it also unlocks it. I didn't even know you could use the numpad slash. -
Hi, I would like to use Zeus in Dynamic Zombie Sandbox. What would be the proper way to do that? Just add the Zeus modules you need to create a new Zeus mission in the editor? Thanks!
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Mods won't load from a save game
rndmplyr replied to upyonder999's topic in ARMA 3 - TROUBLESHOOTING
Thank you so much for bringing this up! For me it works to re-initialise STHud and TMR autorest, so I will be able to play the campaign properly again :). One important catch: It will only work for missions which were started with moduload enabled, so you may have to restart a mission to use it later.