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sproyd

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Everything posted by sproyd

  1. sproyd

    sproyd's Simple Arma 3 Editor Guide

    v0.6 now released. Now includes custom unit loadouts tutorial. As always, feedback welcome and let me know what you want to see next or what needs changing. ---------- Post added at 18:52 ---------- Previous post was at 18:44 ---------- This stuff is very easy - and I will add it to the guide asap if you like. I think most units have NVGs and Flashlights by default.
  2. Thanks mate - or SMG_01_Holo_pointer_snds_F already has the silencer attached.
  3. sproyd

    Improving Ragdoll

    Let's look at this from a realism point of view. The only time you are going to "drop like liquid" is if something penetrates your upper spinal cord or brain. I'd say the vast majority of Arma deaths would come from trauma to the torso or limbs. In which case typically the wounded would fall down in a semi-controlled manner i.e. they might fall back as their legs fail to support them which gives credence to the case for a small vector push to solve limb twisting. Ideally with an injury system we'd have wounded unable to move and slowly bleeding out but not insta-dead. You guys are going to say WTF but Far Cry 2 had the best injury system I've ever seen. Combined with Dylan's realism mod its the most realistic I've ever used in any game - basically seriously injured players would collapse and then crawl and prop themselves up against a tree/wall often out of your vision (Talking about AI). Then eventually if left alone they would bleed out and die. However, if not under fire, other AI would hoist them over their shoulders and walk them to safety. I got killed many times by AI that I had critically injured and they had managed to shoot me with a sidearm propped up on a tree. However, the medic system was magic-syringe so not all perfect.
  4. what are the classname for the 45acp ammo for the KRISS and the 1911?
  5. So the idea is you reach back with your L hand and flick the selector while somehow managing some semblance of weapon stability with your trigger hand? Geez that's bad design.
  6. LOL!!! WTF!!!!!!!!!!!!!!!!!!!!!!!!! the selector switch is on the stock???
  7. I actually can't believe BIS implemented the fire selector switch - so awesome!!! Such a small detail but so nice. Also, I noticed the 6.5mm supressed sound is more chunky and loud now and not so Hollywood pew pew ... anyone else hear this? Sadly its the exact same sound for the Katiba and MX further cementing the case that they are the same weapon in a different skin for each side. ---------- Post added at 21:54 ---------- Previous post was at 21:42 ---------- Katiba missing fire selector switch and the Vermin appears to have two switches - the one by the thumb doesn't move... Also has anyone noticed the increased reverb on gun shots? Sounds good although also triggers indoors.
  8. sproyd

    Improving Ragdoll

    YEah agreed - I wouldn't complain it seems pretty good. People fall in awkward ways. Of course its not perfect but don't complain about it.
  9. Thanks for the feedback. I think the mission is currently in a good state!
  10. sproyd

    Nvidia Geforce 326.01

    its definitely not 32 bit but its just not quite 64 bit... The drivers seem to be keepers for Arma 3. Running smoother for sure with less frame spikes. Tested predominantly on Combined Arms showcase which seems to be the most demanding of the stock SP missions (even the E3 test rig seemed to struggle it looked like.) ---------- Post added at 12:00 ---------- Previous post was at 11:59 ---------- Once nvidia start supporting it properly post-release I'm optimistic we will see better performance although the overall FPS issue remains related to CPU multi-core utilisation.
  11. The new sidearm should certainly be 45ACP surely in-game? I know that makes balance difficult given the other sidearms are 9mm but I am really having trouble suspending reality to believe that this is a 9mm weapon... and I love 1911s (who doesn't)... A real steel equivalent... ---------- Post added at 10:59 ---------- Previous post was at 10:54 ---------- OH! and the new KRISS VECTOR even has 45 acp written on it in-game but its 9mm!! According to Wiki All current KRISS Vectors are chambered in .45 ACP. http://s9.postimg.org/n00fww427/kriss.jpg (148 kB) But god does it look awesome!!!!! Here's the real steel for comparison ---------- Post added at 11:01 ---------- Previous post was at 10:59 ---------- Also, Congrats to BIS on the modelling... these two guns look fantastic - now time to make them 45acp!!!
  12. LOL I never even thought of this... obviously a minor one up there with non-working selector switch on the rifles/SMGs. By the logic in this thread maybe in the future they re-engineered 1911s to be double action lolololololololol
  13. Well if BIS really are wanting to do sidearm balancing why don't they adopt... nature's balancing. I.e. bigger rounds take up more space, hence you sacrifice mag capacity and lower recoil for moar power. I mean even BF3 does this.
  14. I just had a Skorpion rampage on Wasteland w beta content - and yes it was running at about 12fps but it took an entire magazine on a guy to kill him. Obviously not all the rounds hit him but he was out of ammo so just sprinting around me and that combined with the 9mm and frame rate...... its just not cricket. Although: skorpion = 9mm IRL.
  15. The worst thing is that 9mm in game is nearly useless... Given that AI and humans are nearly 100% fine after taking a couple of 9mm rounds to non-armored areas including the face
  16. No. (I'm guessing that) 45acp doesn't have the effective range of 5.56 or other assault rifle calibres but it certainly a major step up in stopping power from 9mm.
  17. Speaking of magazines - this certainly isn't a 9mm one!!!
  18. Hmmm didn't know there was a 9mm version but the one in game certainly looks like the 4,5! Look at that barrel - it ain't 9mm (hence why I put that pic up). Yes and the in-game model actually has .45 ACP written on it! Also, I find it unlikely that military would be issued with a 9mm SMG for open combat? I mean MP5s are usually only used for indoor operations or when there is a risk of civilian injury right?
  19. sproyd

    Operation Goswell

    Updated for Beta build.
  20. sproyd

    Dslyecxi's 'Paper doll' Gear Menu

    Thanks mate - bloody legend! Also, the new copy to clipboard function with the formatting and scripts embedded is ideal!! Use this all the time. Sometimes for missions, sometimes just for fun (the shame)...
  21. Thank you sir - very helpful. My missions now fixed. Something else:If you have a mission with a trigger grouped to a world item (building etc) you will find that the trigger is now grouped to something completely different. They must have changed the ID numbers on world items. Regrouping it in the Editor will fix the problem. ---------- Post added at 11:42 ---------- Previous post was at 10:19 ---------- Issue: Mk 20 and TAVOR silencers... I can't get them to attach to gun. Is there a new classname?
  22. Issue: Mk 20 and TAVOR silencers... I can't get them to attach to gun. Is there a new classname?
  23. Everyone is talking about the new vehicles like the Ghosthawk and other such awesomeness... but what about some of the sweet new caps and helmets? Here they are in all their glory! http://s21.postimg.org/5stgzuz2f/capshowcase.jpg (306 kB) Oh and to whet your appetite there appears to be a hat/helmet classname called H_BandMask_demon.... not working yet...
  24. sproyd

    Cool new caps in Beta

    Oh and there are new sunnys, uniforms and faces - excite! Beta is the bomb! Sneak Peek... http://s21.postimg.org/pmyip4zk7/sunny21.jpg (123 kB) http://s9.postimg.org/4cjluvh5b/sunny1.jpg (120 kB)
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