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About nomisum

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  1. nomisum

    GRAD Trenches

    The latest change from position to animation based digging should make visuals much more consistent and smooth in multiplayer. (Instead of a laggy setPos command the whole trench now has an animationSource from underground to fully built). However as the technical foundation is completely different now there might be unexpected new issues. One new report is related to bipods not deploying or deploying in weird positions. Please create a github issue if you encounter any unexpected behaviour: https://github.com/gruppe-adler/grad_trenches/issues
  2. Add your own action to an object and start a loop that calls the fireworks repeatedly. Its a great first task to get started with scripting 🙂
  3. nomisum

    Arma Zeus Cache

    its literally the first half of that sentence which gives context. you cant hide addons in zeus interface (tree structure on the right)
  4. Its already in RHS Dev Branch. You can try it out. So probably next RHS Release, whenever that happens.
  5. nomisum

    Rosche, Germany

    sounds like you didnt load/start rosche on the dedicated server.
  6. nomisum


    Yesterdays OP. We replaced some structures in the city with Lythium Buildings and scripted in some rotorwash/sandstorm FX to spice it up. Thanks for making it possible with this beautiful map! https://imgur.com/a/OM7VRcg#7ceR7Sy
  7. nomisum


    Had a Tankhunting session the other night - had a blast. Always great to have detailled microterrain, even when some roads can get quite bumpy 😄
  8. nomisum

    Make all DLC Maps Free

    Thats the case already afaik.
  9. nomisum

    VR-Support! Please it´s time!

    This. VR needs not only steady 75/90+ fps *stereo* (i dont ever get that mono in MP) but also dedicated UI changes. BI stated multiple times there are only a handful of devs still working on A3, close to zero on an engine level. I kind of expect native VR support for A4 though, at least for vehicle control it would be a game- and immersion changer. For infantry you would need serious VR legs or a treadmill.
  10. https://cbateam.github.io/CBA_A3/docs/files/overview-txt.html
  11. FYI on his YT Teaser Jester commented 2 days ago:
  12. One of my current addictions is checking the forums for news on this mod on a daily basis. It will be an interesting and powerful alternative to standard CAS and I cant wait to put this into a full scale mission. (Sorry for anyone getting excited because he got a notification of this confession 😛 )
  13. Afaik its only possible through replacing the wheat "grass" with actual objects like Rosche does. Trades visual fidelity with rendering distance I presume. I would welcome any change in that direction but doubt significant changes like these will be made in this late phase of development.
  14. You can check each path node for restricted area and recalculate if necessary, for example. It potentially gives you a very good estimate where exactly a unit will move, much more reliable than rough waypoints. Could even use `setDriveOnPath` to disable any external impact on AI when they move.
  15. If I had one wish, I would love to have each of those objects with *only* the flare and no shine. Why no lightpoint you say? Well, lightpoints lag like hell after attachTo is applied whereas those light cone objects do not. If you want to create say siren lights, you would need a white flare on top of one of those colors. If you use the white cone object, it overshines the original color.