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2 NeutralAbout pushbak
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Hello Jigsor, thanks again for BMR INSURGENCY TANOA, our group is loving it. Hey we just rented a second headless client, so I placed another HC into the mission and named it 'HC_2' because it seemed to be thing to call it when looking at INS_definitions.sqf ... but it seems the server is only finding 'HC_1'. Is just simply placing a second HC and naming it 'HC_2' (set to playable) the right thing to do, or is there more involved in getting a second one to work? I see some reference to 'Any_HC_present' and 'IamHC' which looked like it was set up for multiple headless clients, but wasn't sure if there was some other adjustment I needed to make in the mission or files. Thank you. nevermind.. HC_2 works like a charm. (It was user error on my part, a server.cfg setting needed correction).
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Hello jigsor.. thank you for BMR Insurgency and all your hard work. Not sure if I found a bug or not but when using the built-in HuntIR as the UAV operator it seems to make the ACE interaction system disappear? Not a biggie because as long as our group sticks to using the ACE HuntIR grenedes and not the "white flare" addaction system built into BMR Insugency it doesn't cause the ACE interaction system to vanish. But just thought I would mention it. Secondly.. is there a way to disable the long fly-in intro? It's great the first time (and you may be using it to help stall while assets load?) but when anyone in our group goes to change roles they have to sit through it again. Not really a problem, small price to pay for such a great mission, but just wondering? Thanks!
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Old walk animations (hands on rifle)
pushbak replied to Igitur's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey Igitur.. this may be a strange question but do you know of any mod that brings back the "hand not on rifle" walk and jog. I know most people hated it, but for me it was a really good indication of when I was "jogging" and not suffering increased stamina penalty, where-as now it's more difficult to know when I am jogging in "combat pace" versus "non-combat pace"? You may not know the answer, but this thread seems to be the only one I could find where someone mentions a mod that rolls back to previous animations. thanks for any answer! btw thanks for previous modding work!.. keep it up! *update* nevermind.. I just adjusted the config a bit and ditched "_ver2" and I'm back to pimp walking and pimp jogging. Thanks for the assist :) -
I apologize in advance if this has already been suggested, but having the sling loader assistant map be oriented according to the direction of the helicopter instead of north would be useful. It's easier to understand how to adjust your hover if the nose/direction of the helicopter is dictating the orientation of the assistant map. Thank you BIS for an awesome addition to the game! My brother and I have REALLY been enjoying doing nothing but airlifting equipment and troops over the past few weeks, and getting the new heavy lift choppers is only going to increase that fun!
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Hey SilentKiller, making mars an island is awesome. My brother and I were thinking of doing a MARS/EARTH civil war after Mars declares itself independent from the problems of Earth, and Earth sends forces to bring Mars back under control. (basically just an excuse to make sort of a "NATO versus TAKIBAN" on mars because we really liked maps/islands like Faysh Khabur, Hazar-Kot, ToraBora, etc.. ) but you beat us to it! We know how to make units, but we are not tech-saavy enough to know how to get them into TAKE ON MARS which was the thing that got us excited. We're planning on making units that are not as "sci-fi" looking but more mil-sim ... so it's more just ARMA on mars with military gear. Here's some concepts I've done for the Earth MARINES or "MARFOR" side. OPFOR will be martian insurgents, but a bit ragtag much like the TAKIBAN. HEAVY ASSAULT TROOPS PATROLLING ACHERON FOSSAE PROVINCE 01 PATROLLING ACHERON FOSSAE PROVINCE 02 Anyways just saying hello, and look forward to seeing your hard work come to fruition! You are doing the arma community a great service! thank you. :)
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I love ARMA 3. It's basically my favorite game. Alpha and Beta are filled with people that love the ARMA series. We know all the joys despite the AI problems and we'll continue to play the game no matter what. But the enemy AI not behaving like people under fire, and being uncannily accurate (feels like fighting cyborgs most of the time) I think will be a big turn off for people who don't absolutely love this game like we do. I've had friends come over and try ARMA 3 alpha/beta on my machine, cause they see me playing it all the time and are like 'wow that game must be like crack, must be good' and they see my screenshots and they're excited. But within seconds of coming into contact with the enemy AI their enthusiasm just dies. They feel cheated by AI that feels like it's aim-botting and doesn't care that it's being shot at. So I sheepishly grin and say "well I still love it cause even with the weird AI behavior it's just amazing in all these ways" , and I list off the endless times when random AI behavior was awesome, and talk about all the other cool features, but in the end they can't get past that initial first impression of feeling "cheated" by overly deadly AI shooting. Anyways, I guess this is just an anecdote about trying to grow the game past the current player base. In some ways I guess it's good that there is a barrier to entry that keeps out the casuals, but at the same time it seems a shame that a lot of people sitting on the fence about ARMA 3 won't get past that hurdle. The top 3 things that make the ARMA series problematic in terms of getting more players is: the amount of controls and key binds, clunky movement, and overly deadly AI. What does this mean? ...well... the amount of keys needed should never go away (if you love ARMA this needs no further explanation), and other then being locked into place by certain animations (changing weapons in particular) the clunkiness has been addressed (I think movement and firing is the best it's EVER been in the series).. but the enemy AI behavior needs the most attention imo. It's cool seeing all the really smart posts in this thread. Anything that makes firefights feel more 'real' sounds good to me.
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Character modding - Undefined base class "SoldierGB" - need help
pushbak replied to jimutt's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
http://browser.six-projects.net/cfg_vehicles/tree?utf8=%E2%9C%93&version=67&commit=Change this has a nice class tree that might help you. Also I'm sorta new at this too but I've succeeded in getting my units in-game. The thing that seems different to me looking at your config is that you are not pointing to a player model (.p3d) in your class.. and maybe SoldierGB doesn't have any subclasses yet? (look at the class tree in my above link to see what i mean). -
Can someone shed some light on when to use SoldierWB vs. SoldierEB vs. SoldierGB? is it that: SoldierWB = when they will be inheriting bluefor SoldierEB = when they will be inheriting opfor SoldierGB = when they will be some form of independent and not inheriting stuff from bluefor or opfor? I've looked at the sixupdater classtree stuff and this is my guess? But maybe it's something else entirely or it's nuanced in some unforseen way that a noob wouldn't be able to guess about? thanks in advance
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Can someone explain the texture file that ends as "_ti_ca" ... I understand _co, _nohq, _smdi, and _as, but for some reason I've never seen a .paa ending in "_ti_ca" before ... or maybe for us noobs could we get an sample unbinarized ARMA3 rvmat that is using a "_ti_ca" file as one of its stage configs (assuming its one of the stage configs) ? thanks in advance.
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WOW, more then "small" .. that's a goldmine right there. PERFECT! thank you sooooooooooooooooooooo much
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stiltman, worked like a charm.. thanks A TON! I'd still be curious if you learn anything more about shadowlods, or LODS 1-5 or whatever as you go on. And whatever other tidbits you learn. I'm wondering if at some point we'll have to use a new arma3 model.cfg for like the final releases? Or will that be irrelevant because as long as it's working it doesn't matter? just a note for anyone else... don't forget to change the end of the model.cfg that stiltman provided to point to your modelname.. because at first it wasn't working for me because his example is pointing to "class headgear_b_myhelmet" but my own .p3d was named something else.
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Heya.. nice work! When you say "head" selection.. do you also mean all the LODS, View -Pilot, ShadowVolume, Geometry, Memory, LandContact, Hit-points, Fire Geometry attached the "head" as well? Or strictly LOD 0 "head" named selection? thanks..
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Is there a trick to tracking everyone's progress getting stuff into ARMAIII in terms of where I should be checking.. is it primarily these forums and armaholic? I've been searching around for some wisdom or guidance from some of the modders that are very experienced (and not confused or intimidated by the switch from A2 to A3) as they test things, or start to clarify some of the unknowns, and I'm not really finding anything of substance. I guess it's too crazy to hope that there would be some central place where all the experienced modders hang out and document their findings for us noob modders, but I just thought maybe someone has their "hit list" of links they check for the latest info? Is there anyone with a working player model mlod/,p3d (or whatever a non-binarized player model is called)? And is there already some way of getting some clarity on the names of any new skeleton selections or getting access to the new proxies? Also is the config.cpp essentially the same because everything works the same as A2.. so like: class CfgPatches, class CfgVehicles, etc... but how do we know the names of classes to inherit from? Or it seems that modding for ARMAIII is becoming a bit different in that it's going to be like the A2 system of modding glasses and helmets, so that I should be looking at example configs that are more about that, as opposed to like the config I have now where my A2 units are "baked" with the gear they are displaying. Are new factions within OPFOR/BLUFOR/INDEPENDENT/CIVILIAN going to be possible during the alpha? Sorry if all this seems really ignorant, but I'm just excited about modding for A3 and I was only able to get my A2 units working by the skin of my teeth, and so I'm a bit shaky on how I should be interpreting the new A3 modding landscape. Is it a major paradigm shift in thinking, or is it really just more of the same? Anyways yeah.. basically are there any experienced addon makers that can either share the sites/links/posts they hit on a daily basis moving forward into ARMA3 modding, or any experienced ARMA modders that might want to shed some light on any new workflow and process? Also If I just need to chill and wait cause there's no sample models or "it's too soon to know most of this stuff" I totally understand. I'm just anxious that somewhere on the internet serious ARMA3 modders are hanging out and getting excited, sharing info, and helping each other out, and I'm just left using the luck of google, searching here, and armaholic hoping to snag some knowledge. Is there an IRC channel that devs/modders hang out in or similar?
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Any chance this process could be one of the first things well documented or made into a Step-by-step... I only say this because I just spent the last 6 months making an ARMA II unit addon in preparation for ARMA III and as a noob it's scary seeing the conversion described as "nothing too difficult" and realizing I don't have a clear understanding of how to transfer memory points, or how i deal with new proxies (when I basically just blind faith use the proxies luckily already in my base character mlod), etc.. I'm really sorry if this conversion process is super simple and I'm just horribly ignorant, it's just that after 6 months of being in the "modder wilderness" barely getting things to work through trial and error and reverse engineering, it would be awesome if it wasn't another 6 months of forum searching and bookmarking just to finally gather all the clues into a solution. anyways, I'm super excited for ARMA III ... and big big thanks to every ARMA modder out there that took the time to document and post over the years .. you are true modding heroes and I salute you. Without the time you took to post on the internet, make videos, and share working models and configs I would still be dead in the water. And as much as I love DAYZ, ... I wish every search for ARMA modding didn't snag 200 dayz results per one actual helpful "modding" result :)
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RH MGS wpn pack 1.1
pushbak replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACE update on DEC 01 2012 using six updater may have broken the scopes on sniper rifles like the m14EBR sniper (X 12 scopes?) ... when you attempt to scope up (aim) instead of going to the scope overlay.. the model just moves into your view like a red dot or similar would and you're left just looking at the back of a scope model. Luckily my roomate hasn't updated the ACE suite, so we rolled back.. it seems like it actually might be ACEX rather then ACE but not sure.. and now that it's working by using the old ACE suite prior to the DEC 01 update.. I'm letting sleeping dogs lie and leaving it alone. Short Dot version of scope was unaffected.