Jump to content

Heinrich Kramer

Member
  • Content Count

    234
  • Joined

  • Last visited

  • Medals

Everything posted by Heinrich Kramer

  1. Heinrich Kramer

    @A3MP - ArmA 3 Map Pack

    it's not that bad, since i am usually far away from the explosion, or dead :D
  2. Heinrich Kramer

    @A3MP - ArmA 3 Map Pack

    i tested it for now only with this one enabled, i can tell you more when i integrated it in our clanpreset, but that is due tomorrow since the upload to our clanserver is really slow.
  3. Heinrich Kramer

    @A3MP - ArmA 3 Map Pack

    for me, only the explosions look a bit blocky for the first second or so, then it loads the particles correctly and everything is fine.
  4. you need to have respawn set to "base" or "instant" the Slot AI may be disabled, the game spawns a new character as soon as he intializes.
  5. Heinrich Kramer

    @A3MP - ArmA 3 Map Pack

    somehow nobody replied to you, so i will. the download is in 3 parts, all 3 parts are needed in the same directory to open the .rar file (it is 1 file, just splitted) when you have all 3 parts downloaded, put them all in one folder and open the part1.rar, it should work then.
  6. Heinrich Kramer

    @A3MP - ArmA 3 Map Pack

    Donnnnnnnnnnnnntttttttttt Careeeeeeeeeeeeeeeeeeeeeeee :D
  7. Heinrich Kramer

    @A3MP - ArmA 3 Map Pack

    i wanted to go to sleep 4 hours ago... then i was driving around takistan and Chernarus... i make you responsible when i get up late tomorrow and still don't regret it :P in case of misunderstandings: awesome mod, much thanks, so wow. :D
  8. Heinrich Kramer

    Refined Vehicles

    just a dumb question: do you plan on signing the mod? that would be great :)
  9. Do you make a version where the AIA is not needed? Alduric is coming close to finish with is @A3CM, and it would be cool to have the possibility to use your mod with his ports.
  10. here is the link to the tutorial including a blender skeleton with the right bones (and names). http://www.armaholic.com/page.php?id=23432
  11. Also BI would be spammed with "lolz i rippd dem gunz from gaem XYZ, give me $$$" mails.
  12. yay awesome! fun fact, i looked so often in this thread that it is the first thing that pops up when i enter "BI" into my browser :D
  13. arma 2 does the same, when you mistype a classname in a gearscript.
  14. i don't really know, if the general BinPBO settings apply directly to the "run" interface, perhaps you could open it, make sure that the "binarize" field is unchecked and run it again...
  15. do you binarize it with BinPBO? as far as i know, binarized missions don't work.
  16. perhaps, it is 6 AM and i lost track... but in generally this isn't a bad idea, i think. i just don't think we need to have a new "modding group" and more some open source, everybody can submit and a small team is in charge for collecting thing. idk, perhaps i am just too tired.
  17. perhaps one could make a bundle or something, like, asking the people that ported content directly without altering it too much to get together and release some sort of bundle to unify the usage?
  18. Heinrich Kramer

    the houses and ruins are the mp problem ...

    couldn't we just get rid of that uncredibly ugly "house sinks in the ground" effect alltogether? i mean, it just looks bad, couldn't we just get i bit bigger and denser smokeeffect (must not even be more particles for the smoke, perhaps just bigger ones in the center and smaller ones on the outside to cover the bigger ones, and, if we feel totally crazy some 3D-object patricles (i think the swarms of flys in arma 2 are made like that) like some bricks and stuff, perhaps only visible on patricle quality high or above or so. and perhaps the destruction effect should just be an animation state, like that, the entity should still be mentionable in scripts. i know, that this is much to ask, but i think even if it gets realized in half a year or so would be good enough. just my thoughts. also, i am not a "professional" in that, so, perhaps i just talk garbage... if so, i am sorry.
  19. you could still depbo the mission, put the module into it and pack it again, i am sure the mission creators won't have a problem with that.
  20. Heinrich Kramer

    [Early Preview] 3D Editor

    Hi i just tested it, starts good, no crashes. crashed once when i tried to place a ruin, but i guess that just was a bad config for the object. but i get this: http://h74i.img-up.net/arma32013-8717.jpg errormessage on startup of the mission. also, how do i import the csv in the game without copying every classname and every coordinate by hand into an sqf? is there already a tool for it? great work, though, i love it already and can't wait to see the next stage.
  21. the third happened to me, when i had another mod loaded that used the same keys.
  22. i just tried it, it works fine with the new oxygen :) just in case anyone asks.
  23. how about a trigger with the condition "local player" and then change the script to: player addMPEventHandler ["MPKilled", {_this call ADDXP_Function}]; the trigger will fire local to every client on connect (be it on mission start or JIP).
  24. Heinrich Kramer

    Task Force Arrowhead Radio

    how loud is your TS soundpack? i couldn't hear anything either, because i had it to -40db (and therefor off)
  25. seems like the good old "the box is full and now you can't equip backpacks" bug solved it by putting it on the ground first and then equip it. edit: i sent you a friend request on steam :)
×