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Posts posted by Heinrich Kramer
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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.
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There seems to be a major issue with smoke grenades and explosion effects. The smoke looks blocky and quickly disappears, making it completely useless. This happens on every map. Does anyone else get this issue?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.
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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.
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I downloaded part 1 from mirror one and while extracting using 7zip it said that "road.pbo" file was broken or something... I'm very new at this so I probably screwed something up but I've never had that before with other mods I've downloaded...But I'm super excited to play on these maps, especially takistan and zagrabad. Thanks Alduric for all your hard work!!
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.
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Dayzzzzzzzzzz standaloneeeeeeeeeeeeeeeeeeeee :dDonnnnnnnnnnnnntttttttttt Careeeeeeeeeeeeeeeeeeeeeeee :D
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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
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just a dumb question: do you plan on signing the mod?
that would be great :)
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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.
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here is the link to the tutorial including a blender skeleton with the right bones (and names).
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These are probably just little things for BIS, but big reasons why I'd personally not want random mods incorporated to the game. As for BIS' agenda, I'd speculate that the legal/contractual complications as well as a desire to keep the base game simple and firm are the biggest reasons.Also BI would be spammed with "lolz i rippd dem gunz from gaem XYZ, give me $$$" mails.
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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
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But that should not happen ( not even work )arma 2 does the same, when you mistype a classname in a gearscript.
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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...
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do you binarize it with BinPBO?
as far as i know, binarized missions don't work.
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is't something what op was suggesting?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.
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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?
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To me it seems much more efficient to do:
[*] When Y stops sinking, delete the Y entity as it was only used for visual effect and it's no longer needed
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.
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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.
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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.
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the third happened to me, when i had another mod loaded that used the same keys.
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i just tried it, it works fine with the new oxygen :)
just in case anyone asks.
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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).
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Hey bro. I am having a problem. I am hearing no chirping sound, like the one of acre, when I press CAPS lock. My buddy and I tested it together. all we hear is direct chat. Nothing else. I installed the mod like I was supposed to. The radio-sound is in my ts plugin directory, same with the DLL. CBA is installed....etc. No go. Any ideas?how loud is your TS soundpack?
i couldn't hear anything either, because i had it to -40db (and therefor off)
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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 :)
@A3MP - ArmA 3 Map Pack
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
it's not that bad, since i am usually far away from the explosion, or dead :D