adanteh
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Everything posted by adanteh
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I had the same problem with my G940. Worked around it by setting that hat to keybinds in the Logitech software Sent from my cheap CSAT phone
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Armor Improvement System (AIS)
adanteh replied to bakerman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I almost don't dare to ask, but is there any chance we can play around with an updated version? Most of the stuff seems great and I'd absolutely love to use it inside TacBF -
Now with PhysX... Able to make articulated trailers?
adanteh replied to Tisor's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Would very much like to know the same thing for trailers and lifting. -
This is mostly a matter of lighting configs. They can be changed. Fabio_Chavez is doing some great work with that for AiA, but I think those lighting configs are not in A3MP. Sent from my cheap CSAT phone
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Thanks for all this hard work Olds. I was looking at the same thing, but kept getting stuck because some values seemed to work very weird together. Very curious on your documentation.
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Thanks for the bump Phoenix. I was looking for this thread and couldn't find it. I guess that's what you can bookmark threads for. Great little addon you got here. Additional question because maybe you happen to know. Is there any way to disable certain buttons? For example the respawn button.
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Armor Improvement System (AIS)
adanteh replied to bakerman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Or how we currently have it: You press Tab while hovering 3 clicks from your target, press fire and something dies... :D I actually removed all locking from the DAGR, which I believe are pretty much these things. Made them weaker also to put them more in line with hydras. Then changed the flight path a bit to make them harder to aim. The same goes for the Scalpels. The main reason I'm so interested in the APS is because tanks are just take quite a bit of work to use: They are slow, massive targets, can be seen easily and are quite vulnerable right now. When you had some working countermeasures, you can either to choose to continue to fight when you ran out of them.. Which is very dangerous. Basically as dangerous as flying around without any flares on your helicopter -
Armor Improvement System (AIS)
adanteh replied to bakerman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
All great stuff in this thread, but how are you planning to release it? One major mod? All fully separate mods? Or modular (like TMR). I'm mostly interested in the trophy system and so, but the other things look great as well. Don't care a whole lot for the changed weapons on the helicopter, mostly because I already did similar changes for a PvP environment Sent from my MI 2S using Tapatalk -
@Dezkit. Check the difficulty settings. CamShake can be disabled with a certain difficulty setting. Same thing had me freaking out over why my added shake from suppression script suddenly stopped working.. Also if you really want to go completely crazy with the shaking - And I don't have a clue if this is possible at all - but how about some force feedback effects...? :D
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Helps a lot. Thanks for the answers. I tried figuring out exactly how CUP and AiA SA work together because I'd love to be able to use both (Especially because it seems like a solid base for lots of multiplayer fun). From what I understand AiA SA (Couldn't find anything on this really) is going to be direct ports to just get the released content working in A3, whereas CUP is going to focus more on upgrading the content? From your answer I'm getting that AiA standalone will be the main mod and stuff that does get upgraded in the upgrade project then gets included in AiA SA? Sounds good.
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I don't want to become all impatient, but how is this going to be released? Not so much as "modular" or one massive package (Please make it just split up in several PBOs, but require all of them, so at least there is some standard to use (Instead of everyone using their own modset). Will there be a initial release that will just have some things with more to be added further in the future? If so, is there a list of things that probably going to be in it (I'm guessing no, because those lists usually mean that people will become pissed of when there's something on the list that doesn't make it in the game).. Maybe a very safe list?
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tweaked lighting cfgs for AiA (give feedback)
adanteh replied to fabio_chavez's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
That sky still looks absolutely amazing. Makes everything look very natural and lifelike. I'd much rather have lighting like this then the stuff they put in Battlefield. -
Tactical Battlefield - A PvP Modification
adanteh replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The official server EU1 and EU2 don't have a ping limit set up, so you shoudn't get booted from there. Player numbers are indeed quite low unfortunately. Also keep in mind that this is a whole lot different than King of the Hill without 3rd person ;)- 477 replies
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I'm glad you're doing this Olds. I was looking at it myself and didn't have any luck getting things up and running. Another thing that might be interesting to do is changing wheel damage values for MRAPs and so. Right now wheels are basically untouched and then at 99% damage they work like flat tires, but this almost never happens. The configs allow you to set 2 different damage values and the wheel radius that should be connected to either of those values. I'd like to see wheels be fully destroyed slower, but instead have flat tires simulated by lowering the radius on the old damage value. Sent from my MI 2S using Tapatalk
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He is not. Putting effects down, so you can actually hear people on the means that your directional audio sound is low as well. Anything not coming over the radio channels is controlled by the effects slider. Sent from my MI 2S using Tapatalk
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Tactical Battlefield - A PvP Modification
adanteh replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The zoom value of the MRCO, RCO and ARCO is 6.81 by default. First we didn't change the default scope, because all the scopes were the same, but I changed that around to make the MRCO more like a 3* zoom scope. Personally I'm all for making the MRCO the go-to scope for most classes. The MRCO is pretty shit in close range, meaning that you'll either have to pick a CQB Optics or MRCO. Right now you often always pick and RCO, because it has the Collimator optics plus a nice 4x scope.- 477 replies
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The way it works is quite simple: It constantly checks if you're able to rest your weapon: If you can rest your weapon and you see the icon in the top right, you're "soft rested", which means lowered recoil only. Then if you press the Next Target button, it "hard rests" which changes you to a different type of animation with lowered sway (Sway is part of the animations in ArmA). So there is autoresting, but it doesn't lower your sway like hard resting does. For the bipod the checks are a little bit diferent. Sometimes you don't see the soft resting icon, even though you're able to deploy your bipod* Should be possible. I think the best bet would be putting it on a userconfig, instead of hardbind to a certain bind. Then put the userconfig to a User Action by default. The reason there should be a userconfig is in place, is to prevent overlapping controls. If a mission also uses User Action 1, you want to have the ability to easily link it to another user action. Yes it can, but I guess that's a personal thing. I think it's okay as it is. Then again we changed it for PvP purposes and didn't want to have dead accurate shots from every window still. Third, with a non-bipod equipped assault rifle, I lay prone but the resting icon doesn't appear. Is this by design?From what I remember when editing it: Yes. There are only certain animations in which resting is enabled. Prone is not one of them. Could be changed quite easily. Another thing is that for weapon resting, it doesn't check the terrain. It only checks object. This means that if you're on flat terrain you can't rest your weapon. Never used the Black MX, but could make sense. *@Cambam. . Have you considered changing the constant checking loop so it also checks when you can deploy your bipod? Right now there is no way to tell when you can deploy your bipod. Also I'm not sure how resource intensive lineIntersect is, but it might be a good idea to add a couple more, so resting on railings and so actually becomes possible.
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It means that you might as well have 600 different mods. The reason projects like these are interesting is because you can have one larger mod adding a lot of stuff. Now if in Vanilla A3 you could just click any server on the browser and it would get you the mods you needed and no restart then I'd agree with you, but right now I'd rather have complete packs. Now with Play With Six it does pretty much work that way, but you kind of want EVERYONE to use mods like this (And not everyone uses PwS). That's why the original idea of a Free DLC was so good. At least you'd have a whole lot more content in vanilla A3 then.
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Armor & Penetration: how it works & how it could work
adanteh replied to olds's topic in ARMA 3 - GENERAL
I was looking at this as well. I really hate the hitpoint game. I mainly looked at armor, but armor seems to be both a combination of the HP value (Which is fine. That means you could just put it up to 5000 so you have a lot of HP), but it seemed to result in less penetration, which I didn't want. I guess Olds workaround is what I should go for then. Yay, adjusting all the rocket and missiles damage values (again). What type of caliber values are we looking at here? Another thing I did was upgrading the armor on the fuel tank, because a random spray at the bottom of any MRAP would instantly let it explode.. Now for something not-so-realistic: How would you go about making sure you don't instantly lose your wheels when you hit one of the million fences in Altis? It would be nice to not also lose your engine either. Man, Arma really needs proper damage stages. Right now it's either fully working, or fully destroyed. It would be nice to only able to go half speed with a damaged engine. The same goes for turret. One hit to the turret? Turn around slower. Another hit to the turret? Turret disabled. -
Tactical Battlefield - A PvP Modification
adanteh replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are you sure you have the correct version and have the mods running properly?- 477 replies
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https://www.dropbox.com/s/1aam4rnvtqsml2t/arma3v2.01.ts3_style Try that one. Updated in first post as well. And yeah, the font fucking up is also since the new Teamspeak version. I'm quite annoyed by the fact that they removed the Plastigue style, because that means I have to redo every skin I ever made (And there's quite a bit of them by now).
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Updated link in first post. Not sure why the addon page has been offline for so long now, but it's pretty annoying. No changes in skin yet. They also removed the Plastigue style in one of the last updates, meaning you'll now have to use the "Windows" theme, which shows annoying white lines but I'm not sure how to fix that unfortunately.
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Arma 3 LowLand Defense Force
adanteh replied to KEVINMGXP's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Best of luck with this project guys! -
Hello there. I was wondering about a relatively new command: setApertureNew [min, std, max, stdLum] I figured I could setApertureNew [-1, std, -1, -1] and then use STD as my value to increase. However during the day the std value seems to be around 50 and during the night it's around 20. I was hoping to achieve a 10% aperture decrease to increase the light by the same amount during the day and night. Just setting setApertureNew [-1, 35, -1, -1]; will indeed make it lighter during the day, but it will make it darker at night. How do I go about doing something like that?
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Tactical Battlefield - A PvP Modification
adanteh replied to dr_eyeball's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did you check the TacBF dropdown in the settings? It should list user action 1 through 3 there as well.- 477 replies
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