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Posts posted by connorwarman
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Was that last one a question lolI thiink I will use Bornholm with rhs units once it's released, BWmod and probably a few more things
Bornholm is going to look great with BWMod's units!
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Just so we are clear, it is NOT Reach.The map name is "Eridanus II". But this is what it will look like for the most part.
Oh thats good to hear, I was worried there for a second. ;)
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i present the next, but not last, variant of the warthogM12G1 Light Anti-Armor Vehicle
http://i.imgur.com/pgbHalq.png
next comes the standard anti tank rocket hog
Thats looking great dog, what other warthog variants do you plan to cover besides, transport, guass, chaingun?
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Armour WIP. Might scratch it up some more, to match the helmet.http://puu.sh/b5Qc6/db860a2509.jpg (206 kB)
http://puu.sh/b5Qyi/147c4d3439.jpg (246 kB)
Oh.
My.
God.
I literally CAN NOT WAIT to start working on the campaign for this mod.
P.S. - Stirls if you make the ODST's look half that good you can have my first born.
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I saw an attack chopper of sorts on the r/arma banner that seemed to go with the mod? Is it coming soon or was it apart of a different mod?
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Just downloaded this....holly basjzuess. This is hands down the best units mod I have seen thus far in ArmA 3. Fantastic work!
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That can work. I just want to make vehicle transport smooth but not silly like in the wasteland mod.---------- Post added at 06:20 ---------- Previous post was at 06:18 ----------
Well, before i go to bed, I'll leave you with my favorite thing to work on. http://i.gyazo.com/f361da9151ed89dd67ab64789f2544a5.png beep beep ;)
YEP!
Mod of the year. Cant wait to incorporate this into the campaign.
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psst, i got some secret informations, brace yourself.. According these.. Acre2 release is imminent!What! How did i know already know this!
;)
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So glad we brought on a few texture artists to the team.Because this is what they are capable of.
http://puu.sh/b1NfO/7878b47813.jpg (114 kB)
Dunno about you folks, but I'm super excited for this mod.
HOT DAMN!
I need some new pants.
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TBH I like Arma3 a bit more, for the reason of the controls, the players smoothness in movement,shooting, and many other things at least for me and myWarMod *cough* did i say that out loud ;)
Anyways the sound is a tiny bit off or needs some tweaking or fixing overall, my suggestion to Connorwarman who is on my steam friends list btw is if the AI
are kicking your A** like that then I suggest either using a script, or code the mission so they aren't so hard or dominating.
Theres a code I use thanks to Rydygier's help that i put in my init.sqf for some of my missions:
[] spawn { while {true} do { sleep 10; { _x setSkill ["aimingspeed", 0.1]; _x setSkill ["spotdistance", 0.2]; _x setSkill ["aimingaccuracy", 0.2]; _x setSkill ["aimingshake", 0.1]; _x setSkill ["spottime", 0.1]; _x setSkill ["spotdistance", 0.5]; _x setSkill ["commanding", 0.2]; _x setSkill ["general", 0.5]; } forEach allUnits; } };
Obviously its set low but you can change it, or use other means if you dont want aimbots then this code's settings will definitely prevent that.
The Arma2 feel can be brought to arma3 with some of the addons and mods out there, you can play with maps from arma2CO, you can fight against
enemies that are like in arma2CO like the aggressors, or Middle east irregulars, its not limited too just vanilla.
Thanks for the script Im definitely going to give this a try.
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Did the new version of AGM(0.93) change the stamina system? Is so, how do I remove the changes?
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So, I've been playing ArmA 3 with my group Core Tactical for a few months now. We were an ArmA 2 group originally, played it for nearly two years before moving over to ArmA 3.
While we have enjoy'd our time with ArmA 3 so far..one thing most of us have come to a conclusion on is the feeling of ArmA 3. It does not feel the same as the other ArmA games, the sounds, the objects, the combat, the AI, none of it feels....right. By right I mean ArmA 2's "right". None of us have really been able to put our finger on it..but we all agree that its a mixture of the games current setting/AI difficulty.
In ArmA 2 I felt a part of a war. In ArmA 3, I feel apart of a battle. There is no army of enemy's bearing down on me, there is no golden sounds, I felt like I had a chance. A chance to be a part of a greater conflict. In ArmA 3...not so much. I turn a corner and *BAM* I get smacked down by two AI 150 meters away..I drive my hunter into town and see an enemy APC? *BOOM* im dead in a second.
Im clearing a valley with my squad mates and bullets are landing all around us but there is no gun shot it originated from...(seriously why is this a thing?)
I don't know, it just doesn't feel the same. I suppose im looking for other opinions, so what do you guys think?
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This mod is looking great, do we have an ETA on public release?
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You are a God lol I look at this forum everyday and never noticed.:cool:
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Might want to edit the post title, 'modification' is spelled wrong.
:p
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Update 0.3hope it will works as you wish :)
Thanks a bunch!
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I made a mission a while back utilizing the Ambient Battlefield sounds module, im working on a new one in which I would like to use it in but can no longer find it. Was it removed? If not where can I find it?
Thanks.
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Looks great Shazer, best of luck!
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Hi Karneck, the "fncpopattacker" should not be used, it's a part of the "horde trigger" that is not working at this time, in fact I don't know how infected will finish their attack, for now they attack player that activate the trigger and his group, and the question is:" what to do when they have killed the entire group".another thing, when you put vehicles on your map you have to use fnc_vehicle.sqf on them, if not, infected will attack empty vehicles (take a look at the exemple mission)
few modifications are required for that.
by the way, thanks for testing the script, I was a bit lost (cause i'm a scripting noob), now I know what to do so I'll try to make an update ASAP.
What modifications would that be?
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Really looking forward to this tpM, I loved ACSE for ArmA 2.
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Another update for buildings, I decided to create a small area to simulate what we might see in the mod's future. This is New Mombasa based, a very urban area filled with narrow streets and a web of interiors that string together the city.http://cloud-4.steampowered.com/ugc/563268007987314950/18A4F0900D45807718EBD4014C2CEF21CED6ACA5/ (161 kB)
https://www.youtube.com/watch?v=XITim_EZHsU
Please note that all textures are placeholders
That looks amazing Indoor, props.
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Is it possible to set it so that the zombies don't continue to spawn or respawn in the zone? I'd love if x amount of them spawned in the zone once it was triggered and once they were killed, that was it.
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I know that Lightspeed. But in current state we're not playing nor A3 nor A2 ;) we've had several A3 event in the past months but... the feeling is not there as in previous titles (OFP,A1,A2,AO). Hopefully mods will improve that soon.I totally agree, I logged nearly 3000 hours in ArmA 2: OA..ArmA 3 just dosn't feel quite the same..im really holding out for ACE3 and ACRE2 at this point. I want to enjoy ArmA 3...but most of the time the fun feels forced.
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Alright, a quick update based on two issues, one rather important and the other simply for realism.The tracers are now red, which is in line with the proper NATO standard.
Also, the weapons now zero correctly, as opposed to before where the option was not present.
Mega Link:
https://mega.co.nz/#!UMwmBJQB!WV2Y8dm6cosCHWA5R1CgnVUJn5QtqxYBwEYQsPvPojw
This is great! Thank you!
The Eridanus Insurrection - An Arma 3 Total Modication
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
:cool:
That...looks amazing.
My first born is now yours.