Drakenof
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Everything posted by Drakenof
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Combat Space Enhancement 0.2
Drakenof replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
edit : Clean reinstall of CBA did the trick. No idea where the problem could be. Thanks anyway. -
Getting this error when running last TMR :
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Combat Space Enhancement 0.2
Drakenof replied to glowbal's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nothing is working properly for me. Last version of CBA, i'm running the game with CSE but can't manage to make the menu show up. Placed modules in a mission, attributed a proper keybind in the CSE menu, when i press the said keybind nothing happens. -
Thanks for the update Jarhead.
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[WIP] Von Quest Industries - Sniper System
Drakenof replied to Von Quest's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Neat. I like your ideas about your camo system. -
Legal discussion regarding Steam Workshop
Drakenof replied to John Kozak's topic in ARMA 3 - GENERAL
How mad and pathetic one can be ? Take a deep, long look people. This post, this thing as a whole, is what's wrong with the ArmA modding scene in general. Take a long look. Sometimes i just wish this garbage scene would die for good. -
ARMA 3 Addon Request Thread
Drakenof replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Could someone remove the muzzleflashes during daytime and only make them appears during nighttime ? It was the case in alpha if i remember correctly, no idea why they modified that, but i think the feeling will be better without them during daytime. Thanks. -
U.C.S.V. Cargo & Support Drone
Drakenof replied to mp5gosu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, i am. Maybe it's an issue with whitelist. Coud you paste a proper whitelist example, see if i did something wrong ? Thanks. -
U.C.S.V. Cargo & Support Drone
Drakenof replied to mp5gosu's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Can't manage to get this mod to work. Placed the drone, placed a vehicle, placed the module, still no action appears to attach a vehicle to the drone. -
Official launcher isn't working
Drakenof replied to AttentionHorse's topic in ARMA 3 - TROUBLESHOOTING
Same issue. -
Toadie's SmallArms and Animations for Arma3
Drakenof replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the updates toadies. No idea if you take requests. But i could pay for a decent set of SMGs. If you take requests : just name a price. While it's probably not the most useful guns in ArmA 3, they're stil guns and deserve some recognition. -
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For what purpose. Why not creating a proper faction, US ARMY something, that use the RH guns with optics / muzzle variants according to the unit instead of replacing. That doesn't make sense. Look at toadies amazing weapons. Nobody made proper ennemy factions using them. All the similar mods are still using the old and deprecated massi NATO / SF weapons.
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Replacing what exactly.
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ASCZ Custom Post-process Effects
Drakenof replied to evromalarkey's topic in ARMA 3 - ADDONS & MODS: COMPLETE
It's probably a module. Anyway, a button on the options menu ( like AGM did ) or simply a custom key to show up the menu ingame could be amazing. So one could change his colors on the fly, during a mission. I'm sure you can see the potential interest for videomakers and stuff like that. As for post-process effects, i do have one that heavily reminds me of ArmA 2 tones : "colorCorrections" ppEffectEnable true; "colorCorrections" ppEffectAdjust [1, 0.4, 0, [0.8,0.9,1,-0.1], [1,1,1,1.66], [-0.5,0,-1,5]]; "colorCorrections" ppEffectCommit 0; Feel free to use them. -
How about we wait for the Bootcamp update ( and the muzzle change that come with it ) to roll on stable before posting this shit everywhere. I'm pretty sure RH is aware of it since ages.
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You might have to wait a long time.
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Pretty cool. How is the compatibility with things like AGM_Medical which also use diverse ppeffect when hit ?
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Toadie's SmallArms and Animations for Arma3
Drakenof replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pretty much. With your animations and attention to detail you raised the bar in this modding scene by a very significant amount toadie. I hope you're aware of that. -
Authentic Gameplay Modification
Drakenof replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Go on the github or open the pbo and see for yourself. But it's basically the core of the mod, key handlers, some scripts relative to the menu, things like that. AGM as a whole is very tidy, you can expect to find things where they should be, thanks to the authors. -
Authentic Gameplay Modification
Drakenof replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Indeed. Is the whole feature subject to improvement, though ? Like deafness, and a better ( longer ) peep sound. -
ARMA 3 Addon Request Thread
Drakenof replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
A mod modifying the blood pool texture / blood pool opacity would be nice. Shouldn't be hard to do for an experienced modder ( i failed so far ). See picture for reference. I think that even a small change like that can make a drastic difference. -
Weapon sounds affected by suppressors change in 1.23
Drakenof replied to pettka's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Gonna ruin a lot of mods ( JSRS for a start ), but honestly it's for the greater good. If the said mods aren't updated anymore by their respective authors, well, they somewhat deserve to die unless someone else is updating them. All in all i rather have these changes instead of plain stagnation. -
Could see what i can do UI wise, drop me a PM when you want.
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LAxemann's "Mount" - Animations for attaching rifle items
Drakenof replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
The silencer animation is a nice touch, i guess it's a BIS ( unused ) animations just like the other ones, right ? But it leads to some " cosmetic " issues. The animation obviously disregard the lenght of the rifle, and since this animation only covers ( according to some testing ) very ( very ) short rifles / SMG, most of the time your character will screw the handguard. Like 95 % of the time. Having a set of " silencer animations ", something like 4 or 5 anims, covering an predefined array of rifles would somewhat fix the issue... but i guess it's a bit overkill right ?