pundra
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ACE3 - A collaborative merger between AGM, CSE, and ACE
pundra replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there not just like a quick guide for the new flow of the medical system? I read the blog post but I guess I just didn't get a good sense of how it all works together now. -
MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
pundra replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to change what weapons armed civillians have access to? -
They could add respawn tickets and let us choose how many we want.
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Well after running through the campaign by myself, the three things at the front of my mind are: 1. That was pretty cool but it was REALLY short. 2. The Viper units take way too many shots to kill with the 416 rifles. That last mission was a nightmare because I had to shoot these guys like 5 times to kill them, and they would kill me in one shot. 3. Since you were using the respawn system anyway, with selectable spawn locations, it would have been nice to be able to choose a couple different insertion points. Just for a little bit of replayability, and it's always nice to have choice. I like the role/kit selection.
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I'd like to add my voice to those saying the magwell grip on the SPAR16/17s should be changed. These weapons are for the CTRG, right? Surely they'd have access to VFGs or AFGs.
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There appears to be an accidental square of grass placed on the beach here: http://i.imgur.com/tJNxLyw.jpg http://i.imgur.com/OkYxajc.jpg
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Okay thanks. I can fix that and then record this again. But is that the reason the entire cloud formation instantly changes around 19 seconds?
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I made this timelapse webm to show my friends and I noticed some weird cloud behavior: https://dl.dropboxusercontent.com/u/2282299/tl3.webm They seem to kinda loiter and just move around back and forth, and at (I'm assuming) midnight, they seem to totally reset and make a totally new formation. This happens around 19 seconds in the webm. I've seen other A3 timelapses and I haven't noticed this issue so I'm guessing it was introduced with the visual update.
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It'd be nice to have a replacement for using markers to set up multiple positions that something can randomly spawn at, since markers are restricted to 2d.
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Allow us to edit a unit's inventory. I didn't hear them mention anything about the Arsenal but if they integrate that it'd be fantastic. I also want the ability to set the position that a soldier occupies in a vehicle, and let us hide icons in the 3d view.
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DAC V3.1 (Dynamic-AI-Creator) released
pundra replied to silola's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there a way to only have players trigger production of reduced groups, and not AI? -
I'd love to read whatever ridiculous reason you could come up with for not downloading a mod from the steam workshop. Please delight us all with an explanation for this post.
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Authentic Gameplay Modification
pundra replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With unconscious can chat turned off, would it be possible to allow unconscious units to be able to speak just for a couple seconds after going unconscious? Just so they can yell out "I'm hit" or whatever. Or maybe make it so the character in-game shouts injured or screams or something? -
"Fixed" Arsenal - an Arsenal-improving workaround
pundra replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey, thanks for the update! It still isn't working with the way I was trying to use it before (that does work with the vanilla arsenal, by the way) even in 1.3, but I don't mind anymore because I've just started calling it the way you do in your script. :icon_lol: -
"Fixed" Arsenal - an Arsenal-improving workaround
pundra replied to ImperialAlex's topic in ARMA 3 - ADDONS & MODS: COMPLETE
When I have this mod active, the Arsenal action isn't showing up in the context menu when called like this: in a box's init field. Do I need to do something differently to use this?