artemas
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Everything posted by artemas
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
artemas replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
*** BREAKING NEWS *** An Altian soldier was wounded today, in an apparent attack by a goat. The soldier, Private Artemas Fallsdownopoulous, was reportedly knocked down and trampled by a wandering goat. In stable condition, Pvt. Fallsdownopoulous has vowed revenge for this purported attack. It is unclear whether the goat is liable under the Altian Criminal Code, but legal representatives of the soldier are preparing a civil suite regardless. The goat is still at large. Goats, man. Just can't trust the fuckers.- 5762 replies
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- single player
- realism
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Artificial intelligence Support System! Released
artemas replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
That prospective user config you posted looks pretty great. -
go make that then
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Artificial intelligence Support System! Released
artemas replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
i'd like to be able to tinker with, in the user config, the likelihood of a fire mission being accepted, the maximum range that artillery is 'detected' for fire missions, and the size of salvoes. You mentioned earlier that only artillery within 1000m was tasked, and were considering raising that number to 5 km, that's what I meant by 'range variables'. -
[WIP] Combine Transhuman forces
artemas replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I actually like the lack of a 1-to-1 uniform model, it gives your guys a bit more of a lived-in, on-campaign vibe. And yeah, the drones seems like a natural shoe-in for all sorts of stuff. -
to do what?
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[WIP] Combine Transhuman forces
artemas replied to digitalcenturion's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Cool dude. I think combine fortifications and structures would also go a long ways to enlivening the place. It's not half life unless there are Orwellian future checkpoints all over the place. -
Artificial intelligence Support System! Released
artemas replied to mikey74's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you thought of maybe making the various range variables, or response chances, tied to a user config? Also, how many artillery assets respond to a given fire mission, and if less than all, how are they chosen? -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
artemas replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think you misunderstood me, man. Currently, you can crank up the wind settings, but won't hear a thing because there doesn't appear to be a sound effect for it (or something, I don't know). I was suggesting that you add that skydiving sound to the higher wind settings, so that if you were perched on some hill with high wind, you'd have that cool 'wind rushing by your ears' sound, that you recorded for skydiving.- 5762 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
artemas replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
On the subject of sounds, have you thought about expanding your skydiving wind sound to higher wind settings?- 5762 replies
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Yeah, turns out the Swedish forces pack has backblast for AT launchers. On the subject of the EBR, isn't it an opfor weapon in the game? I guess that would sort of leave it to you as the deciding factor. Wiki reveals some of the EBR variants locked off, others not. Also, are the name changes tied to the language module, or are inherent in the small arms package?
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Hey Tao, did you change the EBR to semi-auto only? And i've been dying to (seemingly) PCML and RPG42 backblasts recently. Would this be related to your mod, or something else?
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Yeah, houses that are normally placed in Altis, not ones that i've placed using your editor.
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Since downloading the latest update, a number of houses now have non-operable doors. An action to open the door just doesnt show up.
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I think it also affects tracers, as well.
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US Marine Corp and MARSOC units A3
artemas replied to massi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah, the patch thing is an issue in a few of massi's addons i believe. -
[Mission] Dynamic Zombie Sandbox Arma 3
artemas replied to Craig_VG's topic in ARMA 3 - USER MISSIONS
Hey man, thanks a bunch for making this. I'm especially interested in your goal of integrating the random personal information into the game, and making it usable as useful information. I do have a question and a possible issue however. The question is: what is the 'chase range' of the zombies? Do they follow you forever (it seems so)? Or do they despawn if you put enough space between them and you? The issue is that if you spawn without a weapon then there are issues with picking up weapons off the ground. Grabbing them from an object doesnt seem to be a problem however. -
TPW MODS: enhanced realism and immersion for Arma 3 SP.
artemas replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thought about adding some ambient music to civilian vehicles?- 5762 replies
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
artemas replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
noticed a couple things: one, that the radio mod affects civilian vehicles. Not sure if intended or not. The other is that it also affects static weapons? Possibly only the automated ones. And because you're just the most popular guy out there, have you thought of adding a smoke/fire effect to damaged or destroyed buildings? bug reports are never complete unless you make your own selfish requests, you see.- 5762 replies
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Antoine Flemming's Mediterranean Operations (NATOSOC + SCOJFC bundle)
artemas replied to antoineflemming's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think its just OPFOR. Checked a few random guys, and they all had two mags of 12.7mm. -
Antoine Flemming's Mediterranean Operations (NATOSOC + SCOJFC bundle)
artemas replied to antoineflemming's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey dude, thought i'd drop by and say thanks for the mod, it is one of the few that does OPFOR guys, and the only one that gives us FIA-esque dudes for green (again) and red. A couple issues though: would it be possible to add the technicals to the individual unit selection in the editor? currently it looks like the sco mrap is the only vehicle available under 'cars' for opfor, for example. Also on that note, are you planning to add more groups, perhaps without vehicles? The second is that your dudes seem to randomly have 12.7mm rounds on their person, even if they're not a sniper, nor have one in their group. Like, riflemen have them for some reason. The third is perhaps more subjective, but maybe make the Green and Red paramilitary groups a little less uniform? The Akhanteros guys all have the same shemagh, in the same colour, and identical jumpsuits. Maybe do as BIS did with FIA and make different outfits role dependent? Or ideally whatever dark wizardry that pomigit did for his PMC mod. Of course, this could be more trouble than it's worth. -
The problem is again one that was demonstrated in OFRR, which is continually proving that it is more of a trailblazer than BIS. If you got shot, you'd be forced to run through a several second long animation where you regain composure, etc. While fine in medium or long range firefights, the knockback in close quarters was pretty unfun. If you got shot first, it was basically game over, as you lost the ability to move or shoot. The old 'counterstrike' style of stagger would be more easily controlled, but i'm not a huge fan. So there are definitely precedents in other games, but maintaining some degree of control for the player is important. Ideally, a stagger wherein you can maintain some element of control.
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So Arma 3 is out now, does it set the standard for future releases in the series?
artemas replied to pd3's topic in ARMA 3 - GENERAL
A lot of long-time arma players are very much welcoming the changes to controls, and to weapon handling. What exactly is 'unrealistic' about it? That there isnt wobble? Jesus, have you even played the game? -
Your assumption that he was referring to Nepal and not other Gurkha units is pretty hilariously reaching, and your other questions all build upon that presumptuous strawman. Maybe you should drop the semantics?
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Oh really? That explains why both the optics mod, and the disposable launcher mod continue to be functional despite having disabled them.