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Everything posted by koffeinflummi
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Authentic Gameplay Modification
koffeinflummi replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
At the moment you can just send them away or tell them to get down, but we are planning to expand that functionality in the future. -
This was mentioned multiple times in this thread already. The problem has been fixed, and the new version will not require a userconfig at all.
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Some WIP screenshots of the Leopard 2A6M. Keep in mind that the floating MG4 is a placeholder to be replaced with the HK121, and that the textures aren't done yet.
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None of us have the problems you describe, so please: Make sure no other mods (other than CBA obviously) are running Play a mission without any scripts, preferably an empty one in the editor If possible, record a video (with 1 & 2)
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Sorry for the late answer. There is really nothing, at least to our knowledge, in BWA3_Weapons that could cause huge fps-drops. Are you sure that the mission isn't causing this?
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Something big is coming...
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Both the logistic and medical .pbos are still in heavy development, and the piles of bodies are probably because of the medical system. BWA3_WeaponSelect overrides the 0-9 keys for weapon selection. If you play with AI, don't load WeaponSelect.
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"Next target", like in TMR.
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http://forums.bistudio.com/showthread.php?171183-BWMod&p=2594020&viewfull=1#post2594020 The Kestrel is coming with the next update. Wind, ballistics and weapon resting are part of BWA3 Realism, which is independent from this mod. No idea when that's going to be released yet. If you want, you can get the source from here and binarize it yourself: https://github.com/KoffeinFlummi/BWA3_Realism
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Checked it out, it works, although you can't binarize pbos with it yet, it seems. That's ok though, that just means that there'll be an additional, unbinarized .pbo for the grenade stuff. This does get rid of all the grenade problems, rejoice! I'm afraid I'll have to disappoint you, we will not introduce a Leopard 1, as they haven't been used by the Bundeswehr for quite some time. I think there's another mod that's planning to add one though.
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To speak for them without permissionModders need money and as nearly everyone is not willed to donate they need to make money in a different way Its just because of the community which thinks modding is something you can do fast with any size of projects But in fact Modding is expensive and requires much time! Its a full time job! So Stay happy with the given mirrors We do not make any money from this mod whatsoever. The reasons for wanting our website to handle all the distribution are: We can monitor the amount of downloads etc. We make sure that there are no outdated versions being offered for download elsewhere. We don't have to chase down 20 different admins every update. This issue has been discussed enough, please leave it at that. There may or may not be a new tracked vehicle coming with the next patch...
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This is not the only issue with our grenades, so I figured I'd just explain the reason for those problems before I address yours specifically. In Arma, at least config-wise, every soldier has 2 "weapons" in addition to his actual physical weapons: "Throw" and "Put". Those are helpers that enable the soldier to place stuff like mines, explosives, etc. (Put) or throw grenades, chemlights (Throw). The individual items (grenades, mines, etc.) are magazines of those weapons. (This is also why you use addMagazine to give a unit grenades). In the config of those weapons, every type of item has their own "muzzle". Muzzles are usually used to configure multiple physical muzzles of a weapon, like an underslung grenade launcher, or a double-barrel shotgun. So, to summarize: Technically, every unit in Arma carries a giant, invisible grenade launcher with 20 barrels. The problems start when you try to add another muzzle to that throw weapon in a mod. All the muzzles are listed in an array that looks something like this: muzzles[] = {"HandGrenade_Stone", "HandGrenadeMuzzle", "MiniGrenadeMuzzle", "SmokeShellMuzzle", "SmokeShellYellowMuzzle", "SmokeShellGreenMuzzle", "SmokeShellRedMuzzle", "SmokeShellPurpleMuzzle", "SmokeShellOrangeMuzzle", "SmokeShellBlueMuzzle", "ChemlightGreenMuzzle", "ChemlightRedMuzzle", "ChemlightYellowMuzzle", "ChemlightBlueMuzzle", "IRGrenade"}; Right now, the only way to add another element to that array is to completely replace it1, which means that if 2 mods were to insert their own grenades into the Throw weapon, you'd only be able to use one of them. The way we circumvented that issue is by adding our own Throw weapon, "BWA3_Throw", with all the muzzles we need. This, in return, also causes some problems: Non-BW units cannot throw BW grenades Script commands do not know that BWA3_Throw is not a regular weapon. (which results in your problem) If a patch introduces a new grenade, BW units won't be able to throw them. (this is actually the case with the IR strobes right now) So how can we fix that? There are 2 possible fixes, both on Bohemia's side. 1 The introduction of the "+=" operator, which would allow you to add elements to an array without completely replacing it, which would allow us to use the Throw weapon without sacrificing compatability. Bohemia actually mentioned that they plan to do that, and it might already be possible (It wasn't at the time of release), I'll have to check. Completely overhaul the grenade system, e.g. with a "CfgGrenades", which would also allow easy expansion. Now, to fix your specific problem, you could do one of 2 things: Remove all weapons except the BWA3_Throw one: { if (_x != "BWA3_Throw") then {_unit removeWeapon _x;}; } forEach (weapons _unit); Remove all weapons, and then add the BWA3_Throw weapon again removeAllWeapons _unit; _unit addWeapon "BWA3_Throw"; (Adding a throw weapon with a script might cause issues, so if possible, use #1)
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BWMod for Arma III Introduction The BWMod team's goal is to supply the Arma 3 community with a set of vehicles, weapons and equipment to be used in 2020 by the German Army, like the IdZ system and vehicles currently being introduced, such as the IFV Puma. We are not associated with the BWMod for OFP and the earlier Arma games, but since the team around that mod abandoned the project, we will try to continue where they left of and equip players with high-quality vehicles and weapons. Current State At the moment we are importing the IFV Puma and various infantry weapons, including the G36 (IdZ ES), P8, G28 and MG4. Team Project Lead: Hamburger SV 3D - Artists: Hawkins, Jan, KoffeinFlummi, Tonic, Sören 2D - Artists: Hamburger SV Import & Configs: KoffeinFlummi, commy2 Scripting: commy2 The BW-Mod is hiring! If you are proficient with anything on this list, feel free to contact us either via PM to me or by visiting our forums at http://www.bwmod.de. Speaking German would be optimal, but is not required. At the moment we are especially interested in texture and sound artists. Download The thread for the current release can be found here: http://forums.bistudio.com/showthread.php?171183-BWMod&p=2593517 Contact If you have any questions, suggestions or other feedback, feel free to either PM me here or post on our forums at: http://www.bwmod.de (German)
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Either you posted in the wrong thread, or you are using BWA3_Realism. In the latter case, the medical system is highly WIP and everything is still half broken. It is recommended you don't use it right now.
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Yes, next update. Probably not, we'll see.
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That error was already tracked down, the fix will come with the next update. Speaking of which: http://puu.sh/6Yrxb/0125e674bc.jpg http://puu.sh/6YrI8/334f2652e1.jpg
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http://www.hauntedattics.org/litterbox/images/1312280838pm_1200px.png
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Yes, but they're not really top priority, so don't except them to come in the next release. The next patch won't be too far down the road, so it won't be too long. We'll see if a hotfix would be worth it. Adding compatability with mods like TMR is planned for the next release, including bipods for G28 and MG4.
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The problem with a realistic performance of the Pzf 3 is that that doesn't integrate well into the current state of Arma. If a disposable Pzf 3 wouldn't kill a tank with the first shot, but the reloadable RPG-32 would, you'd have a huge balance problem. And before anyone tries to tell me that balance doesn't matter in Arma: Yes it does. I'm also a fan of realistic damage values, but that should be optional. But, as Shadow pointed out... ... making an additional .pbo to make the Pzf 3 fit into mods like Real Armor is very possible. I had a brief look at the mod, and from the looks of it, it would just be a simple damage change for the warhead of the Pzf 3 (and the RGW 90), and some changes for the amour of the Puma. I'll look into it.
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You do realize that the RPG-32 itself can one-shoot a Slammer from the front aswell, right? The Pzf3 is even stronger, because you only get 1.
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It's not about making the download process easier. It's about making sure that if there's an update, everyone knows where to get it. You don't have to chase down the admins of 50 different community sites and launchers to make sure that every site and launcher has the current version. Yes, Six Updater etc. might make installing the mods a bit easier, but copying a folder really isn't that hard, and it's not like we release an update every 2 hours. Not having to deal with the distribution of the mod enables us to focus on what matters: getting content in the game.
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B_Kitbag_Base
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That should indeed fix the issue, although the tools at this time are not able to binarize configs using this method. Let's hope for an update.
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The problem with custom grenades is that you can't modify the actual "Throw" weapon used by vanilla soldiers without breaking compatability with other mods that also add grenades. This means that you have to create your own "Throw" weapon, which retains compatability, but leads to some other problems, such as the fact that vanilla soldiers can still only use vanilla grenades. So until BIS introduces a CfgGrenades or does something else to allow for easier implementation of custom grenades, we can't really do anything about that.
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There was a patch quite popular with the German troops in Afghanistan a while ago, which looked like this: (Merkel being the German chancellor) And recently, a woman by the name of "Ursula von der Leyen" became the new Minister of Defence in Germany. That decision was quite ... controversial, so we decided to include the patch as a little easter egg. The stickfigure kids are due to her being the Minister for Family Affairs previously.