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suiside

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Everything posted by suiside

  1. officer has two camo selections, one specific for the top and the pants inherited from the i_soldier_f i believe, not so sure anymore because i can't get it to work
  2. suiside

    DSS: The Mod

    poison the well at random, show hint, "nasty smelling water, worse than rotting corpse." that would keep it strategic :D
  3. suiside

    DSS: The Mod

    isn't there a way to use the already existing objects from the map ? as in scripted for all water sources ? or are they not on the map listed as such ? because i see many houses with water barrels and the land water source is almost in every town. there are towns with food sacks etc. can't they be used as such ? (should have been default option in game if you ask me ...) (they made it work on chernarus/dayz ? but i have no idea how)
  4. suiside

    DSS: The Mod

    hi ranwer, could you use this https://community.bistudio.com/wiki/File:Arma3_CfgVehicles_Land_Water_source_F.jpg as water source aswell ? or was that what you were trying to say that you could not use it ? "edit" there is also a water barrel "Land_BarrelWater_F" and "Land_BarrelWater_grey_F" and "Land_WaterBarrel_F" and "Land_WaterTank_F" this is the one you mentioned "Land_StallWater_F"
  5. suiside

    Bussiness model compared to EA

    like das attorney i bought the game cheap, knowing it was alpha and having had arma and arma 2 that patches would be coming. so features well i don't know what to buy and what not to buy, it is mere WANT TO HAVE and not of that much importance to me, the thing i do miss, is that back in the old days you bought a game in a shop on (cassette, really old) floppy or disc and that was it, internet was not there to patch anything up. so the game had to be GOOD, or else the name of the developer would be bad. now with internet they do not seem to care for the RELEASE version, because internet will save them with the ability to Patch up. this i do not like, it is working great, but it does take away the edge i think in development and publishing, they should just state what is and what is not in the game release and do it prior to release, then all "patches" should be honest FIXES and "DLC" free or payed should not contain FIXES or touch ups you could say they do it already, but i guess it is not as clear as day probably because of the internet and infostreams gossip and what have you to muddy up the waters. i payed for the DLC bundle, so i have shown what i am willing to pay for, i care mostly for the fact that it is clear what we get when we pay for it, and when it is buggy, it should have been ironed out ! you don't buy a car with half inflated tires, or the passenger seat missing, and so it should not be with games.
  6. the lasers on the heavy machine guns *are* misaligned but thanks for the update :D
  7. suiside

    End Game MP Mode - Feedback

    respawn is chaotic, i think respawn at FOB or zones away from action would be better
  8. suiside

    End Game MP Mode - Feedback

    destroying the UAV on the east side left me with no option of getting its intel, maybe it should cancel the objective if destroyed ? and maybe AAF should be playable so you get the option of defending intel i like the mission (did it single player LAN) kinda simple without opfor but nice concept and i should try multiplayer :D (destroying intel to prevent opposition of getting it would be a fun option as well :D)
  9. suiside

    DirecxtX 12 for ArmA 3?

    i know nothing of tech, that is true, but i know politics and finance, why are people HERE on this forum asking for x64 for the past few years ? they don't know nothing ? maybe then i am just a parrot i guess. you know if you are so familiar with tech, that MS is selling out on the national security state which ends up to be a war on the people. and if you disagree that is fine, i know what i know from experience i just call it conspiracy theories because you or others don't have to agree because you did not experience or have seen it irl.
  10. suiside

    DirecxtX 12 for ArmA 3?

    to be honest, i have no clue i am not a tech boy, but my main point is that x64 was there for a long time and they did not use it, but it would have probably improved the game (that is what i hear in the forums and what not advertisements) win 10 as with win 8 are not secure in a lot of ways but that is the realm of "conspiracy theorists" lets say my it friends would not touch eight if it was on their own pc other than gaming. lets say microsoft made deals with torturing governments in the world for back doors. just one political reason not to support microsoft (linux is not much better out of the box, but gives you options...) i think it is also a bit of BS for BI to have a make arma not war slogan and then sell out to dx12 and win ten when these are made by microsoft who goes along iin the war on privacy with again torturing governments, that is my personal reason. skipping one option in the past to improve for the long run in x64 (if not then what is the use of x64 ?) and going dx 12 only supports business not gamers on a tight budget and will bring a lot of complaints as we see so often with poor performance.... and that is bad publicity , publicity non the less... fix the game not invest in new toys and cover up the existing problems... but again i am no tech boy so what is my opinion worth ?
  11. suiside

    DirecxtX 12 for ArmA 3?

    my point being is that it would give us more cpu usage, have you seen dx12 in reality ? or just the advertisement ? dx12 means we need to buy more shit and install more shit than we need in many ways. i would rather have my cpu work at 70% or more over all than just the 30% it does now, when dx12 comes i would have to upgrade (free supposedly) to win 10 with all its insecurities and probably need to buy a new graphics card, while they could utilize the x64 architecture most of us already have ! it would be the same as previous game engines, the old will run smooth but the new will be feature packed and still run less than desired, because they over packed it with goodies most of us can't run because we don't have the newest fastest hardware. and i just hate windows, i only run it for arma, and next time round for me it might be a deal breaker, as i might shift from gaming to an other hobby because i am forced to once again upgrade etc. to me fancy screens are nice, but there is a limit for me to what i have to do to enjoy them.
  12. suiside

    DirecxtX 12 for ArmA 3?

    sorry for being negative, but how long has the x64 been out ? isn't that more important than some graphics shit you will see through the next gen ? all i see is monetary incentives to go dx12, which does not give us much more than fancy screen shots... i bet microsoft is pushing dx12 and win10 on developers only to further their influence (not to mention the security problems with win 8 and 10 oops i did didn't i ?) i would be jumping if they said we will go linux all the way with x64 support
  13. suiside

    Lights as little x's

    i got the same thing, not bothered with it that much, i think it is supposed to be glare, only thing where it bothers is in the illuminated scopes.
  14. suiside

    Sniper Ghillie config.cpp

    class cfgVehicles { class B_Protagonist_VR_F; class AOA_NightOps: B_Protagonist_VR_F { _generalMacro = "AOA_NightOps"; scope = 2; displayName = "AOA NightOps"; faction = "AOA_Operations"; // Puts unit under new faction side = 2; //ind vehicleClass = "AOA_militia_unit"; icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "U_NightOps"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; model = "\a3\characters_f_bootcamp\Common\VR_Protagonist_F.p3d"; hiddenSelections[] = {"camo_stripes","camo1","camo2","camo3"}; hiddenSelectionsTextures[] = {"\sui_aoa_nightops\data\camo_tripes.paa","\sui_aoa_nightops\data\NO_01_co.paa","\sui_aoa_nightops\data\NO_02_co.paa","\sui_aoa_nightops\data\NO_armor_co.paa"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit","ItemGPS","H_Watchcap_blk","V_Rangemaster_belt"}; respawnLinkedItems[] = {"U_AOA_NightOps","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit","ItemGPS","H_Watchcap_blk","V_Rangemaster_belt"}; // add helmet & vest classname to this list Weapons[] = {"Throw","Put","AOA_SDAR_DMS","hgun_Rook40_F"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"Throw","Put","AOA_SDAR_DMS","hgun_Rook40_F"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades Magazines[] = {"20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell"}; // add the rifles/ pistols magazine here respawnMagazines[] = {"20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","20Rnd_556x45_Stanag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell"}; // add the rifles/ pistols magazine here }; }; this is how the screenshot was taken
  15. i am trying to change the SDAR to single fire only and to have a safety switch i am as far as getting it to single fire, and adding a scope to it but i have no clue on how to make/write "class mode_safety" i am a total noob in scripting, i just try to make sense of the configs, but since bis did not add a safety i am at a loss.... any one out there that can help me ? code i have. class Mode_SemiAuto; class SlotInfo; class CowsSlot; class CfgWeapons { class Rifle; class Rifle_Base_F: Rifle { class WeaponSlotsInfo; class GunParticles; }; class AOA_SDAR_base_F: Rifle_Base_F { scope = 0; magazines[] = {"20Rnd_556x45_UW_mag","30Rnd_556x45_Stanag","30Rnd_556x45_Stanag_Tracer_Red","30Rnd_556x45_Stanag_Tracer_Green","30Rnd_556x45_Stanag_Tracer_Yellow"}; reloadAction = "GestureReloadSDAR"; AB_barrelTwist=11.25; AB_barrelLength=18; class GunParticles: GunParticles { class SecondEffect { effectName = "ShotUnderwater"; positionName = "usti hlavne"; directionName = "konec hlavne"; }; }; descriptionShort = "$STR_A3_CfgWeapons_SDAR_base_F0"; handAnim[] = {"OFP2_ManSkeleton","\A3\weapons_f\Rifles\SDAR\data\Anim\SDAR.rtm"}; class WeaponSlotsInfo: WeaponSlotsInfo { class CowsSlot { linkProxy = "\A3\data_f\proxies\weapon_slots\TOP"; displayName = "$STR_A3_CowsSlot0"; compatibleItems[] = {"optic_Nightstalker","optic_tws","optic_NVS","optic_DMS","optic_LRPS","optic_SOS","optic_MRCO","optic_Arco","optic_aco","optic_ACO_grn","optic_hamr","optic_Holosight"}; }; }; bullet1[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_01",0.5011872,1,15}; bullet2[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_02",0.5011872,1,15}; bullet3[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_03",0.5011872,1,15}; bullet4[] = {"A3\sounds_f\weapons\shells\9mm\metal_9mm_04",0.5011872,1,15}; bullet5[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_01",0.39810717,1,15}; bullet6[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_02",0.39810717,1,15}; bullet7[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_03",0.39810717,1,15}; bullet8[] = {"A3\sounds_f\weapons\shells\9mm\dirt_9mm_04",0.39810717,1,15}; bullet9[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_01",0.2238721,1,15}; bullet10[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_02",0.2238721,1,15}; bullet11[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_03",0.2238721,1,15}; bullet12[] = {"A3\sounds_f\weapons\shells\9mm\grass_9mm_04",0.2238721,1,15}; soundBullet[] = {"bullet1",0.083,"bullet2",0.083,"bullet3",0.083,"bullet4",0.083,"bullet5",0.083,"bullet6",0.083,"bullet7",0.083,"bullet8",0.083,"bullet9",0.083,"bullet10",0.083,"bullet11",0.083,"bullet12",0.083}; opticsZoomMin = 0.375; opticsZoomMax = 1.1; opticsZoomInit = 0.75; distanceZoomMin = 300; distanceZoomMax = 300; discreteDistance[] = {30,100,200,300,400}; discreteDistanceInitIndex = 0; canShootInWater = 1; modes[] = {"Single"}; drySound[] = {"A3\Sounds_F\weapons\Other\sfx1",0.39810717,1,15}; reloadMagazineSound[] = {"A3\sounds_f\weapons\sdar\sdar_reload_3",1.0,1,10}; changeFiremodeSound[] = {"A3\sounds_f\weapons\closure\firemode_changer_1",0.1,1,5}; class Single: Mode_SemiAuto { sounds[] = {"StandardSound"}; class BaseSoundModeType { weaponSoundEffect = "DefaultRifle"; closure1[] = {"A3\sounds_f\weapons\closure\closure_rifle_6",0.5011872,1,10}; closure2[] = {"A3\sounds_f\weapons\closure\closure_rifle_7",0.5011872,1,10}; soundClosure[] = {"closure1",0.5,"closure2",0.5}; }; class StandardSound: BaseSoundModeType { begin1[] = {"A3\sounds_f\weapons\sdar\sdar_st_1b",1.0,1,900}; begin2[] = {"A3\sounds_f\weapons\sdar\sdar_st_2b",1.0,1,900}; begin3[] = {"A3\sounds_f\weapons\sdar\sdar_st_3b",1.0,1,900}; soundBegin[] = {"begin1",0.33,"begin2",0.33,"begin3",0.34}; beginwater1[] = {"A3\sounds_f\weapons\sdar\underwater_sdar_st_1b",1.0,1,200}; beginwater2[] = {"A3\sounds_f\weapons\sdar\underwater_sdar_st_2b",1.0,1,200}; beginwater3[] = {"A3\sounds_f\weapons\sdar\underwater_sdar_st_3b",1.0,1,200}; soundBeginWater[] = {"beginwater1",0.33,"beginwater2",0.33,"beginwater3",0.34}; }; reloadTime = 0.1; recoil = "recoil_single_sdar"; recoilProne = "recoil_single_prone_sdar"; dispersion = 0.0013; minRange = 2; minRangeProbab = 0.5; midRange = 150; midRangeProbab = 0.7; maxRange = 300; maxRangeProbab = 0.2; aiRateOfFire = 2.0; aiRateOfFireDistance = 20; }; aiDispersionCoefY = 14.0; aiDispersionCoefX = 10.0; }; most is standard from sdar and some minor changes to range so to make AI fire when enemy is further out than 30 meters or what ever it was originally
  16. suiside

    Sniper Ghillie config.cpp

    http://steamcommunity.com/sharedfiles/filedetails/?id=370447260 i have to check the armor .paa because i thought i did texture it otherwise it seems to work :D the armor was textured but does not show
  17. you could use the opfor nvg's ? these are sand color
  18. suiside

    Sniper Ghillie config.cpp

    http://steamcommunity.com/sharedfiles/filedetails/?id=370027693 i tested the stripes and i can get them dull with a dark "sheet" just a simple .paa single color. http://cloud-4.steamusercontent.com/ugc/38611844347859706/A559C158B6CD94D756C7A72A9A80438614CC4C97/
  19. suiside

    Sniper Ghillie config.cpp

    thanks for the VR suit, in my current config the stripes turn white, which would be okay for a civ_motor suit, but what would i write for a poor glowing or non glowing color ? (guessing the AAF numbers are green, opfor is red, and blufor is blue ? have not checked but thought logic applies here) a number for black ? don't know how that would glow.
  20. seems the same problem as with the ghillie
  21. suiside

    Sniper Ghillie config.cpp

    it is not in the dev branch yet or my code is not correct... it is not NEEDED but wanted, the VR suit is a nice suit,(reminds me of metal gear solid or a sleek motor suit) thank you for taking notice :D class B_Protagonist_VR_F; class AOA_NightOps: B_Protagonist_VR_F { _generalMacro = "AOA_NightOps"; scope = 2; displayName = "AOA NightOps"; faction = "AOA_Operations"; // Puts unit under new faction side = 2; //ind vehicleClass = "AOA_militia_unit"; icon = "iconManLeader"; nakedUniform = "U_BasicBody"; uniformClass = "U_NightOps"; identityTypes[] = {"Head_NATO", "G_NATO_default"}; model = "\a3\characters_f_bootcamp\Common\VR_Protagonist_F.p3d"; hiddenSelections[] = {"camo1","camo2","camo3"}; hiddenSelectionsTextures[] = {"\sui_aoa_nightops\data\NO_01_co.paa","\sui_aoa_nightops\data\NO_02_co.paa","\sui_aoa_nightops\data\NO_armor_co.paa"}; linkedItems[] = {"ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit","ItemGPS","H_PilotHelmetHeli_B","V_RebreatherIR"}; respawnLinkedItems[] = {"U_AOA_NightOps","ItemMap","ItemCompass","ItemWatch","ItemRadio","FirstAidKit","ItemGPS","H_PilotHelmetHeli_B","V_RebreatherIR"}; // add helmet & vest classname to this list Weapons[] = {"Throw","Put","srifle_AOA_DMR_01_Nightstalker_snds_F","hgun_Rook40_F"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades respawnWeapons[] = {"Throw","Put","srifle_AOA_DMR_01_Nightstalker_snds_F","hgun_Rook40_F"}; // only add rifle & / pistol classname, leave throw and put they are used for explosives and grenades Magazines[] = {"10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell"}; // add the rifles/ pistols magazine here respawnMagazines[] = {"10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","10Rnd_762x51_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","16Rnd_9x21_Mag","SmokeShell"}; // add the rifles/ pistols magazine here Backpack = "B_parachute"; }; }; class cfgWeapons { class U_B_Protagonist_VR; class UniformItem; class U_NightOps: U_B_Protagonist_VR { scope = 2; author = "sui"; displayName = "AOA NightOps uniform"; class ItemInfo: UniformItem { uniformModel = "-"; uniformClass = "AOA_NightOps"; containerClass = "Supply30"; mass = 70; }; }; };
  22. suiside

    Sniper Ghillie config.cpp

    and it has been bumped simple question, is the problem with the ghillie the same as with the VRsuit ?
  23. i got some (lousy) templates of the wheeled APC's they are in gimp format .xcf https://www.dropbox.com/s/n2cr8ist0z9571a/apc_%20wheeled_templates.rar?dl=0 do not expect much as it is just recreational retexture
  24. did i overlook the taru ?? :butbut:
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