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Valken

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Everything posted by Valken

  1. Hi Zooloo, In testing the 1.9 - 2.0x versions, it seems the blood splatter amount is down a lot due to ballistics. Can you make a preset that give us the same amount of blood as 1.7A-C? I tested it back and forth and 1.7 is much more visceral. Or if you can advise the settings to emulate that amount of splatter, it would be great.
  2. HI TPW, I tested your mod into the wee hours of the morning hence need a few hours sleep. I love the AMBIENT sound as it adds a lot of flavor to the environment. No more Ghost Town Altis or Stratis or any ARMA map now with civilians! I do have a request: Can users set in game time range for the ambiance sound? I mean, if the mission was set in the morning or wee hours, there should not be party going on unless its Thursday - Sunday. :D Perhaps scaling / ramping up and down the amount of ambiance between 5 AM to 10 PM, then on weekends into the wee hours. Not sure if "in game time" can deduce the day of the week the mission is on. If not then 5AM to 2AM would be great but it should tail off near near end and should scale up with more people at the beginning until Noon, 5 PM - 8 PM when people group up the most. Its more immersive to notice "in game time". I actually listen for the bell tower sounds in maps to deduce mission time. Can't wait to see different regional ambiance autigergrad brings to the game! Edit Was playing in the Mothman Horror mission and noticed that the animals would block the AI drivers with myself as a passenger. Even a snake. Can an update be made it the future to either pass through some of the animals or make it so if they detect an on coming vehical to sprint say 10 meters out of the way? Also, while standing on the road trying to read the map in dark with a car's headlight, I and an AI character were both ran over by a TPW spawned car! Can the AI be updated to honk at us? Perhaps the above 2 can work by AI honking at other AI and AI running out of the path of vehicles (characters and animals). Not sure why the AI would stop for animals but run over humans. Can a user in the future also ADD cars to the civilian spawn lists such as Jonzie's Car Pack? It would also be good to be able to add to the police car's list or even assign a set of ambience police such as Altis Special Police units by FortFox. Lastly, please add civilian females when it become available such as this one or Zeealex's F3male mod.
  3. Glorious... another round of testing soon... :D
  4. Hi Johnnyboy, I was playing in SP mode (scenarios) so maybe that was the issue. I will try to run a LAN session and see how it goes. In SP mode, I start as CSAT on the left of the boat, not sure if Team Leader, and we proceed to get peppered by the Skinnies. Then either I get shot enough to FALL OFF the boat (yes, the dead bodies eventually fall off as I look around) or we get lucky and each RPG for breakfast. By this time I usually see another raft on its side. It may be VCOM or AISS FOA... those AI mods make the OpFOR (relative to the player) super aggressive and they aim a LOT better. I will turn it off and see what happens. But your scenario atmosphere is fantastic and hope to play more of your works soon.
  5. I did a search and could not find one but is there a basic FLASHLIGHT / TORCH MOD similar to the one in DayZ for ARMA 3? I was playing a few of the horror missions and all use a weapon without the magazine / clip to emulate a flashlight but its annoying with the weapon in the view. It would great to have a headlamp or helmet lamp since the swaying is from the hand gets annoying for horror survival. Or maybe a lantern or even Shoulder mount similar to the Alien Colonial Marines. The use would be to explore maps at night with such a lamp. Could had basic cheap flashlight, Milspec HID flashlight beam, some colored variations and etc... Please advise if anyone finds anything without ripping off DayZ contents.
  6. Valken

    Fox Refuel | Ace3

    This is a good mod for open world scenarios.
  7. I wanted to try this mission but upon starting in the raft going up river, I was shot to kingdom come before arriving at the destination. I did load it with AI mods so should I disable those (VCOM, AISS FOS or GL5 FX)?
  8. This is a great map and would love to see most maps update to Tanoa standards! That would be amazing.
  9. Great update. I've been using your mods since A2CO and wanted to know if it is possible to define a folder for the radio MUSIC in house and civilian cars (not the chatters). When playing campaigns or long missions, it gets repetitive listening to the same music. It could be something like ARMA 3/MUSIC or a user defined folder where we have MP3, FLAC, M4A, WAV or etc... files... It should be randomized also.
  10. Valken

    Zee Identity Pack

    Hi Zee, I did some testing to see how all the gear looks via Dslyecxi's Paper Doll Gear Menu and Simple Single Player Cheat Menuand noticed the gears sorts into different categories if its loaded under virtual arsenal or virtual ammobox. In Virtual Arsenal - Single player cheat: Under Glasses / Goggles Black Black with Teeth Tan Tan with Teeth Under Nightvision: Tan with Mustache Tan Tan Team Leader In Virtual Ammobox System- Paper Doll Menu, the masks are usually under goggles but mustache and team leader masks are under ITEMS, headgear (NV, etc...) I personally love and use Virtual Arsenal for SP (create a ton of loadouts) but there are a lot missions or servers running Virtual Ammobox as well. It would be good to configure it to be all under NVG for the Masks or Goggles/Glasses. Also, will you update and add back your EXCAMO into the next pack update? I didn't find the EXCAMO uniforms in it so loaded it up with this mod. If you need any more testing, please let us know. :D
  11. I'm glad to see continued work on this. Perhaps you can inherit some of the Blastcore Flame effects as when I load Blastcore Eagle I can see the difference. Also the houses don't burn as easily with FRAG grenades which was crazy in the last version. It is easily seen in ARMA Benchmark by GreenFist from Steam Workshop. I test with BC Eagle, Foxfort Edited Blast Core tracers, GL5 FX and TPW - remove EBS.pbo. Add sound mod of choice and wow...
  12. Valken

    Military comics

    Thanks for sharing so we can look into and gives us an excuse to learn the beautiful French language.
  13. Valken

    Blastcore Tracers A3

    I am using FoxFort's Edit BC Tracer but I don't use BC Phoenix. I use Blastcore Eagle Edition which works with most mods. I also don't use Blastcore Skies since it seem to be broken with certain maps so just leave it out for now. Try BC Eagle linked up there. I hope when the new lighting system comes over we can have BCE, FF Tracers and GL5 FX working again. - removed link Was mentioning it since from a users standpoint, it was updated to work with the current ARMA version. I do hope OS comes back. :P
  14. I wish BIS can make these into default animations. That ADS, at ease and walking/jogging pose are fantastic!
  15. This is really too bad. Those MRAPs are beautiful!
  16. You should totally do it as an "exclusive" under 18 family safe DLC on Steam Work Shop! Words like Blood, Gibs, Guts,,, bouncy meaty chunks... haha...
  17. Valken

    Optical/Active Camo

    I double checked the video and you guys are correct. Perhap do as Kiory suggested and try different RVmaps? I mean, can you use the same maps from the lens of glasses, scopes, windows and other "transparent" objects to test effects. Would be cool to see how it all works out.
  18. I'm glad this has been unbanned but the reason was hilarious... Definitely need a "steam" version on the work shop, and leave the normal version here for those of us who are mentally stable.
  19. I love this mod since A2 and it makes ARMA 3's default world so much better. I was wondering if there was a CAT model in the game? I hear the sounds but don't see any cats around which is weird for me. Just curious about this.
  20. Thank you for this. As much as I like Steam WS for downloading mods, duplicating the files and eating up HD space was not a good idea for it.
  21. Valken

    Zombies & Demons 5.0

    Blow off pieces nekkid without clothes could be possible if you add enough blood splatter to cover parts of it. Most horror movies do show just the limbs with no cloths (arms and legs) but the torso should have parts of the clothes on. In the classic SLX mod for ARMA 2, the torso was usually burnt or bloodied to make up for lack of uniform. The only issue I could forsee is that if the gore system transfer to AI or Player units, then users cannot recover any gear from the blown limbs unless we can show the torso and just "hide" all the arms and legs and replace with blown off nekkid man pieces. I think blown off limbs we still be welcomed. Especially with in CQB shotgun situations like this:
  22. @ Irwin - your post sums up what I could not deliver in so many eloquent words. Thank you. I was wondering about unified ballistics and it would be wonderful if other mod authors inherited the ACE 3 Advanced Ballistics characteristics, even not the point of accuracy, but to the point of relativity at least. Perhaps it would be easier if there was a list of ACE approved or ACE 3 Advance Ballistics "Qualified" weapons / armor mod for users looking for that commonality.
  23. Valken

    Optical/Active Camo

    I have a mission.pbo file that shows that... I am not sure who made it but it must be Kiory's. If you guys really can't find it or don't get a response. I will upload for you guys to try it. Edit... Link to demo mission - it is unpacked as on my HD from 2014!
  24. Valken

    Zombies & Demons 5.0

    Those blown off heads are awesome! Dare I ask for a step up with blown off limbs: hands forearms arms torso - chipped out portions that are shot at. Divide torso into 4 regions. Hips upper legs lower leg foot I can see zombies crawling with nothing waist down then the arms shot off and only a screaming stump with head for us to roll down a hill. Or shootout one leg / foot so it hops around until falling onto the ground. Or no arm zombie which can only attack with bites. This kind of feature with the Bloodlust mod would be incredible.
  25. I just wanted to say I love ACE3 and it really brought me back to ARMA3 from ARMA2/CO with ACE. Playing around with different mods I noticed something weird: Many gun addons do not have the same ballistics specifications and I am not sure is it mod specific or if it requires ACE compatibility. For example I load up ACE3, CUP weapons with ACE compatibility and another weapons mod with similar weapons like RHS or Robert Hammer Guns, and I check it in Virtual Arsenal, the specs are off - such as accuracy and stopping power. Is there way to force all similar class guns or similar ammo requirements to unify their ballistic specs? or is do we need to ask the authors to inherit ACE or create ACE patches to match up all guns? Kinda weird if 2 1911 have different values when the biggest difference is mainly model detail and texturing. If there is a tutorial to help inherit or align weapons specs that would be great.
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