tinter
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Everything posted by tinter
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It's for you to decide. It's designed for helicopters so the ground detail is bad, it doesn't make ground forces impossible, but it does make it more ugly. For flying around with aircraft it is amazing. If I may, I'd recommend these mods http://forums.bistudio.com/showthread.php?191190-United-States-Air-Force%28-2015%29 http://www.armaholic.com/page.php?id=24024 http://www.armaholic.com/page.php?id=25974
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Seattle is included, the needed files should be in archive 7-11 and some required us files in 2. At the least, you can ignore 3-6 as those are the South Asia files.
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I was a bit concerned over that part too, but don't worry it clarifies here https://www.bistudio.com/community/licenses/licensed-data-packages "Please note that TKOH data are licensed for creating derivatives for both the Take On Helicopters and Arma games."
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I can't edit the map as I do not know how to. All I did was put the required .pbos in a folder.
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No I checked, assuming there are only 4 airfields then only the two have grass. Unless I missed an entire airfield.
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There's some problems with road alignment all over the map and there's grass on the runways of Al-Safyrah airport and Al-Tabqah airport (http://i.imgur.com/ijvZrTH.jpg), the one that is North of Al Vegh (http://i.imgur.com/9nuIi82.jpg). The grass continues outside of draw distance down the runway. On a final note, the dams are oddly placed, they don't really do anything. Dams are supposed the be blocking water but none of them really are. ---------- Post added at 23:56 ---------- Previous post was at 23:22 ---------- There's also an oddly placed boathouse south of Dayr-Hafir (http://i.imgur.com/IdIZoTe.jpg). Other than questionable placement, as I can't be sure what you imagined it'd be used for, it also clips into a tree. Flying around the map is gorgeous though. ---------- Post added at 00:40 ---------- Previous post was at 23:56 ---------- And if I may, some dirt paths would be great in establishing a bit of personality to your map, mostly the more traditional villages with no roads or parking space.
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Weapon Mass and Encumbrance Relation Test
tinter replied to agent()()9's topic in ARMA 3 - DEVELOPMENT BRANCH
I never understood why they went with some vague inbetween thing. How are you supposed to relate to it? Nevertheless actually calculate how much volumass the item you're making takes up? -
Authentic Gameplay Modification
tinter replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Did all the devs stop working on it? Are there any devs willing to continue work on it? -
Pistols are still not showing in the holster...? is it that hard to do?
tinter replied to Tyl3r99's topic in ARMA 3 - GENERAL
Time spent on coding proper holsters, is time spent not fixing that game breaking bug or adding that feature, everyone has asked for since OFP. There's lots of things to do with Arma 3, the most important is prioritizing. -
Toadie's SmallArms and Animations for Arma3
tinter replied to toadie2k's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think Toadie flipped the normals on the M60, most likely by accident. -
VhC, Vehicle Customization (dev branch)
tinter replied to Tom_48_97's topic in ARMA 3 - DEVELOPMENT BRANCH
Will it be possible to customize the weapons on vehicles later?- 47 replies
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- branch
- customization
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It is not a feature because units are defined as entries in the config. This can't be modified while the game is running.
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M.S.K.E. 4 Islands Map Version 2017
tinter replied to hotzenplotz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Now that I've managed to play this with no crashses, I must say it's an enjoyable map. Great job, really. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
tinter replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I am, no idea what's causing it. -
M.S.K.E. 4 Islands Map Version 2017
tinter replied to hotzenplotz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Running only this and allinarma terrain pack makes my game hang around the windmills. I have a person who can back this up. .rpt says nothing useful. It might take a while for everything to load in, but I can reproduce this reliably, every time. -
M.S.K.E. 4 Islands Map Version 2017
tinter replied to hotzenplotz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I placed a unit in 155072 and my game frozen immediately when I went ingame. It must be a mod thing so I'll check those. -
M.S.K.E. 4 Islands Map Version 2017
tinter replied to hotzenplotz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Seems like this map locks up my game around grid 1507. -
When Bohemia implemented the changes to bis_fnc_mp to allow for execution of commands and not just functions, why did they decide to only allow certain commands? I don't really see what this accomplishes as any command can already be run using the bis_fnc_spawn function, just in a more roundabout way. Allowing certain commands only leads to complicate scripting for multiplayer where in some situations you want to run only 1 command on a machine but you have to either use bis_fnc_spawn or define a function to then use. Being able to allow commands is nice, but there's no easy way to allow all the commands currently allowed and then another one. Personally I see no reason to have this.
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Does anyone know why this is in place? It seems like BIS should just remove it, honestly.
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Yeah and that can still be done using bis_fnc_spawn like this: [{createVehicle ['B_quadbike_01_F',position player,[],0,'NONE']},"bis_fnc_spawn",TRUE,FALSE] call BIS_fnc_MP;
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How is it a security concern? If you have access to bis_fnc_mp then the fact that spawn isn't allowed isn't gonna stop you from just using the function.
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Authentic Gameplay Modification
tinter replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
They're probably aware, they even said on the release of the climbing system that it was very buggy. -
I have a question about your MARPAT. I'm not very acquainted in camouflage, but the swatch used for MARPAT looks pretty red, compared to pictures I can see that show it more yellow/brown. ---------- Post added at 23:19 ---------- Previous post was at 22:45 ---------- Made a mockup of what I feel matches what I can find on the web. http://i.hizliresim.com/bgmE6Z.jpg
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Zodiac CRRC - Assault Boat
tinter replied to Maj D. Schultz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Pretty nice, it has useful features and I prefer the handling and speed over vanilla. Only problem is that there's no sound. I'll check if it's a mod conflict. ---------- Post added at 16:34 ---------- Previous post was at 16:27 ---------- Disabled all mods but this, still no sounds. ---------- Post added at 16:36 ---------- Previous post was at 16:34 ---------- If it's the wrong version, I downloaded it from Armaholic. -
Make AI move forward while under fire
tinter replied to -ami- mofo's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can uses _unit disableAI "fsm"; to make them behave less realistically. It's hard to figure out exactly what it does, but it does make them take cover less.