tinter
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Posts posted by tinter
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As I see it, the holster is not that detailed and the performance gain from removing it is negligible, take into account that you would have to make someone do it, and it's kind of a waste of resources. And while sidearms in holsters would be nice, it's probably just a low priority for them. In any case I'm sure it might be a good idea to put it on the feedback tracker.
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I know Arma 2 had this limitation too, and I believe they got around it by just creating more bullets per bullet shot. That's 5 times more pullet PER bullet.
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I know more soldiers used to have RCO in the alpha, but they changed it.
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I'm building a Training Map myself, but its very low on my priority list of projects. Will be out in 2014.Well since I'm making missions for a group I play, I don't think I'd be able to beat that time.
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I sleep with a printed copy next to my bed to keep me safe at night---------- Post added at 12:44 ---------- Previous post was at 12:42 ----------
To keep it on topic, it's awesome to hear this working out. I was pretty sad the arma 2 javelin didn't work with All in Arma.
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We can only hope that they add some awesome stuff when they're gonna add the CSAT and NATO planes for the next campaign, although I can't really see ejection seats being a thing since I haven't heard any words on it, no matter how awesome it would be.
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While it would of course look cool, you have to take MP into account.
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So besides the basic of movement (changing stance, pacing and weapon lowering), shooting (zeroing, drop), something about the inventory, vehicles and then something about tactics, what would be more that needs to be touched on?
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1. All factions have the same type of mortar.
2. Yes.
3. Yes, but you can also point it somewhere and range it yourself, either using the data coming up on the display or get a range chart and try your hand at that. It can also be disabled per mission.
4-5. It's not an outright supported feature, but there are many work arounds afaik.
6. It is not.
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Now that you mention it, it would suck for people just getting into the game. It kinda inspires me to try my hand at making my own.
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I only recently myself passed 666 hours. Spending time in the editor and not closing the game will do that to you.
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VTS_Weaponresting removes the sway, or atleast reduces it drastically. When you're resting your weapon atleast, as you should be able to tell from the name of it.
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This looks really cool. Gives me a lot of scripting ideas.
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Is anybody experiencing slow load times? It's really slow at first I thought my game wouldn't launch anymore, it eventually did though and when I disabled the loading of this mod it was fixed. I'm not sure if it's some sort of compatability issue between mods, or maybe it could be me running dev branch.
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Did anybody ever figure out a fix for units spawning in the center of a marker and blowing up?
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What happens if nobody is playing as the group leader?
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That video is interesting...you can still hear the shot report pretty well after the sonic crack, though. Problem right now is I can barely hear the gunshot at all. I can see that being the case for a silenced weapon, but right now it's practically impossible to discern where the shot is coming from.I always use JSRS in ArmA 2 and it doesn't seem to suffer from this issue there.
I mean, JSRS for ArmA 3 is in alpha, so that's fine, I'm just trying to confirm whether it's unfinished or I'm going crazy in this particular case. :p
Perhaps you can upload a mission in which you get this issue, then I can make a video and see if it's the same as what you get.
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At they very least, I think the default fire mods for the machine guns should be fully automatic.
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It's very easy, just find it and place it. You can input the range you want and choose whether or not to exclude air units.
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I have a script which removes nvgs and IR lasers from units and gives them flashlight which are forced on. This works for all units as it runs every 30 seconds. I can find it if you'd like me to.
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Sounds like the inbuilt simulation manager is pretty much what you're looking for. It's under modules, object modifiers.
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The Zafir is the worst at this. It barely even needs a semi auto mode. Atleast I'd prefer no semi mode than getting reset to it all the time.
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I've heard someone say(Take it with salt), that BIS' decision to not have women in the game has something to do with wanting to avoid conflicts about having women fighting in a video game.
---------- Post added at 10:35 ---------- Previous post was at 10:34 ----------
Doesn't make any sense about why they would add women in Arma 2 though.
Player dependent triggers & dropouts
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted · Edited by Tinter
Get an array of all blufor players, then run the check to make sure all counts of blufor in the trigger is the same as the count of blufor in the array.
---------- Post added at 12:30 ---------- Previous post was at 12:26 ----------
Code example:
Ah yes of course you can use playableUnits instead of all units.
Trigger condition.
Something like that. You'll have to do something else if there's more blufor units than the players.