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blackpixxel

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Everything posted by blackpixxel

  1. BI should take a look on this! 3D cockpit for tanks would make the vehicles more individual and less copy-and-pasty. Great great job!!
  2. Again: I have no problem to have the heaviest weapon sway after running. But the default sway whith zero fatique is just way to much. It is absolutely frustrating when you managed to get a good position to engage the enemy, but then your scope is always everywhere else but not on target. The shooting already feels wierd because of the bad implementation of body armour and the worse medical system. This minigame lets you miss even more bullets, it does not 'feel' good.. I would say: Keep the awesome fatique sway: this is one of the cooles features and helps the immersion alot! But please, make the default sway closer to what it was before. At the moment it is a fun- and immersion-killer
  3. Hi, here is another question that I cannot solve after hours of searching, trial and error: For a shotgun with two independent magazines I need two different muzzles to simulate this. I already looked at the configs of weapons with underbarrel grenade launcher. But I don't understand how I should adapt that to my case. What I want is basically two guns in one. Both barrels should have everything exactly the same. The gun just has to be able to change between both magazines via "F", just like you would change between Rifle and UGL. I hope that you can give me a hint. Thank you! BlackPixxel
  4. blackpixxel

    ARMA 3 Addon Request Thread

    Maybe you could try it without any mods with the remote controll function of zeus: That means that your real player stands somewhere where nobody can see him, and you always just remote controll one certain unit of a group. That would mean that he would use his AI while you are in Zeus mode to follow the group and to shoot, but if you remote controll him it is like playing a normal soldier.
  5. Hi, I am still trying to do a weapon mod. I made an .ogg soundfile. This one has to be played during an sqf script. I tried it with "say3d" and I made a description.ext where I defined the sound for the SoundCfg. I did the same in the weaponconfig. But it does not seem to work. Is there another approach for this simple task? Thank you for your time! BlackPixxel
  6. blackpixxel

    Two muzzles in one weapon

    Nice, after taking a look at Robert Hammers solution I finally understood it. Now it is fully working as I wanted. Thank you both for your help!
  7. blackpixxel

    Two muzzles in one weapon

    Oh yeah, the M4 Masterkey! Thanks for the hint! Na wenn das nicht der [TF47]Meat ist
  8. blackpixxel

    Two muzzles in one weapon

    Thank you so far! I now just copied the first shotgun class into the config and added the new class to the muzzle of the first one. But ingame i cannot access the second class / muzzle via "F". Nothing happens there. Is there something else to do?
  9. blackpixxel

    General Discussion (dev branch)

    Mhmm I thought it was something else. Before the todays change the miniguns fired other projectiles at the first ~50 meters that didn't have laserbeam-tracers. They were more like red spheres. After that range they became the normal tracer ammo. I thought that this was the subammo (ammo changes on the fly). But the firerate of both game versions feels the same. What you mean was maybe the Arma 2 solution where they spawned multiple rounds per frame to achieve the higher firerate. But as far as I know this was never part of the Arma 3 miniguns (sadly). EDIT: can miniguns destroy a two story building in less than 5-10 seconds? And what do you mean with the splash effect? I dont think that real miniguns fire High Explosive rounds, at least not in Arma 2. But correct me if i am wrong, I have only a very small weapon knowledge...
  10. blackpixxel

    Fatigue Feedback (dev branch)

    Maybe not realistic, but it felt more authentic than this huge weapon sway. But okay: what about holding breath? While it is not really holding breath (I read that it makes not much difference if you are holding breath or not at shooting, not as much as in A3) it should be some kind of 'concentration mode' where you concentrate on your aim. Maybe BIS could increase this time a bit Dont get me wrong - I dont want this game to be easier. But when I see that AI gives me headshots at a variety of ranges where I can only make one shot from time to time because I have to fight against the weapon sway that the AI does not really care about, then the game feels wrong.
  11. blackpixxel

    General Discussion (dev branch)

    Part of the today's changelog: Tell me, why did they used subammunition before? It really looked bad, now it is nice again. And the Miniguns can still destroy buildings. The ammo has still splashdamage.
  12. blackpixxel

    Fatigue Feedback (dev branch)

    Everything is fine, exept the default weapon sway when you didn't do anything. It should be comparable to Arma 2, which was realistic. But it is so much larger that it is really anoying.
  13. blackpixxel

    Audio Tweaking (dev branch)

    I dont really see the bug, but something is wrong with the stereo audio. The soldier is to your front a bit right, but the sound comes directly from the right, as if he would stand next to you. Or is this the bug?
  14. blackpixxel

    UTS-15 Shotgun

    Hi there, some months passed where I haven't done anything for this mod. But in the last two days I started to work on it again. Now I finished exactly the reload-system that I wanted. Unless you have less than two magazines in your inventory they will automaticly get repacked. That simulates that you dont have magazines for this shotgun in the real life. You can always load one magazine completly when you have 7 rounds. With this new system you will always be able to completely load the gun - if you have at least two magazines in your inventory. The next thing is the reload animation. While they look currently very bad, the basic functionallity is working. When you shot one round and reload the animation only plays one time. The character only plays the animation for the number of bullets that are missing to top off the weapons magazine. But when you are switching the type of ammo the animation will be played the full 7 times. Here is a short video of the two new improvements: Maybe I will also change the way of switching the ammo type. This would require an animation of unloading a bullet. Then the animation would be played for every round that is still in the weapon, and after that the real reload animation will be played. But the next thing is to make the dual-magazine system as well as reload animations for the right magazine and animations for crouching. In another forum section I already got the hint of using two muzzles for this. Feel free to share your ideas and tipps, because there are many things that I don't understand about the whole config thing.
  15. blackpixxel

    Fatigue Feedback (dev branch)

    At least the basic sway when you are completely full of stamina is way to much. It is much more exaggerated than in the last version, but it should be the same while only the sway after running/getting shot should become increased!
  16. There is anew way how to config weapon sounds, the wiki was updated: https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines
  17. blackpixxel

    Fatigue Feedback (dev branch)

    But then the current fatique system feels wrong. It is the same with the damage system: we have body armour, but a poor medical system. Both dont really work together Now there is a fatique system (wich I really love), but you cant rest your weapon as you would do IRL when you want to shoot after running. Have you ever tried to make long range shots? It is more about luck with the new weapon sway. You have to wait until the gun gets randomly moved above your target - then you shoot. And that even without being tired after running!
  18. blackpixxel

    Fatigue Feedback (dev branch)

    Do we really have to wait until 2015 to be able to rest weapons? This should not be part of the marksmen-DLC. Until this time nobody would be able to use a sniper rifle or an MMG without mods..
  19. blackpixxel

    SwitchAnimation does not work

    I know added the line in the config: But it just plays the animation one single time. What am I doing wrong? Thank you for your help!
  20. blackpixxel

    SwitchAnimation does not work

    In the animation config is an entry called "looped=0;" . The wiki says that the animation should repeat itself if set to 1. I now had the plan to just loop it and then interrupt it when I dont need it anymore. This could result in more smoothnes. But it also does not work. The animation is only played once. I dont really want to use more eventhandlers because I am afraid that it wont work really well in multiplayer.
  21. blackpixxel

    General Discussion (dev branch)

    The second crash sound must be very buggy, I have it too and it is very anoying
  22. blackpixxel

    SwitchAnimation does not work

    Yep, it is a gesture, and it works with playAction. But this command does not do anything. My problem is that in the time between two gestures the upper body switches back to the normal walking animation. This interruption for a splittsecond is very anoying and makes the whole thing look very bad. I would need something to keep the upper body from going back to the normal animation between two gestures. I thought that switchaction would do that by instantly switching to the new action, but it does not work..
  23. Oh, thanks alot. It was more tricky than I expected, but now it is working fine. Thanks for your help!
  24. blackpixxel

    Fatigue Feedback (dev branch)

    I think that there has to be another kind of weapon sway for injurys that gets add to the fatique sway. I always liked the Arma 2 (ACE) weapon shake when you are injured. It simply is not a good solution to use the fatique sway also for being injured, because both have to have different effects on your aim.
  25. blackpixxel

    Helicopter Feedback (Dev branch)

    I think that 99% of the BF3 players use the mouse to fly. That would explain the smoother helicopter behaviour. In opposition there are also many people who prefer to fly with keboard only (which is not understandable for me). You also have to consider that BF3 has a much better netcode than Arma. I dont know if there is something like a tickrate in Arma, but when inside a helicopter it always looks like the game is not really smoothing the frames between two 'ticks'. The flying itself will be much smoother with the new flighmodel, because Joysicks are absolutely necessary to fly those things and rapid movements are very dangerous for such an instabil aircraft.
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