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blackpixxel

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Everything posted by blackpixxel

  1. blackpixxel

    Soldier protection (dev branch)

    It would be a huge step forward if your view would randomly rotate a bit, depending on the impact of the hit. This would make you a bit disorientated when you catch a bullet and it would really make the game more immersive, since it is currently like any other FPS. You are in a firefight, get some hits and keep on firing like nothing happend. My solution would force you to rotate your aim back to your target which would require some time. If the AI would have to do the same it would be perfect for me.
  2. blackpixxel

    General Discussion (dev branch)

    It would be nice to keep the rotation speed but to make the weapon like in Battlefield 3. If you turn arround there the weapon turns with you a bit later. The heavier the weapon is, the slower and later should the weapon turn when you moved the mouse. So you would have to wait some time after to get your sights steady after turning arround with a weapon.
  3. blackpixxel

    General Discussion (dev branch)

    Can a DEV explain me the changes to the miniguns? They now shoot another type of ammunition for the first ~50m that is just a red circle. After that distance it turns into the good old beam-like tracer. What is the reason for this? It is also pretty buggy. You can destroy houses with the beam ammonition after the ~50m mark, but not with the new ammonition before 50m which is absolutely illogical. In addition to that, the Hellcat fires the GREEN circle-like bullets, but after ~50m they turn into the RED tracer bullets of the Pawnee..
  4. blackpixxel

    General Discussion (dev branch)

    There is a new bug with the Hellcat: Each bullet is green on its first ~100m, but then it turns into a red tracer bullet with the old splash damage. That means: You cannot destroy buildings if you are close to them, but if you are far away you can. I think it is the same with the Pawnee, except the fact that both bullet types are red. I hope this will get fixed soon..
  5. Hi, Arma 3 looks pretty good, so I am thinking of using it as a simulator for R/C helicopters. This would require that the player is able to watch himself in the helicopter from another camera that is always looking at the aircraft. In addition to that the size of the aircraft has to become lowered. Is this possible, and how would I have to do that? Thank you for your help!
  6. blackpixxel

    General Discussion (dev branch)

    I had the camera bug with the UAV with the bombs too, so I can confirm that. the variant with the 6 ATGM missiles is working fine, except for the buggy stabilization that stops to work while you move the mouse.
  7. blackpixxel

    General Discussion (dev branch)

    YEEES thank you for fixing the UAVs. Finaly the gunner is able to launch and guide the rockets into the target like in a real UAV. Thanks alot!
  8. Hi, I made a simple texture without colors, it is just grayscale. But in Arma there are colored parts, they look like some compression artefacts. Inside of textureview they dont look like that, they are just black and white. Is there anything I could do against this? Thank you for your help!
  9. blackpixxel

    Damage system sucks - fix needed

    The current bodyarmor system would be great IF there would be an ACE like bleeding system, so you would have to care about getting shot. But I lost all my hope about this game. There was such a huge potential, but the DEVs only cared about the visual aspects... They could fix many problems like this one without a large effort, but they just seem to be lazy.
  10. blackpixxel

    why no tow/atgm mraps?

    Some APC variants would be great too, just like the Striker-Series in Arma 2 So, what about a Marshal with a 0.50 cal, a GMG, a TOW, a Mortar or even a 120mm canon like in Arma 2? But wait - Bohemia does much more important things, like adding the possibility of placing map markers in the UAV computer INSTEAD of f****** fixing the useless Greyhawks so that the gunner can controll the missiles on its own with a laser like in real life...
  11. Hi, for a custom reload animation I need to run a *.sqf file when the player want's to reload. I already tried: reloadAction = "\file\path\name.sqf"; reloadAction ="_this exec '\file\path\name.sqf'"; But both did not work. So, how do I have to do this exaclty? Thank you for your help!
  12. blackpixxel

    UTS-15 Shotgun

    Not all the time, only when the player wants to reload :D
  13. blackpixxel

    UTS-15 Shotgun

    I want to run a new script with a new loop. Until the magazine is full I want to play a reload-animation for every single round and increase the ammocount by one at every iteration. In the end you should just reload one single bullet if you just shot one and two if you shot two instead of reloading the full 7 rounds each time. But I have to approach this goal in tiny steps with my little knowledge about scripting and mod-making
  14. blackpixxel

    UTS-15 Shotgun

    Okay, I now used the following code: waitUntil {!(isNull (findDisplay 46))}; menu = (findDisplay 46) displayAddEventHandler ["KeyDown", "if ((_this select 1) in actionKeys ""ReloadMagazine"") then {hint 'reload weapon'; _this execvm '\tb_arifle_hkump45\scripts\PumpAction.sqf';}"]; While it will show me the hint the PumpAction.sqf won't run. The code to call the sqf is the same like for the pumpaction animation itself after every shot which works. So why does it not like to run the file inside of the if-loop?
  15. blackpixxel

    UTS-15 Shotgun

    Mhmm, I'm stuck at the reload-part. Does anyone know how I can run an .sqf file everytime when the player is reloading his weapon? This is very important to make the bullet per bullet animation.
  16. Hi, This is my first time that I am working on a weapon mod, so I don't know alot about the whole config-editing. I would like to add those nice Arma 3 muzzle-flashes. The wiki tells me to create a proxy in Oxygen, but I don't know in which LOD. Because the Optic-Proxy is in the Pilot/1.000 LOD I made the muzzleflash proxy there too. Then it says that I have to add this to the "zasleh"-named selection, and at this point I don't know what to do. Do I have to create a new selection in oxygen, in the config or in the model-config? And what next? I could not find any examples in the config's of the vanilla weapons. I would really like to see what I have to do exactly, because all the stuff is pretty confusing to me. Thank you for your help.
  17. blackpixxel

    How to add the Muzzle Flash?

    I'm sorry but I really don't know what change exactly made the thing working, I will have a look into my config, maybe I will remember what it was..
  18. blackpixxel

    UTS-15 Shotgun

    I was finally able to make a simple pump-action animation. At the moment there is just the movement of the hand and a little weapon shake. Next to that the following video also shows a test HE-ammunition where I used the 25mm AA-rounds :cool: In the future I will have to improve this and add a animation of the moving part of the weapon as well, but for now my knowledge is too limited, so I will move this task further away. My next step is the reload-system. I would like to be able to not have the typical magazine system where you load the 15 bullets at once and cannot combine two half-filed magazines. So I will use 1-round magazines. Each time you load a magazine/bullet the ammocount of the weapon will increase by one. In addition to that I want to make a reload-animation that repeats dependend on the rounds that are left for a full weapon. The only drawback I could imagine is that you will have to click very often to fill your inventory with single bullets, but the enhanced flexibility might be great. If someone has any ideas to one of the steps, feel free to share them, I could need any help because I often feel like :confused:
  19. blackpixxel

    UTS-15 Shotgun

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  20. blackpixxel

    Arma3 Videos

    A short video with the new win-update content:
  21. blackpixxel

    Development Blog & Reveals

    Yep, a standalone Addon loke OA would be great. With a new large, but different map (no island this time), Air supperiority jets for the two main factions (F35 would fit perfect into the stealth-style) and cargo planes.
  22. blackpixxel

    General Discussion (dev branch)

    Hi, I noticed that it is very hard to see any targets and to engage them effectively with the jets. The problem is that the objects on the ground are too small, even on a 1080p screen. So would it not be a simple solution to increase the level of zoom when you rightclick in a jet? In DCS for example you can zoom in much more than here. It would be great if this would be part of the stable win patch, as it should not take any time to fix this.
  23. Hi, just a short and simple question. What do I have to change in my mod config in the CfgGesture- or CfgMove-part to allow the player to use his sights during a custom *.rtm animation? Thank you for your help!
  24. blackpixxel

    UTS-15 Shotgun

    Okay, so does it mean that the body position of the current animation in oxygen is in the neutral position or do I just have to change some options, like adding keyframes to the body too? And it is possible to animate the pump-part of the weapon as well? How would I have to do that? Thank your for your help!
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