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Everything posted by blackpixxel
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A short video with the first days of action on our Global Mobilisation server!
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Music plays on singleplayer but not dedicated server
blackpixxel replied to diehardfc's topic in ARMA 3 - TROUBLESHOOTING
If it is really just an intro music, why not add it to the initPlayerLocal.sqf? Then it will get executed for every player. The problem with playMusic is that it is only local. RemoteExec is another way which could solve this: https://community.bistudio.com/wiki/remoteExec -
The CUP SPG9 sound is in fact a sound that was created for the M3 / Carl Gustav
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I really like the new tanks (especially the T-14), the new AT weapons and the new vehicle variants. Is this one new as well? I hav never noticed him before:
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Introduction This is a WIP version of a small launcher pack that should contain a few ungided anti-tank weapons. They will benefit from an authentic zeroing that allows them to be used at longer ranges. The main goal is to bring the M3 MAAWS and the SMAW into Arma 3, with completely new models and textures. But other AT-weapons may follow as well. Current Content M3 MAAWS ->Zeroing from 100 to 900m with animation ->removable 3D-scope without outside view ->flip-up ironsights ->HEAT, HEDP, HE, SMOKE, ILLUMINATION ammunition ->Airburst-Setup for HE, Range setting for ILLUMINATION M136 AT4 CS ->Zeroing from 50 to 400m with animation ->HEAT, HEDP, HP ammunition ->disposable (launcher is not reloadable) ->launcher needs to be prepared (press 'reload'-button) ->reduced backblast when using ACE3 (since this is the confined space-version) MK153 Mod 0 SMAW ->Zeroing from50 to 500m with animation ->removable 3D-scope without outside view ->fixed ironsights zeroed for 250m ->HEAA, HEDP ammunition ->Spotting Rifle for increased hit-Chance ​ To-Do list: M72, Javelin, Stinger, ... Classnames TF47 Launchers Update Version 1.4.0 Dropbox-Download: https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3 TF47 Launchers RHS Patch Update Version 1.3​​ Dropbox-Download: https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0 Changelog This mod is of course WIP, so you can help us with your feedback or ideas. Thank you, if you decide to do so!
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You may want to check if you already have bound the panels to some keys. I guess it will be removed from the action menu when this is the case to avoid cluttering.
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An F15 has two vertical stabilizers and a long fuselage. So there is enough surface to guide the air downwards when the aircraft keeps a slight upward angle during knifeedge. The Sentinel drone as a flying wing does not have any larger vertical surfaces, so the only way it could perform a knifeedge loop which it currently can in Arma 3 is by really overpowered engines.
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You have to connect to the Drone via script command, then you can fly it. I would say it has the worst flying behaviour of any of the planes in Arma. It does not have a vertical stabilizer/ controll surface. While in a real flying wing yaw controll is achieved by opening butterfly-like flaps on one side of the wing, there is no visual represenation of that on the Sentinel Drone. But you can still fly knifeedge without dropping the nose thanks yaw drift. It can even fly knifeedge loops. The flight model of all the new jets feels really bad with the unrealistic yaw drift and the missing turns when banking left or right.
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Jet DLC & Compatible Sticks
blackpixxel replied to 1stLt. Black's topic in ARMA 3 - DEVELOPMENT BRANCH
Does the banana on the stick remove the input delay + the limit in maximum stick movement rate? Both make the AFM very unenjoyable. -
Hi everyone, I am glad to have finally finished my first Arma 3 weapon mod. I tried to bring a shotgun into the game, since there aren't many available. The UTS-15 The real UTS-15 is a very unique weapon made by Utas. It is basically a pump-action shotgun with two seperate ammunition chambers. Both can be filled with up to 7 12G-rounds. With an additional one in the chamber the gun can carry 15 rounds. The two magazine system allows the rifleman to switch quickly between to different kinds of ammunition, which makes the weapon very versatile. Features pump-action animation the players hand moves back after each shot, the part of the weapon as well two magazine system with animated switch custom reload animation when you had 3 rounds left and now have 5 after reloading, the animation only plays 2 times reload interruption via changing the firemode (wait until the animation is finished until you switch the firemode back) ammunition-pool when enough rounds are left in your inventory a reload will always fill your weapons magazine Built-In Flashlight via Light-Button. It is more complicated but not impossible to switch between laser and integrated light Now with ASDG Joint Rails support Content 4 different color variants Black, CTRG, AAF & CSAT 3 different ammunition types Buckshot, Slugs & High Explosive Silencer + Flashhider Classnames Basic weapons: BPX_UTS15 | BPX_UTS15_CTRG | BPX_UTS15_AAF | BPX_UTS15_CSAT Weapon with Laser+Holosight: BPX_UTS15_CQB | BPX_UTS15_CTRG_CQB | BPX_UTS15_AAF_CQB | BPX_UTS15_CSAT_CQB Ammunition: BPX_UTS15_Pellets | BPX_UTS15_Slug | BPX_UTS15_HE Attachments: BPX_snds_UTS15 | BPX_mzls_UTS15 Download Version 1.4 Dropbox Link: https://www.dropbox.com/s/z5neus5xr5sbeuk/%40BPX_UTS15.rar?dl=0 This mod requires CBA_A3: http://www.armaholic.com/page.php?id=18767 And ASDG Joint Rails: http://www.armaholic.com/page.php?id=23242 Changelog Known Issues Please note that you have to reload both magazines each time when you spawn with this weapon because of the way Arma 3 handles multiple muzzles that uses the same magazine types. At the moment I simply cannot solve this. I can only hope that everything else will work as expected. If you find any bugs (I am sure you will :D), then please tell me about them. Thank you!
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TF47 Launchers 1.4.2 DropBox-Download: https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 -temporary zeroing fix by switching to 2D scopes The scopes won't be animated when you change zeroing, but when you see through the sights the 2D optic will correctly work.
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Damn these are bad news. I guess the scope will have to be part of the weapon then.
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Yeah, somehow the ironsights are animated, but when you attach a scope it won't rotate. The scope rotation is achieved by animating the sight proxy. But it looks like that the animation source for that will stay at the value of the iron sight zeroing. So it doesn't matter how you set the zeroing of the scope, the animation will only see the last zeroing of the iron sight and won't change. A temporary solution would be to place the scopes into the launcher model, so that they are not removable. The SMAW would lose its syncronisation of the zeroing of the two muzzles then. But this is still better than non working zeroing. Edit: Ah, the indexing of the animation sources has changed. Then the fix should be easy to make.
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Hi, no, the M72 of RHS is not done by me, I think P1nga made it? Yeah, the Area Defense Ammo would be really cool, but I have not found a way to do it ingame. You cannot simply spawn a ton of bullets, something like the directional mine tech would be great, since it will only do damage in a certain cone and walls etc. will block it. But I was not able to use it as weapon ammo. Maybe someone with more config knowledge could achieve that. At the moment I am redoing the M3 UV map and textures. When I made the M3 I had very little knowledge about UVs and textures. So I used the Blender Auto Unwrapping, which is why there are some very visible seams on the M3. I also made 2 4K textures for the M3 itself and a 2K for the scope. Since 2K textures look better in Arma than 4K which will get downscaled to something like 1K anyway, I am now aiming to put the M3 on a 2K texture and the scope + ironsight on a 2K*1K, just like I did with the SMAW. This should lower the filesize aswell. Hopefully the M3 will look better in the end. When I am happy with it I will send it to RHS and CUP. Just a little WIP shot
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The textures only looked better on ultra settings, on every other setting it was washed out because of the mip maps. With the current texture size the mip maps will only appear on lower settings, so that now the textures should look sharper most of the times. I noticed that the airburst cfg menu sometimes disapear. I will try to fix that tomorrow by moving it from a script into the config as a useraction.
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The launchers are unchanged, so there is no need that RHS does anything with them.
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Huhu, sorry for the huge delay. Here is a small update which should fix the currentMuzzle error. All the scripts were remade aswell and should make it easier to implement new launchers in the future. The SMAW spotting rifle is now less dangerous when used with ACE3. Thanks to Joko's effort the backblast configuration in ACE3 is more flexible and allows for a backblast-free spotting rifle. I also decreased the texture sizes of the SMAW and the AT4 from 4K to 2K (which is the standard for Arma 3 weapons). They should look better now on lower video settings and the filesize is decreased as well. TF47 Launchers Update Version 1.4.1 Dropbox-Download: https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 The RHS compatibility patch remains unchanged, but since on PlayWithSix it is somehow just a copy of TF47 Launchers instead of the small patch I better post it here again: TF47 Launchers RHS Patch Update Version 1.3​​ Dropbox-Download: https://www.dropbox.com/s/nmx0xgaojwxisc1/%40tf47_launchers_rhs.rar?dl=0 Have fun!
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Advanced Helicopter FDM Feedback
blackpixxel replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Even at high FPS the input lag is so huge that hovering is very hard and annoying. In DCS I can hover the helicopters extremely precise, because there is no artificial delay to the control inputs. I wonder if that ever gets fixed? It is not only a problem to AFM, it is a problem with every vehicle in Arma 3. They all have input lag of 250-500ms. The only vehicle that works free of input delay is the modded F18. -
RHS Escalation (AFRF and USAF)
blackpixxel replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi, could anyone explain how the 1PN93-1 scope works? The reticle Looks like a mix of PSO-1 and 1P78 . Using the vertical lines for range meassurement works fine. But I don't know how to aim properly. The zeroing is set for 200m, shouldn't it be 400m if it is a fixed optic, so that the two other chevrons point at the 600m and 800m Impact points? Or is it possible that it should be a scope with manual zeroing like the PSO, and that the two additional chevrons are used for ranges beyond the maximum zeroing? I could not find much Information about that scope..- 16577 replies
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Fatigue Feedback (dev branch)
blackpixxel replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I would love to see Bohemia using the ACE 2 Weight System. There each item had a true weight value in kg for the fatique, and another value for the volume it takes away in your backpack.- 1935 replies
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Hello, I had the spontaneously idea of trying to make own content for the game. I found the UTS-15 very interresting because of the double-magazine for the rounds, which allows the user to have two different types of ammo in his weapon (like the KSG-12). I never tried to bring selfmade things into Arma, so this will be my first attemp. I hope that I will be able to make the two-magazine-system. Maybe someone is able to help me if I am at this point. Latest Video Latest Pictures What needs to be done -Reload animations dependend on current rounds in the weapon -new magazine system, always fill the magazine -dual magazine -more animations -moving pump action of weapon -materials & textures -model improvements -reload interruption -more ammunition types -built-in flashlight -improve scripts to make them work in multiplayer -...
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DX12 may improve the performance in the editor on an empty map, but how should it solve the #1 problem in multiplayer, which is the simulation thread?
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Thank you for the report + reproduction. I also had this error, it looks like currentmuzzle isn't always working, using this command in a vehicle would result in an error as well (not in the mod). I am not sure how to prevent it, but I will try to find a solution. For now I think it does not happen very often, and it will still work.
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Thanks for the info, I didn't notice that because I always use the 'F' - key or the hotkeys to switch back to the primary. I had to tell Arma that the SMAW is a primary in a way so that it would hide some other action menu entries. Not sure if there is another solution. But the temporary fix is to switch back to the weapon using 'F' or one of the weapon hotkeys you can use. The backblast and deafness is more a problem of ACE. They just look into the config of the weapon that was fired, which is in both cases the SMAW. So it uses its values, instead of looking for the muzzle that was fired. This could be changed by the ACE-team or someone else, so it may work in the future.