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GDent

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Everything posted by GDent

  1. just wanted to thank friznit, serjames and jackson snow for answering my questions several pages back. I totally forgot about this thread until now. I'll play around with the modules. it looks so great, thanks to the creators for making something so amazing.
  2. it's funny, some people want better respawns and defibs, but I want harsher permadeath and more ACE-like system. like headshots = death or shot while on ground = more damage or death i'll just wait eagerly for changes, but no need to rush lol
  3. how can I sign an addon if it wasn't made by me? don't I need to depbo it or something?
  4. What ever happened to that other advanced interaction mod that tried to do away with the action menu? it had some really nice features, especially with the doors and small items
  5. GDent

    @A3MP - ArmA 3 Map Pack

    I don't understand what the reasoning is, but some of the guys who make maps for Arma 2 don't want them to be used in Arma 3. I don't know what harm it does, but they do not allow it
  6. after the invulnerability issue is dealt with I'm probably going to start using it full-on. it was so nice to use morphine and epi again. I can't wait
  7. did this just break for Arma 3? ACE seemed to never have any problems with it, it's so confusing at least it's being worked on, it's only been a month. we can deal with it. the weird invulnerability is the biggest problem I have seen
  8. you can still die from things like explosions instantly, but from rifles and pistols at least you never die unless you're already damaged, and you can't die while unconscious on the ground unless you bleed out. can't be shot or anything. unless there's some config for it that I don't know about also, legs seem to break from chest wounds. very strange. if these few things are fixed, it would be just about perfect, even if it still had a few quirks. so far it's looking great. I was able to heal teammates just fine, though it took a little more morphine than I would have liked. I'm sure it can be configured to take just one or two
  9. GDent

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    hey, thanks a lot for the hotfix. my guys played today and we had no problems with TMR at all
  10. I've tested the new version to see if it's usable by my community. There are a few things we have issues with, not sure if this is as designed or if you mean to make things closer to ACE in the future: -It's very difficult to kill someone with bullets, even AI. they wake up and stand after a while even after taking a whole mag to the chest or head -Can't kill people while they're passed out on the ground, but they can be killed immediately after waking up, probably since they're still weak and bleeding out -Can't hit Esc and look at the menu or type admin commands while passed out. I think ACE also disabled typing, however that's basically the worst of it. a couple more weird things or considerations: -It says people who are in perfect health are in an extreme morphine overdose when checked. doesn't really matter for the time being since it doesn't affect much, though -Dead people can still be checked and it says they're bleeding and their legs are broken etc, but sometimes it says "Dead" and then all those things. kinda weird, but it still works so it seems to be kind of a minor issue -Somewhat minor nitpick, but the icons for bleeding, broken bones, etc. are very large. it would be nice to have an option for smaller icons, or better yet to do away with them entirely and use on-screen effects, like red edges for bleeding and white for pain. I think this is pretty good so far and I'm just trying to be constructive, but I miss in ACE when people could be killed when shot (or even the majority of the time they were killed) or they might pass out. I hope this mod can make it to that point so we have something to work with. great work so far, I really enjoyed using all the bandages and morphine again, even just for testing. It felt so right
  11. Thanks for the new configs, I'll be testing them to see if they're good enough to keep using without tweaking much
  12. I have a few questions about ALiVE. sorry if this has been answered already, but this thread is gigantic I have a smallish group of players with specific desires, and I think using this mod would be cool if we could tweak it to fit our needs. here's what I'd like to know: I'd like to use ALiVE without fighting alongside AI units, only against AI opfor. Is this possible? Can AliVE support smaller scale stuff? For example, we'd like to try creating a persistent mission where enemy forces grow over time if left alone, but we don't want them to grow too quickly or too much because we're a small group. Is this possible? Can a blufor base be placed without the friendly units? Like just the vehicles, weapon crates, etc, so that just players can use it when needed Any more suggestions for smaller co-op groups would be welcome Thank you. ALiVE looks awesome
  13. GDent

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    will the hotfix appear on the SIX repository? this is how my group updates. thanks so much for the fix, btw
  14. So what happened to the idea of one big CO+? It's not happening anymore? I personally would have loved that, but it seems like we're gonna have to go with A3MP and the upcoming Arma Samples mod. I just hope something becomes standard so we don't have to worry about which ones to use.
  15. GDent

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    great news, take your time. I was just hoping the project wasn't abandoned
  16. GDent

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    What happened with this? Is there any way to get rid of the error? I don't really want to go back to the old TMR, but I might have to
  17. GDent

    @A3MP - ArmA 3 Map Pack

    Hey guys, quick question if I use Play withSIX to update @A3MP, do I have to delete the whole mod and redownload it in order to get the full effect of an update? I've been using PwS to just update the new files, but Alduric says we need to redownload the whole thing. Seems to work fine anyway, but maybe I don't see some fixes
  18. This has been a problem for a while. In Arma 2, we somehow disabled co-op AI chatter, possibly through TA2DST or automatically with ACE. If I turn down the Radio setting in the audio options to 0, I can still hear them speaking when I'm near a player. This gets really annoying after a while. I know there's a mod called MRB voicestop, but we also want to be able to hear the other team shouting orders. That mod disables every team's voices, so it takes away that extra element. I just don't want to hear my teammates' characters calling "UNKNOWN MAN, 400 METERS, FRONT" when they're already human players that haven't even seen the enemy yet. How can I stop this?
  19. GDent

    ASM - Arma Samples Mod

    Are the vehicles listed in the OP the full list of what's gonna be in the first release? Looks good so far, but I hope as much as possible gets added in the future. I'm happy with this for now :)
  20. GDent

    @A3MP - ArmA 3 Map Pack

    Thank you so much. That's awesome
  21. GDent

    @A3MP - ArmA 3 Map Pack

    is there any way to run external maps (Lingor, Fallujah, etc) through PwS? It just says they're incompatible
  22. GDent

    ASM - Arma Samples Mod

    I did not read the post. This mod is not out yet, but I await eagerly. Sorry
  23. that sounds pretty sweet. I'll look through this thread for the tweaks. maybe my group and I will try it soon.
  24. GDent

    @A3MP - ArmA 3 Map Pack

    if it's normal then I'll leave it, but I don't think it looked like that in Arma 2
  25. I tested this mod as soon as it came out and naturally it wasn't usable enough at the time. How would you guys say it is now?
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