

arthuro12
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Everything posted by arthuro12
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Sup guys, small question here: What's the use of the holding frame component? I'd imagine it's a place for a shooter to operate from but there's no interaction for it. http://i.cubeupload.com/4Zej61.png Am I missing something or was something left out? Also shout-out to BI for this awesome game, A3 is a dream come true =)
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Does anyone kind of feel like buying the Marksman DLC was a donation?
arthuro12 replied to rekkless's topic in ARMA 3 - GENERAL
If you're complaining about 20 dollars, please get a job. Too young or still busy with school? Run an errand if you really want this DLC. Yup you have to work for something you want, nothing is for free and certainly not in this industry. Buying the DLC shows your support to one of the few remaining game developers who care about their community and who realise how important their trusty ol playerbase is. BI rocks! -
Close Quarter Battle Mod (CQB-M) [WIP]
arthuro12 replied to rye1's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is that a Photoshop mock-up or in-game? And how are you planning on doing the animations for those options? -
D'oh! Can't believe I missed that. Was hoping it could make this possible: Much more protected than the benches imo
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Hi guys, I don't post a lot due to the insane amount of resources already available.. but this little thing has been doing my head in. I'm working on a MP mission which involves some high speed operator cache exploding in the style of ArmA II's Insurgency game-mode. This is my trigger setup: Con: !alive C1 Act: 0 = C1 execVM "bomb.sqf"; And my SQF setup: if (!isServer) exitWith {}; _pos = getPosATL(_this); _cT = time; _dur = 5 + random 5; "M_RPG32_AA_F" createVehicle _pos; while{ true }do{ "Sh_120_HE" createVehicle _pos; if (random 100 > 70) then { "M_Mo_82mm_AT" createVehicle _pos; }; if ((time - _cT) _dur) exitWith { "M_RPG32_AA_F" createVehicle _pos; }; sleep random 1; }; deleteVehicle _this; It ain't working though.. The ammobox model is the FIA cache and it seems to be burning when I blow it up.. but no secondary explosions are happening. This script used to work for A2 but I haven't made a mission in about 2 years, so bare with me.. Can anyone help me out with this?
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Insurgency Cache explosion for A3?
arthuro12 replied to arthuro12's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Talk about speedy feedback, thanks I'll test it asap! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
arthuro12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Every mod-thread ever. -
Kunduz, Afghanistan [10km] v1.20
arthuro12 replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm unable to place objects in the tunnel main room, everything will sink into the floor. Woops nevermind, myObject enableSimulationGlobal false; fixes it. -
Kunduz, Afghanistan [10km] v1.20
arthuro12 replied to james2464's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thank you for your effort James, map looks ********* great so far! -
ACE3 - A collaborative merger between AGM, CSE, and ACE
arthuro12 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just when we thought hope was lost. The ArmA community loves you for what you started YEARS ago and I hope we can continue to do so into the future. Can't wait, best of luck to all of you involved. -
C-L-F Mods - Additional backpacks/radios
arthuro12 replied to raspu86's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Tone down the Bevel and Emboss highlights for about 15/30% and you should be spot on :) -
Shooting from vehicles together with another PMC styled DLC =
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Hey ehm I know this thread has the name Scope Mod.. but eh.. Ever thought about doing an IR flashlight? :0 I bet you'd get a gazillion more downloads ontop of this already awesome addon. Really digging the ability to zero the red dots <3
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I have some old German made optics somewhere, sight picture is so clean it's almost like you are watching a lcd screen sometimes. A choice to have RTT optics and normal 2d ones would be cool beans yo.
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Stealth Hind would be sweet, a transport and gunship in one package. Upgraded to compete with the US Stealthhawk.
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Seeing one of the crewman on his belly looking through the floor hatch made me chuckle at first, brilliant addon though!
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Here's the thing that makes a shotgun a good weapon. The ability to switch a round out! For example; I'm engaged in cqc, shooting buckshot along alleyways or inside buildings. Suddenly I'm engaged by something a little further away making my buckshot useless. While having 6 rounds in my tube instead of 8, I should be able to load 2 SLUGrounds in there and after I'm done with those 2 I can continue clearing. It's called breachloading, something that is almost a standard when it comes to the shotgun weapon platform and it's manipulation. In our current Armaverse and engine this would require the weapon system to be able to load multiple "magazines" (since ammotypes are divided by entire mags and not ammo) and every magazine being 1 single round. It'll probably never happen I know, but I can dream :')
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HAFM more realistic NVGoggles view
arthuro12 replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This always ticked me off in Ace2, f*** yes! One little issue, the page up page down seems to be inverted.. page up decreases contrast and page down increases it! So far, really nice.. I especially like the fact that it seems to adjust contrast more.. instead of just the brightness. Very usefull when playing in urban environments or when you stare right into the beams of weapon mounted flashlights! -
A Complete Arma 3 - Not That Far Away
arthuro12 replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
What we really need to get the community content to accelerate is better TOOLS! :) The workflow at the moment is too tedious and delicate and often projects are abandoned because of the very steep learning curves and outdated software. Better and more up-to-date documentation should be a priority for BIS as well! -
benelli m4 super 90 pack by Purple
arthuro12 replied to purple's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hey dude, watch made by Jester814.The classnames for the different weapons and ammo types are included in the readme that comes with the pack! ~ Purple, it seems you can't reload these shotguns while being in the prone. My character seems to stand up straight and then start to reload, thank the holy lord the characters hitbox stays in prone form! Also the reload animation (the bit at the end when he loads the chamber) seems a tad lengthy. Great work so far and thank you for bringing shotguns back to the Armaverse! (Oh and the sounds are really nice as well, watching npc's flop to the floor after a good strike with a sluground has never been this satisfying.. ) -
HAFM more realistic NVGoggles view
arthuro12 replied to Αplion's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yay awesome! More immersion :) -
C-L-F Mods - Additional backpacks/radios
arthuro12 replied to raspu86's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Also non camo textures coming? Like tan, olive or standard black? Looking really sweet so far, can't wait! :D -
This, I hope BIS optimizes the tools one day. Great news non the less, very exited to see a release some day!
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Would be nice to have more support for other optic packs as well! ASDG for example..
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Partial screen NV/Thermal
arthuro12 replied to PVT Watt.J's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Kinda like in the latest DCS games? F*** that would be sick looking..