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Everything posted by eduzumaki
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Guys Optical Snare has abandoned this community a long time ago due to some issues with people messing up his mod, so don't hope for any kind of answers or official another Blastcore so soon.
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Arma 3 Eden Editor Sneak Preview Live Stream
eduzumaki replied to BohemiaBeck's topic in ARMA 3 - EDEN EDITOR
Alright i'm happy to see the announcement,but i will be at school :( hope to watch the live later. Thanks for the hardwork bohemia :D -
Well there's dslyecxi art of flight videos here you can find some good information https://www.youtube.com/playlist?list=PLQEd6zRLOafVn1SweJmdr-3ICqI885awY. A good technic is to fly low and fast while using the terrain cover and deploy flares not too late.
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Dude this version wil be SP only and the new MP version will be mp compatible and maybe if we find some bugs he probably will patch it . And thanks for the birthday gift LJ you're the best
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Hope to see a only SP version i think many of us only play offline by many factor like connection,hardware and the main factor performance,and thanks for the headsup LJ you're the best :cool:
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Yes and No,with the new updates the scripts in dragonfyre are messed up and the LS enhanced soundscape is already inbuilt with the DF.
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LJ you're a beast dude amazing work can't wait to try it,wish you all the best with your amazing and fabulous work arma lacked those incoming jet sounds fear play's a big part on the war and we all know loudness=danger=fear.
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These tire sounds are amazing LJ it's awesome do we have the same for helis ? I lived near an air base and many times blackhawnks and some UH-1 they flied between 100-500 meters of altitude and even from 2 km away you can hear the sounds very clear that is a feature that lacks too much the sense of distance.
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Please show the trailer fast these are great news but i want to watch MasterChef,yes too hyped.
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I'm having some errors No entry 'bin\config.bin/CfgWeapons/arifle_MX_ACO_pointer_F.nameSound'. 'bin\config.bin/CfgWeapons/arifle_Katiba_ARCO_pointer_F.nameSound'. 'bin\config.bin/CfgWeapons/arifle_MX_ACO_pointer_F.selectionFireAnim'. Then i enter on the editor and this happens No entry 'bin\config.bin/CfgWeapons/arifle_MX_ACO_pointer_F.selectionFireAnim I don't have any other mod running just the ones you released right now could you help me ?
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Please make us this favor MEGA is the best the fatest download that i know and thanks for the great work that you did,anxious to try it out.
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OS what an amazing news :D. But now i have two things to worry the new Blastcore and GTA V what a mind blown,thanks for your hard work
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Jarhead these sounds are AMAZING :D dude look that the engines looks like is gonna blow up it's claiming for you to slow down and that's great brother loved it <3. And the crash sounds are very cool. And the heli sounds how they are going ?
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And add some climbing gear too,that mountains are so cool i wouldn't mind one map like that .
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Great news Jarhead,take your time wish you all the best,and hope to see a bright future for JSRS series. Ps "ARMA default sounds sucks too much"
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The Atlas: Guide to ArmA 3 Terrain Making
eduzumaki replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
Imawesty thanks for the tip on the " / " but again nothing,well i tried change some things on the configs there were few wrong letters but nothing happened,stil the same errors dude. I also checked if i missed some files but nothing :( what the hell i did wrong ? -
RHS Escalation (AFRF and USAF)
eduzumaki replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yeah i'm noob i already found it- 16550 replies
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- Weapons
- Accessories
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RHS Escalation (AFRF and USAF)
eduzumaki replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Guys do you find any torrent of version 0.3.7 ? i tried search on the home page of the mod but nothing :(. if you have please send me the link .- 16550 replies
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- Weapons
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The Atlas: Guide to ArmA 3 Terrain Making
eduzumaki replied to jakerod's topic in ARMA 3 - TERRAIN - (BUILDER)
Hello Jakerod. So i'm having a little trouble with the tutorial the PBOproject points some erros on my configs: Well i tried to see if i tiped something wrong but didn't find anything well there is my config.cpp: #define _ARMA_ //Class config.bin{ class CfgPatches { class EDU_cdhu { units[] = {"EDU_cdhu"}; weapons[] = {}; requiredVersion = 1.0; requiredaddons[]={"A3_Map_Stratis"}; version = "25/01/2015"; fileName = "EDU_cdhu.pbo"; author = "EDU"; }; }; class CfgWorlds { class CAWorld; class Stratis: CAWorld { class Grid; class DefaultClutter; }; class EDU_cdhu: Stratis { cutscenes[] = {}; author = "Eduzumaki"; description = "cdhu"; pictureMap = "EDU\EDU_cdhu\data\imagery\EDU_cdhu_pictureMap.paa"; worldName = "EDU\EDU_cdhu\cdhu.wrp"; startTime = "11:00"; startDate = "05/03/2011"; startWeather = 0.2; startFog = 0.0; forecastWeather = 0.6; forecastFog = 0.0; centerPosition[] = {1024,1024,500}; seagullPos[] = {1024,1024,500}; longitude = 65; latitude = -34; elevationOffset = 5; envTexture = "A3\Data_f\env_land_ca.tga"; minTreesInForestSquare = 2; minRocksInRockSquare = 2; newRoadsShape = "\EDU\EDU_cdhu\data\roads\roads.shp"; ilsPosition[] = {1024,1024}; ilsDirection[] = {0.5075,0.08,-0.8616}; ilsTaxiIn[] = {}; ilsTaxiOff[] = {}; drawTaxiway = 0; class SecondaryAirports {}; class Sea { seaTexture = "a3\data_f\seatexture_co.paa"; seaMaterial = "#water"; shoreMaterial = "#shore"; shoreFoamMaterial = "#shorefoam"; shoreWetMaterial = "#shorewet"; WaterMapScale = 20; WaterGrid = 50; MaxTide = 0; MaxWave = 0; SeaWaveXScale = "2.0/50"; SeaWaveZScale = "1.0/50"; SeaWaveHScale = 2.0; SeaWaveXDuration = 5000; SeaWaveZDuration = 10000; }; class Grid: Grid { offsetX = 0; offsetY = 5120; class Zoom1 { zoomMax = 0.15; format = "XY"; formatX = "000"; formatY = "000"; stepX = 100; stepY = -100; }; class Zoom2 { zoomMax = 0.85; format = "XY"; formatX = "00"; formatY = "00"; stepX = 1000; stepY = -1000; }; class Zoom3 { zoomMax = 1e+030.0; format = "XY"; formatX = "0"; formatY = "0"; stepX = 10000; stepY = -10000; }; }; #include "cfgClutter.hpp" class Names { #include "EDU_cdhu.hpp" }; }; }; class CfgWorldList { class EDU_cdhu{}; }; class CfgMissions { class Cutscenes { }; }; //SURFACES #include "cfgSurfaces.hpp" CfgSurfaces.hpp class CfgSurfaces { class Default {}; class EDU_cdhu_dirt_Surface : Default { files = "EDU_cdhu_dirt_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "soft_ground"; lucidity = 1; grassCover = 0.03; }; class EDU_cdhu_dry_grass_Surface : Default { files = "EDU_cdhu_dry_grass_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.75; soundEnviron = "drygrass"; character = "EDU_cdhu_dry_grass_Character"; soundHit = "soft_ground"; lucidity = 2; grassCover = 0.1; }; class EDU_cdhu_forest_pine_Surface : Default { files = "EDU_cdhu_forest_pine_*"; rough = 0.12; maxSpeedCoef = 0.8; dust = 0.4; soundEnviron = "drygrass"; character = "EDU_cdhu_forest_pine_Character"; soundHit = "soft_ground"; lucidity = 3.5; grassCover = 0.04; }; class EDU_cdhu_grass_green_Surface : Default { files = "EDU_cdhu_grass_green_*"; rough = 0.08; maxSpeedCoef = 0.9; dust = 0.15; soundEnviron = "grass"; character = "EDU_cdhu_green_grass_Character"; soundHit = "soft_ground"; lucidity = 4; grassCover = 0.05; }; class EDU_cdhu_soil_Surface : Default { files = "EDU_cdhu_soil_*"; rough = 0.09; maxSpeedCoef = 0.9; dust = 0.5; soundEnviron = "dirt"; character = "Empty"; soundHit = "hard_ground"; lucidity = 1; grassCover = 0.0; }; }; class CfgSurfaceCharacters { class EDU_cdhu_forest_pine_Character { probability[] = {0.05,0.012,0.01,0.1,0.05}; names[] = {"EDU_cdhu_BigFallenBranches_pine","EDU_cdhu_BigFallenBranches_pine02","EDU_cdhu_BigFallenBranches_pine03","EDU_cdhu_GrassDryGroup","EDU_cdhu_GrassGreenGroup"}; }; class EDU_cdhu_green_grass_Character { probability[] = {0.92,0.07}; names[] = {"EDU_cdhu_GrassGreenGroup","EDU_cdhu_FlowerLowYellow2"}; }; class EDU_cdhu_dry_grass_Character { probability[] = {0.21,0.35,0.21,0.09,0.06,0.02}; names[] = {"EDU_cdhu_GrassDryGroup","EDU_cdhu_GrassDryMediumgroup","EDU_cdhu_WeedBrownTallGroup","EDU_cdhu_WeedGreenTall","EDU_cdhu_ThistleYellowShrub","EDU_cdhu_PlantMullein"}; }; }; And cfgClutter class Clutter { class EDU_cdhu_BigFallenBranches_pine: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class EDU_cdhu_BigFallenBranches_pine02: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine02.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class EDU_cdhu_BigFallenBranches_pine03: DefaultClutter { model = "A3\Plants_F\Clutter\c_bigFallenBranches_pine03.p3d"; affectedByWind = 0.0; swLighting = "false"; scaleMin = 0.3; scaleMax = 0.7; }; class EDU_cdhu_GrassGreenGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassGreen_group.p3d"; affectedByWind = 0.6; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.0; }; class EDU_cdhu_GrassDry: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry.p3d"; affectedByWind = 0.5; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class EDU_cdhu_GrassDryGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDry_group.p3d"; affectedByWind = 0.65; swLighting = "true"; scaleMin = 0.65; scaleMax = 1.0; }; class EDU_cdhu_GrassDryMediumGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrGrassDryMedium_group.p3d"; affectedByWind = 0.7; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.0; }; class EDU_cdhu_WeedBrownTallGroup: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedBrownTall_group.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.9; scaleMax = 1.25; }; class EDU_cdhu_WeedGreenTall: DefaultClutter { model = "A3\plants_f\Clutter\c_StrWeedGreenTall.p3d"; affectedByWind = 0.3; swLighting = "true"; scaleMin = 0.8; scaleMax = 1.2; }; class EDU_cdhu_PlantMullein: DefaultClutter { model = "A3\plants_f\Clutter\c_StrPlantMullein.p3d"; affectedByWind = 0.35; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.15; }; class EDU_cdhu_ThistleYellowShrub: DefaultClutter { model = "A3\plants_f\Clutter\c_StrThistleYellowShrub.p3d"; affectedByWind = 0.2; swLighting = "true"; scaleMin = 0.7; scaleMax = 1.1; }; class EDU_cdhu_ThistleThornGreen: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.3; swLighting = "false"; scaleMin = 0.3; scaleMax = 1.0; }; class EDU_cdhu_ThistleThornGreenSmall: DefaultClutter { model = "A3\plants_f\Clutter\c_Thistle_Thorn_Green.p3d"; affectedByWind = 0.25; swLighting = "false"; scaleMin = 0.4; scaleMax = 0.7; }; class EDU_cdhu_FlowerLowYellow2: DefaultClutter { model = "A3\plants_f\Clutter\c_Flower_Low_Yellow2.p3d"; affectedByWind = 0.4; swLighting = "true"; scaleMin = 0.6; scaleMax = 1.0; }; }; -
What game features would you pay money for?
eduzumaki replied to Harudath's topic in ARMA 3 - GENERAL
I would pay for new modding tools,and a cool terrain builder like the cry engine SDK just with the map creation tools forget about flowgraph and those other things. Would be so cool imagine make your own city and play it as a map,without all those problems that we got with the terrain builder. -
OS that effect will look pretty amazing mate,hyped to see it,but take your time no worries.
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Hey OS please make a video showing these amazing features or at least a pic. The effects that you made when a bullet hit the concrete and you see it are freakin amazing they put the fear factor that many games fails to have it,cause you know no one wanna die just because they didn't prone on the right time.
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Yeah mate its like this way in all blastcore phoenix versions,maybe in the next update it should be fixed and yeah OS already know this. All the best Edu
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OS your work is awesome mate,you did some amazing effects my favorite one is the explosion and the dust when the bullets hits the ground its a lot scaring,would be possible to make dust when you're on the heli and it lift off ?
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Lack of Realistic Sounds On The Battlefield
eduzumaki replied to infiltrator_2k's topic in ARMA 3 - GENERAL
The problem is that arma 3 don't fit this kind of scenario,the guy was hit by grenade fragments then just in a press of a buton you're 100% again so why we would have these sounds just pressing a buton ?