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28 ExcellentAbout devilslayersbane
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Gunnery Sergeant
core_pfieldgroups_3
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Useless facts, config editing, working out, video games, listening to music
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Student
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Biography
I'm a Computer Science major who's planning on going into the military after college. My life is a bit mundane really.
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Please don't forget helicopters advance physics
devilslayersbane replied to Japo32's topic in Arma Reforger - General
Well, if BI found a way to make navmesh's part of a model object similar to how the nav-paths-and-points of the RV engine work, it would be feasible. That being said, while I haven't looked into the navmesh generation for reforger, at least for dayZ it's a generation done after a terrain version has been finalized. -
Sparker! Big fan of the mission(s). My buddy and I play all the time. I do have a question, though: why are you using the red brick buildings instead of the Police station building for the Police stations in Livonia (pictured below)? https://steamcommunity.com/sharedfiles/filedetails/?id=2047360329 https://steamcommunity.com/sharedfiles/filedetails/?id=2047360132
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- coop
- persistent
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awesome-o HUD (work-in-progress)
devilslayersbane replied to goko--'s topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey, goko, how about HUD for Multiplayer Environment Readiness (or H4MPER)? -
Think about this from a cost-benefit perspective, too. Arma 3 is a great platform which is enjoyed by many of us on here, but I doubt the game is seeing the growth in playerbase that would be needed to continue development like this. The AI would have to be able to sift through specific supports, determine which one would be best to use at the time and whether or not it was worth it in the first place. It would also need to be able effectively call and fire this support in a manner easily conveyed to the player (this is still a game with a wide range of playstyles). Then each support piece, including virtual supports, will need to have costs added to them, their ammunition, etc. Would your AI need to be of a certain rank to call in support? How do multiple support requests get handled? What about multiple requests for the same target? These questions would be important from the game-development side of things. The number of players this addition might bring in will be much smaller than the potential development costs needed. Arma 3, with the exception of 3rd party DLC, is in maintenance mode. This isn't counting the fact that Arma 3's AI is the single most-taxing system in the game. Adding such a large functionality change for the AI likely isn't a good idea from a performance perspective, unless BI is going to take the time to do some low-level AI changes. Trust, me I'd love it, too. But it's likely not practical to pull off at this point in Arma 3's development.
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This is the first in a style of coop game mode I'd like to call "coordinated-effort" (though I'm open to suggestions). These should typically consist of teams starting at different points on a map having to coordinate and navigate with each other in an atypical fashion due to a number of factors (either limited intel, low supplies, broken vehicles, injured teammates, etc.). I'm probably not the first one to do this, but regardless, I have high hopes for it. These are meant to be somewhat vanilla in that I use few, if any external scripts (though mods that use script functionality are not out of the question). They're also a bit more hardcore as JIP and revive are disabled (though the latter may come if sorely needed).MISSIONAlpha and Bravo teams are some of the few U.S. teams on Altis left. The botched evacuation of the island after the zombie outbreak left many military units behind. After attempting to get a truck to refuel alpha teams vehicles, they are now the one's who need saving.10 player coop mission2 teamsNo JIPNo reviveRyan's zombies requiredCBA requiredRHS US armed forces requiredSteam Workshop linkDirect DownloadI'm open to feedback and suggestions, especially on future missions of this type. If you have decide to make one of a similar nature, send it my way!
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The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sav... Bruh... Yes, I did smooth out what I saw were some of the rougher edges on the UH-1B. Depending on how things continue, I should be able to help out with some other models as well. We'll make sure that we continue to increase the quality of our mod. -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
...chas... to answer your original question: yes. we will implement this feature. no. you're not going to be able to survive an AK round to the head. The values will be set to realistic levels. This is the last time we will answer this question. -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
We will most likely add minor explosive resistance to flak jackets and minor bullet protection to the helmets (i.e. you won't die from a 9mm to the top of the head from 40 meters away, that's about it), but since these pieces didn't really have values in the first place it would be pointless to say that we're upping the stats. It'd be better to say that we're adding the stats, though they will remain realistically low. This video should help explain why. But just to make it perfectly clear: You will die or be seriously injured if you get shot in this mod. If you're using a keyboard, you should probably take a typing class or get a typing game. We have difficulty understading you sometimes when you type in broken English. -
Arma 3 Photography - Pictures only NO comments! And List your Addons Used!
devilslayersbane replied to Placebo's topic in ARMA 3 - GENERAL
First Assasination attempt on Colonel Akhanteros during an inspection of the observation post at Kore -2030 click to see image -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
There would be multiple issues with retextureing the AAF Officer Uniform (which would be the only one remotely applicable). For one, "remodeling" a BIS A3 uniform means de-binning it. We cannot do that, it's against the A3 EULA. Secondly, A simple retexture would have problems such as improper normal and specular maps, meaning we'd have to make our own from scratch (again, this is difficult without a pre-existing hi-poly model from which an Ambient Occlusion map already exists), as we don't have the A3 Hi-poly models. Finally, while the AAF officer uniform does look like it uses an M65 jacket, There are probably a number of things on there that are out of era. We are capable of, and most-likely will retexture (and MAYBE remodel some of) our own uniforms with higher resolution textures. Until then, you can deal with what we have. We're working on getting everything from A2 working in A3 first before we do much of anything new. However, don't worry, we have collected a backlog of new models. -
So, I bet this will be the LSV they go for. https://en.wikipedia.org/wiki/Light_Strike_Vehicle_(Singapore)
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The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Well, m8, I do want to emphasize that the alpha doesn't contain but a fraction of content, so if you're looking for all of the same content from 2.6, you won't find it here. That being said, if your not (which is what I suspect) then you'll need to find the white-list for the arsenal box after opening the mission pbo. Then you'll need to clear that. I didn't make the mission so you'll have to find it on your own. -
Well, I mean, there was this mod. I will warn you though, the AI will still know you're alive if you ragdoll.
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The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Sav, I'm gonna give you some advice. (this is a joke between me and sav) Still waiting for #AskUnsung questions. If you have them, ask here, or pm me, sav, or nakkas.