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Everything posted by devilslayersbane
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WY-55 Hellcat model will not open
devilslayersbane replied to lionhawk123's topic in ARMA 3 - TROUBLESHOOTING
Yes, I experienced this issue with VG on devbranch when running TEI. However, that was with the AH-99 Blackfoot. -
Valor (The True Successor To FFIS)
devilslayersbane replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I really liked the idea of FFIS 2 where running the same mission twice would result in AI "remembering" the previous fights in that location, but maybe making it to where that only happened during the mission run-time. Also, if possible, I'd like for AI to pull a 360 security when exiting a helo. That would be extremely impressive. -
The Eridanus Insurrection - An Arma 3 Total Modication
devilslayersbane replied to SpaceNavy's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Alternate universe idea: UNSC forces pass a black hole at light speed heading home to Earth due to a mis-calculation. This fluctuates the timeline putting them back in time to the 21st century where the US is at war with Russia, however, Innies were stowed away on the ship as well, meaning that they begin to try and undo the UN in our time. Great job guys. I feel like being more creative now with my missions thanks to this mod, even if many of these ideas never come to fruition. -
To be honest, I don't most of the time. Too many of them mess with longer drawn out missions that have lots of waypoints or specific triggers. I do in MP if the game isn't running off of my machine. Otherwise no. On the off chance I do play with one in SP, it's FFIS.
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Valor (The True Successor To FFIS)
devilslayersbane replied to zooloo75's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey, Zooloo, one of my favorite things about FFIS was the fact that they would call in mortar support. Are there plans to retain this as well as give us an option to use mortars other than the vanilla mortars? I could not get it to work with anything but those. -
Weapon Resting & Deployment Feedback
devilslayersbane replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I don't like that idea. I'd rather a gesture where it looks like the soldier is putting his hand on the surface to rest the weapon. -
dezkit's Bell 206 helicopter
devilslayersbane replied to dezkit's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have had this issue as well, every time. The waves were set to their minimum. -
Player's Profile Rating System To Stop Stupid Behaviour On Public Servers?
devilslayersbane replied to infiltrator_2k's topic in ARMA 3 - GENERAL
I think that only opening the vote to when a players score is negative (i.e. they've killed friendly and neutral vehicles). Would be a good way to help sort out the people who do so accidentally as opposed to doing so on purpose. -
Are you running bornholm?
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How To Repair Vehicles With Repair Truck?
devilslayersbane replied to ARMAKrush's topic in ARMA 3 - GENERAL
The problem may be that the Zamak isn't friendly. Bohemia is trying to keep the amount of war-crimes (established by the Geneva Conventions) permissible in the vanilla game down so a lot of things (such as uniforms) are side specific. -
The best way to learn is to look at other people's work. There are plenty of tools to use to un-pack a pbo file and you can use it as a reference. That's how a lot of modders start. Make sure that if you get models from other places that it is legal to use them. Questions about the tools (and this thread in general) should go in the Arma 3 editing section.
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Poolpunks' Wishlist and Object Collection
devilslayersbane replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Here's some concrete bunkers: http://upload.wikimedia.org/wikipedia/commons/9/99/PanoBunker.jpg http://www.mascontext.com/wp-content/uploads/2011/06/10_ww2_bunkers_cover.jpg http://www.questmasters.us/images/German_Bunker_Normandy.jpg And some extra sandbag setups and bunkers: http://www.build-a-rama.com/images/micro/sandbag_bunker_micro/sandbag_bunker_micro_O.jpg http://www.timecastmodels.co.uk/range_29/29_016.jpg http://2.bp.blogspot.com/-VzCaRDy-3l0/U_N-VTOndDI/AAAAAAAAjTA/poNTe0TGymI/s1600/20140804155713-15A23CB-a.jpg I realize that the concept of a concrete bunker is one from WW2, but I still like them. More than that though, I would just like a better variety than the 3 or four bunkers we have. Also, if you don't have one already, you may see a canteen model come your way. -
Poolpunks' Wishlist and Object Collection
devilslayersbane replied to poolpunk's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Extra military bunkers including being made out of different materials such as concrete. -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I don't believe that this would be possible, unfortunately. Part of that is the way that the uniforms and vests work. From what I understand, vest models and uniform models are whole proxies, which would mean that they would need a their own proxy that was helmet compatible (kind of like the chest holster in DAYZ). Currently in Arma 3, however, clothing items do not support proxies which means that Bohemia would have to put in or port over such a function for this to be possible. Someone more experienced than myself may correct me, but this is how I understand the situation. -
Speed Of Sound Pure
devilslayersbane replied to bigpickle's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This. I personally don't notice any FPS drop, however, it's not at all implausible to hear so. That being said, my specs aren't the greatest and I would love to upgrade. However, I, like many other people, lack the funds to do so and I run well enough on what I have. BP, definitely a refreshing update to this mod. It hindered my ability to save my missions beforehand. Now I can save my missions without the fear of losing my games :D -
AI Discussion (dev branch)
devilslayersbane replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
As far as the engagement range of weapons goes, the AI should be aware of their weapon's maximum engagement range (i.e. around 600m for most standard service rifles) however, the chance that they would engage at this range should be very low, probably less than 10%. Most engagements happen at 300m or less, with only autoriflemen, MG teams, and marksman/sniper teams being well enough equipped to engage outside of that. That being said, engagements on standard infantry squads between 300-600 meters should result in a return fire action, while the squad leader orders most of the men to retreat and flank. The only ones that would be left firing ideally would be the autoriflemen who would be providing suppressing fire.- 5180 replies
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In the modules, there will be one called animals which you can use to spawn in a number of different animals such as goats and dogs.
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Arma Reflecting Today's Modern Day Warfare Tomorrow
devilslayersbane replied to infiltrator_2k's topic in ARMA 3 - GENERAL
It's not about what the FIA has access to, as they've had the firepower to take out entire convoys, or they did at one point. However, under the guidance and technological prowess of CSAT and NATO combined, it would make sense that the FIA ended up getting rid of all of their armor as it just became too cumbersome to hide. As far as the AK series goes, considering the lack of 7.62x39 and 5.45x39 ammunition in region and the abundance of 5.56 weaponry due to the main military force there using 5.56, it would make sense to mostly use 5.56 weapons. That way ammo and equipment raids end up being much more productive for the FIA. When you look at it through the lens of the guerilla's instead of the lens of "I want it to be this way because that's how I think it should be" then you begin to understand the choices of the factions within BI's created ArmA3verse -
Let's talk about the artillery computer
devilslayersbane replied to gibonez's topic in ARMA 3 - GENERAL
Yes, you fire from first person using the pg up/pg dn keys to adjust your aim. -
Arma Reflecting Today's Modern Day Warfare Tomorrow
devilslayersbane replied to infiltrator_2k's topic in ARMA 3 - GENERAL
ArmA III's campaign was focused on the AAF having a conflict with the FIA which sparked a brutal civil war in Altis during 2030. After the war was won by the corrupt AAF government, NATO forces were deployed as peacekeepers. Meanwhile China (a big-time player in CSAT) was stirring up tensions in the Pacific with the US. Most if not all NATO nations during this point are in economic decline, and a huge shift in international politics occured when Turkey switched sides from NATO to CSAT. After the Altian Civil War and the observation of NATO's diminishing power and care over Eastern European conflicts, the AAF invite CSAT to supplement the NATO peacekeeping mission. At some point, the geographical location of Altis is determined to be a good place to research and test a machine. This becomes a major point of interest for both NATO and CSAT (although it's not clear which side starts the research, it's presumed to be CSAT). From here on out it spoils everything in the Bootcamp Campaign and the opening Cutscene. Sorry Pete, I had to go into a bit more detail. As I've expressed before, I enjoy vanilla arma 3 (maybe upgraded a bit with SOS and Blastcore) and while the content isn't the most diverse we've seen, I enjoy the fact that you actually have to learn the subtleties of the weapon/vehicle you're using. The only thing I'm really disappointed with is the fact that even though the Gorgon has a fully rendered 3d interior (including driver, commander, and gunner's seat) at no point would you know this if you were in either of those 3 positions. And the lack of variation in the static weapons. -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I'm actually not a map guy. Lol. But I can assure that our new maps will be top quality as always. -
AI modders should combine to make 1 AI mod
devilslayersbane replied to Tyl3r99's topic in ARMA 3 - GENERAL
It's about management, if you don't manage your fatigue and conserve your energy (like you have to do in real life) then you'll be fine, you'll be able to stabilize your breath and re-acquire your target long enough to shoot them. And while I haven't fired a modern auto-rifle, I have fired weapons before (keep in mind, I'm not a trained shooter) and I would say that were I to fire an automatic weapon, I would probably have difficulty controlling recoil with sustained fire. Also I had to control the sway myself, using my shoulder as a pivot. The less I thought about controlling it, the worse it got. It's definitely something I'd like to have more experience with. Regardless, most shooters have such a copy-paste sway mechanic which just feels off for most of the weapons it's used for. I still think that the advent of weapon resting will help balance the sway mechanic. Now if we could only get AI to properly clear a building. Actually, that's what I'd like from an AI mod. Good CQB and room-clearing mechanics. -
AI modders should combine to make 1 AI mod
devilslayersbane replied to Tyl3r99's topic in ARMA 3 - GENERAL
Obviously you haven't seen the latest sitrep where they finally confirmed weapon resting and bipods. I feel like it will complement the new fatigue/sway system nicely in terms of balancing some of the inevitable difficulty that most people who are used to point and click shooters will have. Lets also look at sling-loading, another unbelievably useful tool. BI did it a ton better than any mod has. Most mods essentially were just an attach too command with a static rope. While BI's sling-loading works on similar principles, the fact that the weight affects the flight model of the helo, as well as the fact that it just looks better due to the fact that it uses the physics engine. Bohemia has stated that weapon resting will be passive, while deploying a bipod will be an active system. I'm taking this as you won't need to think about resting your weapon as that should happen automatically, however, you'll probably have a command to deploy your bipod. -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
So, here's just a few screenshots of how to get those jungles to look properly "dark" (warning, not for users with weaker computers). Like I stated earlier, all it involves is bumping up the Shadow draw distance, which by default for most people is set at 100. Here's what that looks like: http://i.imgur.com/P1xeGvy.jpg (629 kB) and http://i.imgur.com/1vIkKmp.jpg (580 kB) For those that have consistently lower framerates you might want to try reducing the shadow draw distance. here's what 50 looks like: http://i.imgur.com/d2PqK48.jpg (707 kB) http://i.imgur.com/8fyTs72.jpg (778 kB) And finally for those who want the most out of their vietnamese and pacific jungle maps, a shadow draw distance of 200 looks like this: http://i.imgur.com/UylkVd8.jpg (558 kB) http://i.imgur.com/uNn5d6q.jpg (597 kB) Please note that these images are not representative of the current internal build and any content shown is not guaranteed to make it into the release version. Just as a reference, I ran at about 40 frames with High shadows at 50 Draw distance, 30 frames with 100 Draw distance and 15-20 frames with 200 Draw distance for shadows. It's actually amazing how different the game looks with the shadows, even Altis feels completely different. -
The Unsung Vietnam Mod 3.0 WIP THREAD
devilslayersbane replied to sgt_savage's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I remember a map that was in development for a while that had non-buggy ponds. Even still another workaround would be to make the ground texture be a shiny muddy.