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spartichris

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Everything posted by spartichris

  1. spartichris

    JSRS SOUNDMOD - CE.20.0419

    LordJarhead, I belong to a group that does a lot of TvT's. We currently do not allow people to use sound mods of any kind because of fairness. Do you know if JSRS would offer any advantages over a person running vanilla sounds? Thank you for your contributions and cheers mate.
  2. Eden broke a lot of shit. Your problem is one of many. The feed back tracker is closed because of a "security breach". I think it's just been overloaded with tickets.
  3. spartichris

    [R3F] Logistics

    @R3F_Armes breaks the Eden editor. Go into Eden, place a unit, play said unit, return to the editor and you will not be able to move the editor camera around with WASD. Using ArmA 3 1.56. Latest version of CBA and latest version of R3F Armes. No other mods.
  4. spartichris

    Eden Feature Requests

    I would like to see the ability to merge missions again. Also simultaneous multiplayer mission editing or at least object placement would be amazing.
  5. spartichris

    [WIP] Terrain - Santo

    Uhhh...That map looks a bit familiar.https://www.youtube.com/watch?v=WOZYoa_pod0
  6. spartichris

    [R3F] Logistics

    How can I disable "specific" logistic features on an object. I want to disable dragging/carrying of objects but I still want to be able to load them into vehicles.
  7. I was looking at the last 5 Issues for the 3.0.0 release and 4 of them seem ready for closing. The German translation fixes seems to be the last one. So close...
  8. Are there any plans for an ACE 3 SM? I really liked the ACE sound mod in Arma 2. Perhaps ACE could approach LordJarHead? (*Crosses fingers*)
  9. My understading of the issue with dismemberment is limited but I got a reply from the guy who made the coslx mod for arma 2 and he basically said it was near impossible and it would take an insane amount of work because of how physx is tied into arma 3 character models vs arma 2 where it was relitively simple
  10. I wish this could be used to replace the AGM hand signals. Currently AGM hand signals are accessed by opening the AGM menu and selecting a hand signal which is just not practical. The problem is that in AGM hot swapping weapons is bound to the 1-2-3-4 keys thus interfering with the THS keys. I can't just rebind the keys because of how perfect the number keys are for both mods. Ideally I would like to press ctrl+1-2-3-4 for swapping weapons and 1-2-3-4-5 for THS. Problem is that I would still have AGM hand signals in the menu which would be completely redundant and "ghetto".
  11. None of the doors work for any structure that I put down. Same goes for breaking glass etc. A1, A2 and A3.
  12. spartichris

    "Impulse" (Convolution Reverb Mod)

    Hopefully this video I just finished making will clear things up.
  13. spartichris

    "Impulse" (Convolution Reverb Mod)

    I noticed that in the new update the "slap back" reverb I used to get from firing my weapon is no longer apparent. I am guessing that was the performance killer? I am sad.
  14. spartichris

    "Impulse" (Convolution Reverb Mod)

    Enhanced Soundscape sounds nothing at all like this. So no. Just no.
  15. Will this have any effect in Arma 2 OA? I know it does not have PhysX but I just want to clarify. Secondly, can this be used in conjunction with your ZBE_Cache script or is this an all in one? Hope I'm not asking dumb questions.
  16. In case anyone was wondering I just tested the script version of this in ArmA 2 OA and it works just as well if not better than Arma 3.
  17. Hello Gunter, I would like to say thanks for keeping this thread alive. I am working on a perfected modset for me and my friends for ArmA 2 and have run into an issue with coslx movement. As you know when a player sprints and comes to a halt the momentum carries him forward so he takes a few extra steps before coming to a complete stop. Of course this is very realistic and I personally enjoy it. However, it has been general consensus to disable this if possible. My problem is that I have no idea which pbo to disable and something tells me that this feature is "tied" into a pbo with other features. I suspect it resides in the slx_anim_movetransitions.pbo. In which case I am not sure I would want to sacrifice other features for the sake of removing one. Thanks.
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