

Barazin
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Everything posted by Barazin
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As mentioned already: - Aircraft intercom system - Relay towers (mountable and destroyable for mission purposes) - Ambient sound over radio These three should be more than sufficient for now ;)
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Congrats on getting to the finalists stage of MANW Addons, nkey! :)
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MCC Sandbox 3 - Dynamic mission creating tool for ArmA 3
Barazin replied to shay_gman's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I tried to search for this answer, but couldn't find it. Tried to look in the init to, without luck, so here goes: Is there a way to in the init set the Delete Player Body on respawn to true? I know we can use the module for this, but we'de rather hard code this. -
RQ-11B RAVEN for Arma 3 - RELEASED!
Barazin replied to Feint's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Not sure if you already got this fixed. But check the path that is says that it can't find the raven_keys, and compare with the path you actually have in userconfig. The path is supposed to be: ...Arma 3\userconfig\RQ11RAVEN\raven_keys.hpp -
Suggestion: As I most often set the values once, and forget about it. Could it be possible to add an option to move the settings menu for this into the ESC menu? I don't like to have to much on my action menu. Just an idea.
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TAW View Distance Script (Addon Version)
Barazin replied to tonic-_-'s topic in ARMA 3 - ADDONS & MODS: COMPLETE
Nevermind, wrong forum -
Good job! Looks great.
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Petition to add eventhandlers to ammunitions defined in cfgAmmo
Barazin replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
For The Lord, Lord Jarhead!!! -
L_armFatigue - Because keeping your weapon raised is a bad idea!
Barazin replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Fair point. As you say, the visual feedback should give you an idea of starting to rest your weapon. :) Thanks for clarifying. -
L_armFatigue - Because keeping your weapon raised is a bad idea!
Barazin replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I love the idea of this, but without having tested this, I'm afraid it might nerf the LMG's abilities too much? Like in real life, if you really really had to raise your weapon, you'd find the strenght to do it. I believe a version of this where sway and recoil get's affected, not raising/lowering the weapon, would be better for game balance. Just a quick thought though. :) -
That was it! Sometimes, the simplest of things... Thank you :)
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Hi again nkey Quick question if you know: I've managed to create some customized version of the tf_anprc152, tf_rf7800str and tf_rt1523g. They are all working just fine, except a minor issue on the tf_rf7800str and tf_rt1523g. When I press key to talk, it shows hint as normal in right corner of the screen, but it doesn't show which frequency I'm talking on. Everything else is shown (radio name, channel), just not the frequency. This works just fine with the modified tf_anprc152.
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Authentic Gameplay Modification
Barazin replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hi I have a small suggestion: In the map marker function, add the possibility to select which channel to post the marker in (side, global, direct, vehicle etc). Disregard, this is discussed on the GitHub: #1227 -
Great! That worked. Thanks!
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Hi nkey Is is possible to use hiddenSelectionsTextures or something similar (maybe a class in your code) to use a edited version of the .paa for for example the anprc152? I've tried with hiddenselectionstextures, but it doesn't seem to work. Thanks :)
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Suggestion time again: This might not prove that difficult, considering all the functions that already are in place. Inside a helicopter, the dialog between pilot,co-pilot and passengers are a bit difficult without using the radios. Now, how about using a seperate Direct Speech inside aircrafts that simulates the headsets used in aviation? Something like .Partially related to this issue on your GitHub: Issue 812
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In older version of TFAR you were only able to change frequency on rifleman radio (ingame) by copying settings from a Squad- or Fireteam Leaders radio. You basically had to give them the radio, and they had an option to program it for you. You could of course set this in script or via editor also. Now, riflemen can set the frequencies on the own. For our group this basically means that we can start using the rifleman radio (hopefully), as we couldn't be bothered with configuring this for our missions. Note that the range on the rifleman radio is shorter (2km) vs the personal radios (5 km).
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Laxemann's "Enhanced Soundscape" (L_ES) - Gun reverb and echo based on terrain
Barazin replied to laxemann's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
FYI, the PWS version says 0.20, but I guess it should read 0.30 too? -
Hi nkey. Just a question/suggestion: Could it be possible to by config parameter force vehicle radio as default radio when you enter a vehicle with LR backpack radio?
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So, I was hoping that I could bind some of the TFAR keys to my joystick/ps3-controller, but it seems like you can't bind any CBA key to other than keyboard. I tried looking in my vars.arma3profile, but it don't seem like the TFAR keys are stored there? Any tips?
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Authentic Gameplay Modification
Barazin replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
KIMI's HMD mod was updated , and it seems like we now have both overlay from AGM and from KIMI HMD. Is there any way we easily could disable the HUD from AGM, but still keep the other stuff from AGM_Aircraft? -
As stated by nkey earlier here, you need to be inside a mission to get the TFAR key bind option showing. To me it seems like you are at the start menu after getting into the game.
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So, I tested this . I did not work. The AI unit that was controlled via Zeus did not hear any transmissions that was done to the Zeus player. We could of course pick up a radio, but i's a bit of a hassle when Zeus only want to jump quickly into an AI and run around. :)
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Oh. Can't remember if I did test that. Will report back later.
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This is long awaited, but we've actually found a tiny challenge with this. Our Zeus usually combines a role as HQ and Zeus, and occasionally remotes AI. Problem now is that he can't be reached as HQ when he's remote controlling another unit. Best case would be to have access to both options, selecting if audio should be connected to curator/Zeus, or the controlled unit. This might be a bit difficult, though.