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Posts posted by somesangheili
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Mods: OPTRE, OPTRE First Contact
- 8
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Mod: Operation: Trebuchet First Contact
- 6
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What the deal with the wooden/brick houses with chimneys not having any fireplaces? Could we at least get a placeable fireplace object?
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this addHeadgear "H_BandMask_demon";
Here's an untextured helmet model not used in the game. Doesn't have any armour values. Works well with Gendarmerie/tactical police, imo
And here's some extra unused stuff
this addHeadgear "H_TurbanO_blk"; this addHeadgear "H_Shemag_tan";
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How can I spawn all operation-trebuchet content in Virtual Arsenal? also do the dev have text file of all objects class names? whats the best way to obtain one?
https://www.reddit.com/r/OperationTrebuchet/You will find the classlist on the right. I don't know what you mean in your first question
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Really sorry to bring this up, but are you going to do any work on Drakedaeron's Sangheili later? It would be cool if you like tweaked your Brute animations to make them suitable for the Sangheili.
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So will this be adding everything that was scrapped in Arma 3's pre-alpha? And will those 2011 skins be replacing the vanilla ones?
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Hey Variable, have you thought about messing around the the skybox of this terrain? Eg. changing the colour of the sky, making the moon larger, making new star constellations for night. I think those things would make this terrain much more authentic. Btw, nice looking map. I can't wait to colonise it with Sangheili!
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Here's a video of the new weapon handling improvments. Pretty neat!
That ADS time still needs to be toned down a lot. For example, in Squad it takes about 1 and a half seconds to aim down the sights of an RPG-7. I think that is pretty reasonable
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Haha, well that tower was 10x10 crates. The first level was what took the longest. After that I just copied and pasted it on top of itself, then I copied and pasted that on top of itself, and so on.
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Love these new voice actors, wish American radio protocols could have these guys too.
Yeah, it's quite weird with Raider 1 having the same voice protocol as Staff Sgt Adams...and with the end game showcase, your character's scripted dialog is a different voice to your radio protocol. So yeah, I think these American voices should definitely come with new radio protocols
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Managed to find reliable reproducers for recently introduced movement bugs:
- when crouching from a standing stance with lowered weapon, the weapon is automatically raised
- when crouching from a standing stance with raised weapon while turning around (using mouse), the weapon is lowered
Neither happens during movement, only when stationary, and occurs only when holding a main weapon.
https://feedback.bistudio.com/T117864
This has been reported sooo many times, even before these bugs made it to stable.
Oh well, hopefully the more people report it, the more likely they'll fix it...
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it's a heavy plane, consider it tire deformation ;)
Plane...? :huh: Prowler = LSV
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Vehicles have no collision on top of the walls of the fortress ruins at grid 120024
And ragdolls have no collision with 'Land_CurbIsland_01_start_F' and 'Land_CurbIsland_01_end_F' and ragdolls also kind of sink into the sidewalks that Belbo mentioned
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What ever happened to the night/infrared vision for the special purpose helmets and pilot helmets? :confused: They won't turn on :\
EDIT: it's working normally for dev branch but not for Apex/RC branch
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Vehicles have no collision on top of the walls of the fortress ruins at grid 120024
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I added some randomization to whether they get a visor-equipped helmet or not. Just like in halo 3! Also, to confirm, these guys will be coming to Operation Trebuchet: First Contact in their next update.
First Contact eh? I thought FC was only for the Covenant things....
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That's an image from Arma 2 and the stance mod shown in this picture is only for Arma 2
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Thought there were too many pictures of humans on this thread. So yeah, here you go
Inspired by this
--------------------Mods: Operation Trebuchet First Contact
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Pacific CSAT divers should use this unused skin for their wetsuit.
this setObjectTextureGlobal [0,"A3\characters_f\common\data\diver_suit_co.paa"];
(Put in the initialization box of a CSAT diver)The green colour would go well with the environment and would suit the faction's uniform colour
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Hey Professor Death, I think your pics have great concepts but I also think you post too many pictures of the exact same scene. I think you should pick the best picture out of the one scene, and post only that one
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Don't think this has already been mentioned...but there is an area on top of the 'small wooden pier' that has interior sound occlusion
List of all hidden texture inits
in ARMA 3 - MISSION EDITING & SCRIPTING
Posted
Hello, I am back. It's been a while. Anyway, I have found a hidden texture for 'Guerilla Smocks' or "U_BG_Guerilla3_1".
This was the original skin and uniform for the FIA AT rifleman, before they added 'Guerilla Apparel' or "U_BG_Guerrilla_6_1" in IIRC the Bootcamp Update.
With the 'Farmer Outfit', the following skins change the glove and pants colour.
Also, I will update the main post with all the new textures you guys have found.