miketim
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Posts posted by miketim
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Awesome work.
I like how the equipment is nice and generic, but it would be nice to see some unmarked versions, with no "US" or US flags on there,
Also. marksman dlc is bringing (NOT AS PART OF THE DLC) to the vanilla game, some new carriers that actually look pretty badass, they are like heavy armored, you guys could probably retexture those as well.
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Every time I deploy prone, my character is sunk about 75% into the ground.
Pretty much it seems to sink you down to the bottom "collision" part of your weapon
ie: your weapon is probably sort of level with the ground and looks all dandy and nice (because its going by the collision geometries of your weapon or something right)
but the end result has your body clipped halfway into a concrete roadway or the terrain.
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Will you guys be allowing this to be mirrored, such as on Play with six? Because it seems you "want" us to download it from ModDB... which I havent seen used for arma mods since like, arma 1
And also alot of groups, especially (if your target here is groups as you seem to have said) use play with six to manage central collections for their group, so that would be a great community benefit.
Also ModDB downloads can be quite slow and unreliable in my experience (looking at you corrupted stalker mod downloads ;))
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If they adjust the default loadouts for AI that means that anyone who doesnt have the DLC cant play as those units. So that would be a problem.
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So as far as I have seen from this livestream, if we dont own this marksman DLC, and we shoot some Ai on the ground and go to pick up his gun which is a DLC gun, we cant pick it up and use it? Because if so, that is a huge gameplay problem.
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Awesome work, would be great for missions where you hijack some oil :)
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You can look through walls with PIP scope on some guns, because the "viewpoint" the pip is starting from has been stuck through the wall
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Amazing news! ;)
Cant wait for a new FFIS, whatever its named
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Looks like a cool WIP for an island.
I am not particularly knowledgeable about Mali, but I figure you could probably find some way to make use of objects besides just those OA buildings.
Like for instance, using a3 walls in some places or using some of those like lattice things that the grape vines grow on (that are commonly on stratis/altis)
Also maybe ask if you can use mgb_africanbuildings (packed into your island preferably ) for some buildings in the urban environment (hint: they worked really cool on duala how icebreakr used them) ;)
Quite a unique choice of setting and seems like it could be a very cool map.
it would be awesome to see a standalone version though without anything as requirements, you have a pretty good reputation as an established addon/island maker Cirav, you should ask permission to pack JBAD buildings into your file (as James who made Kunduz did).
I am not sure what those caves are for, IMO caves are quite usually a gimmick in arma and I would never really think its worth having an addon dependency but that is defintley your call.
Good luck on the island, I hope to make some cool scenarios on it,
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Hey, congrats on all that new cool stuff which will be in beta, seems really great.
Also pufu, those AKs look like great work, I remember I used to annoy you about those AKMs , now I am grateful though :D
I have downloaded the RHS betas from the .bat, and then tried them in the game.. but I see no difference from the current version, I cant even find those truck-mrap things or the shotgun..(which I thought is what is in the current beta release) I think I probably somehow managed to do it wrong, but the thing is that I just ran both bats like I should have as far as I know, I am not sure what I could have even screwed up.. Edit: I seem to have figured it out, I screwed up where I put the BAT
Also while I dont have a particular problem with the use of the current system because it clearly has a high level of efficiency, Galhozar has some very valid points in respect to noobs.. they are total idiots and you have to sit there for hours trying to tell them how to navigate a fucking menu on play with six let alone extract some files or run a bat :j: Such is the sad state of noobs though...
ps:
@Naizarak FPDR
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Toadie, now that the rhs-hlc patch is deprecated, i know we have your anims in rhs now but, what about magazines?
As far as i know now, we have no ability for compatible mags and i would love to use your aks with rhs again.
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Glad to hear my feedback could be od use, this is by far one of my favorite maps.
Per your question about what locations would be cool for missions, how about some docks or something, maybe try making an oil rig in shallow water (you can use the OA one, and its a good thing that can be used for a mission objective),
Some dilaptdated warehouses overgrown with plants or maybe some broken down buildings that are half flooded (like in the shallow water "off shore" could be pretty cool for gameplay, you could have a whole flooded town or something, or even have fully submerged buildings that could lend to the diving aspect of the game (which allows you to utilize the water even with limited land space). Maybe some industrial stuff (also good for mission objectives), fisheries (theres a boathouse you could import from the arma 2 content).
Ill look up the island and see if i can dig up any more ideas.
Edit:
it doesnt look like it has much irl, but it seems to do something with boats so
Maybe some sort of shipping dock or something (they tend to be pretty cool for SF missions, doing stealth between containers and stuff)
Also it seems to have some type of flowers on alot the island, you should try and see if u can import the arma 1 and arma 2 acr flowers or something and use those)
(And on the topic of depdencies, you should be able to pack this stuff in your addon, like the author of bornholm did)
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-snip-
Thanks. I guess ill try on a dedi then
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If this is a mod request it goes in mod request thread
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Does "full" public release mean that those other islands are in there, or are we just looking at a polished version of the current area?
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Thats unforunate to hear, good luck bro :)
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Great looking map, refreshing setting.:cool:
Is it going to be standalone or require aia tp or any sort of other addon like that?
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By the look of this at first id write it down to one of those "stupid list" posts where someone just writes a bunch of stuff they suposedly want to make, but Yoshi i remember you posted some stuff in that challenger thread and you seemed to have some actual experience so good luck. :)
Maybe at a most basic level you could start just importing their insignias into the game.
@darkside he said what he is interested in making... Not what you might want nessicarily .
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Has there been any difference in this respect with the introduction of JVON/Omnibus stuff or am i correct in the assumption Acre2 still requires a dedicated a3 server to function (ie:it wont work on a listen server / "hosted" coop game)?
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Yes and it's really nice of you guys. People have posted in this thread in earnest with long, detailed explanations of their requests, they are requests that would serve the entire community including the developers of the mod. Other users think I was asking that my own question be answered, I was actually defending another user in this thread who I felt was being totally blown off by MistyRonin.@Kieranator
Not sure if you realize this but, you are quoting.. and complimenting the same person you are complaining quite strongly and absurdly about... MistyRonin is part of the RHS team so, if your going to complain to him about rhs then compliment the RHS team its not exactly logical...:confused:
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I cant find any buildings with underground structures or basements, but I thought you said there were a few... or is that coming in final version but not currently in
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getting cannot find entry point d3d9 error on launch.... i heard it something with newest geforce experience breaking enbs/sweetfx ? becuase i also get this on skyrim every time I use any ENB now, and i used enb/sweetfx before on skyrim and it worked, but the first sweetfx I used on arma was a few months ago or so, and its had this problem since the beginning. (but i hadnt tried one on skyrim since using the arma one so...)
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For which gun? The AK one is black right, and afaik the m16/m4 one is just the vanilla 556 supressor which is black i thought.
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'11FPS' in vehicles MP.Dont play wastedtimeland / apple picking sim/ king of lag gamemodes, which are always going to be notoriously laggy and full of desync etc
Turn off PIP when your in vehicles, for me it lags the absolute hell out of me (-10 fps) instantly with PIP enabled.
I have a bad CPU, 2.9 ghz phenom ii x6 and for me that is what brings my perf down.
Also this really isnt a discussion about performance I thought but whatever
(CSA38) Czechoslovak army 1938 - Munich crisis [WW2]
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Holy shit those bunkers look awesome ingame!
Amazing work, this mod is definitely going to be one of my favorites!