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tripod27

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About tripod27

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  1. Well without just having it be a few indistinguishable pixels on the edge of your screen. It doesn't block much of your view, except some small patches directly to your left and right (so like landmines mainly), but anything more than 5 meters away would be easy to spot no matter where it wasIt is just an image pasted over a pre-recorded video right now, since I have no idea how to add it to the game, so some of the hud will be covered in the video
  2. yeah that's what I was thinking, except also changing the tactical glasses mod to be more halo themed and a bit better looking I actually already started working on a more realistic helmet overlay (the fact that the solid bits of the helmets were see through in the games annoyed me, heh) http://i.imgur.com/m5f57If.jpg
  3. You guys having any plans on adding features similar to these two? http://makearmanotwar.com/entry/Pb8pttc6dN#.VQwrVo7F_iM http://www.armaholic.com/page.php?id=22570 The HUD one I linked is a bit much (autodetection of all enemies on your screen, both visually and using sound, way OP) but it's a good concept The glasses one is great, and having similar effects on the full face helmets would be awesome
  4. I guess it's down to personal preference more than anything for me I got tired of "shoot the 4 pixels in the distance simulator" (or get a high powered rifle and scope to shoot them easier simulator), which is why I changed the game to make shooting people at those ranges ineffective I stopped requesting them to change it as soon as they said they won't change it, and then I just changed it for myself edit: alright scorch I'm done talking about armor values, promise :P. Also is your name from star wars republic commandos? that game was badass, been waiting ages for a sequel
  5. #1. Alright cool, I already made a script to balance it like it is in the games, so I don't care :) I need to wait until they fix the clothing magically making you die to one shot in the arm or leg to get it perfect though, since now you're more survivable if you take it off #2. Can't argue with anything here #3. , so it has no problems with the entire thing shattering after a few hits. Obviously TODAY we can't make full body protection that good and not have it weigh so much that you might as well just be an APC, but a few hundred years in the future you'd figure they'd make it light enough to wear similar protection over the majority of your body and stop 9 7.62x51 rounds to the chest before failing (the armor I linked can stop a and barely dent, could probably absorb 3 times as much fire as in the games before the steel plate fails from fatigue and overheating)The mod definitely is amazing, and I'll be supporting it as much as I can, I just don't like being called an idiot COD kid for expecting armor of the future to NOT be worse than the armor of today
  6. in the later games it had 32 (yeah I know they changed the name, don't nerdrage me) You can actually use 60 round mags for it, just go into the virtual arsenal and make a loadout with the 60 round ammo magazines instead of the 32s, click export (saves the loadout to your copy/paste thing) then open up the editor and place down a unit and paste the thing you exported into the init field, and it should give you all the equipment you set up in the armory
  7. I said assault rifle being useless at 100m, not all weapons (although I would have the other weapons obviously scale to match). For comparison, this is what 300m in arma looks like http://imgur.com/yqj4pT6. 300m isn't the same in every game you play. Shit in arma always looks tiny at a distance, which is why I exaggerated the dropoff to account for that guy looking like he's a lot farther away than he actually is I can barely think of a map in any of the halo games when an enemy ever looks that small in multiplayer, and if there is one (a few of the halo reach maps are pretty big), chances are there's a piece of terrain between you and the other dude anyway. Yet here I can hit him 2-4 times with an assault rifle and have him fall over no problem. If you're seriously arguing with me by using the games and books as an example, (even after the devs said they're not going to make it like the games) I'm sure stuff like happens in the games all the time, taking out 6 guys with one mag from an assault rifle at that distanceI mean shit we have body armor today that can stop a full mag of 7.62x39 FMJ at point blank, yeah your ribs wouldn't be doing great, but I wasn't suggesting invincibility. Hell I'm not suggesting they change the armor at all. If they don't want to, I won't try and make them, I'll just make a script that increases the armor myself and not try to force everyone to play it my way, even though I think the current way is more unrealistic than what I'm suggesting
  8. Do you need to see it get shot down, or just crash? Because you can spawn non-player controlled ones in the air and have them just fall down with gravity and crash and explode and flip over You could probably set up a trigger to blow it up a few seconds after you launch, but I wouldn't know what to do to make the AI pod launch at the same time as you launch yours, and you would have to put something else up in the air for the AI to shoot at to make it look like they're shooting at you
  9. *sigh* yes that's a link, click it :) You might be right about the drop pods, I know they had the shitty little metal parachute that broke off like 5 seconds before impact, but I figured the flames coming out the bottom were air compression effects, not retrograde thrusters. Still looks fast as hell though
  10. Off-topic rant below I came here to try and help out though, not complain and argue about stuff, so I'll also suggest that whoever's modeling the undersuits should try deleting the bits of clothing under the wristguards for the undersuits that have wristguards, because the clothing below clips through, and unless the entire forearm is a cylinder with only one lengthwise "cut", deleting that part of the clothing should save on polygons as well I could help out with actually making assets, but I've only ever made scripts for ARMA 3 and even that was ages ago (honestly haven't touched arma until one of the youtubers I'm subscribed to showed me this mod), and I read that you guys aren't going to bother teaching people what programs they need to get models and stuff working in the game and not just as a 3d model so it'll take a while for me to actually get to the point where I could actually put stuff into the game and make it work
  11. Well I was suggesting swapping out the armor for armor that isn't useless compared to the giant metal (or ceramic or insertbullshitfuturematerialhere) plates and bullet resistant fabric undershirts it's made out of Anyway, now that I know that this is meant to be just a reskin and not change gameplay (considering you have "neurally implanted night vision", I figured people making better armor in the future wasn't nearly as ridiculous, which is why I asked), I won't bother asking that question again. What I came here to say before seeing that comment though, was to see if you guys could try adding the "red dot sight" to the assault rifle. You could either do it by making it be like a regular red dot sight in the game and just have the glass piece that you have to look through to see the dot be really big and invisible, but that would be weird because even if you're not wearing a helmet with a visor, you would still see it (assuming the helmet visor is what they're using to see the crosshair instead of a little piece on the gun itself). You could try making it be like the IR lasers that are only visible with NVGs and remove the trail effect and just have the end of the beam visible, but I wouldn't know how to make it trigger for helmets instead of NVGs Also the weights for the guns are all over the place, SMG looks about right (maybe a bit too heavy) but then the assault rifle weighs 1/3 as much as it, and the battle rifle weighs half as much as the AR, and the shotgun weighs half as much as the battle rifle. Pistol looks pretty light compared to other pistols in the game as well. Rocket launcher looks like it's probably fine
  12. tripod27

    This flyinheight breaks waypoints

    you could try changing the height of the waypoint to see if that makes it easier to set off, but from what I heard that just makes the icon on the hud change height, not the waypoint itself, so I wouldn't expect much
  13. I have a multiplayer co-op mission with three important radio triggers. I don't want some random guy in one of the squads just activating all of them randomly and pissing everyone off. I also don't want to restrict the radio to squad leaders only because if they die then nobody else can call the radios in, even if they're the new squad leader I'm using task force radio mod, which gives all squad leaders backpack radios, and was wondering if there's a way to make it so people can only call in the radios if they're wearing the radio backpack (or any specific backpack). That way, only leaders can call them in and if the leader dies then someone can put the backpack on and get the option to call it in as well Adding a hint saying who called the radio trigger in as well would be a bonus, but not required. Any help would be awesome, thanks EDIT: nevermind, I got it, condition: "backpackclassname" == Backpack player;
  14. tripod27

    This flyinheight breaks waypoints

    I had the same issue and fixed it by increasing the waypoint completion bubble to over 100 meters (sometimes need 200 depending on terrain)
  15. for me the hud is just completely useless since it just follows where I'm looking
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