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joostsidy

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Everything posted by joostsidy

  1. I have worse news for you. Many vehicles and even buildings do not have the right scale compared to the human model. I try to accept it, but yes, it is quite annoying. You can see the same effect if you're for instance in one of those Zamak trucks as a driver. I can be hard to look out the windows and the vehicle feels extremely cramped (the driver head touches the ceiling). Another example is if you sit with your team in the back of an APC/IVF it is extremely cramped if you look around at your team mates. I realize that these vehicles don't have much room, but it can be clearly seen that the people (and their equipment, which is hidden in the game while being a passenger) don't fit properly. As a sidenote, even though the vehicle size complaints are legit, one has to realize that 3d games use a lot of trickery, so you can't say 1000mm is 1000mm anywhere in a game world for any game. For instance, the Arma 3 land masses that are based on real terrains are shrunken on purpose, so that immediately raises the question of what for instance 50km/h means in the game.
  2. Besides rarely playing some of my multiplayer missions with friends, I almost exclusively play my own single player missions. These missions usually consist of a certain setting, for instance "large battle scenario" or "hostage rescue" and a dynamic element where the locations and occupants are shuffled so you know what you are going against in total but you need to do some scouting to see what the situation at a specific location is. Location A might be very hard in one playthrough, but next time that enemy force is assigned to Location B and location A is super easy. It creates some situational story to the mission instances and makes them replayable. To finish creating a mission can be a bit of a drag, but I've developed a strategy over the years. I try to make my missions playable as soon as possible, with regard to creating some triggers and tasks etc. So creating, testing and playing takes place at the same time. When the mission is almost complete, I create a todo list with the missing parts and do a bit of a grind to finish the final parts like placing furniture and mission briefing. The trick is to not be too ambitious, the mission should be about finished by the time you get fed up playing it ๐Ÿ˜… I do think it's worth it to have your own complete mission with a nice mission picture, briefing and elegant task list.
  3. joostsidy

    Eden Objects

    This mod has a cool coffee mug with IDAP texture. It has hidden selections so I thought it would be easy to change it with something like: this setObjectTexture [0, "#(rgb,8,8,3)color(1,0,0,1)"]; Unfortunately it doesn't work, although it does work on a painting frame, which is a very similar object from the same mod. Can anyone see my mistake or explain why it can't work?
  4. joostsidy

    Arma 3 Creator DLC: Reaction Forces

    I believe the Jukebox is a fairly standard 3den tool ๐Ÿค”. Now that I look at my mod list I see: "3den Enhanced". It is probably part of that one if you don't have it. ๐Ÿ™‚
  5. joostsidy

    Arma 3 Creator DLC: Reaction Forces

    I mean the ones after the "calm" tracks in the juke box. The first one is called "Reaction Forces OST - 01 Reaction Forces". This track (and at least the next 10 in the juke box) are incorrectly listed with 32 seconds length. I played them through Arma Editor -> Tools -> Utilities -> Jukebox.
  6. joostsidy

    Arma 3 Creator DLC: Reaction Forces

    I use a Reaction Forces music track for an outro. The track is listed with 32 seconds length, but in reality it plays the full track of a couple of minutes. The problematic tracks are track 23-33 in the Arma music jukebox. Hopefully the true short tracks can be added or correctly configured. I use the Arma short music tracks a lot for short outros with a swooping camera. The Reaction Forces main theme is very cool! ๐ŸŽธ
  7. joostsidy

    Arma 3 Creator DLC: Reaction Forces

    The Tura Pickup is one hell of an ugly MFer ๐Ÿ˜† I'm pretty sure the militia guy that painted it, did it like that on purpose so no one would want to drive it and he could use the quiet, spacious, ac-cooled vehicle for himself. It's a kind of luxury hiding camouflage. Perfect in a way๐Ÿ˜† Very cool that all the pickups have a fuel/water tank option!
  8. joostsidy

    Arma 3 Creator DLC: Reaction Forces

    I want to give a big compliment for some of the detailed care that's put in this CDLC. The original arma 3 pilot suits always looked a bit wrong to me, too big or puffy or something. The ones that are in this CDLC look so much better! I assume it is only a texture and/or rvmat adaptation, but the difference is very much noticable!
  9. joostsidy

    Arma 3 Creator DLC: Western Sahara

    I noticed that any suppressor will still disappear on XMS SG when switched to shotgun in 3d person view. The Promet SG does not have this flaw, so it seems it is a XMS specific problem. I hope it can be fixed one day.
  10. I use a lot of scripts in my missions, but I create new missions now solely in the editor without opening any type of file. Everything is run from triggers etc. However there is one exception: the onloadname command in description.ext. I have to change it for each new mission. Is there any alternative for it? My feeling is that it should be in the Attributes / General section of the editor. Perhaps I have overlooked something..
  11. I would like to change the color of the Blackfoot main rotor (static), but I can't find the image file or path. Is it embedded in a p3d file or something? Are the rotors just colored by a material color? Is is unchangable? Ps. I can change the body, interior etc. just not the main rotor.
  12. Thanks for responding. Too bad it is not accessible for a retexture. The problem is that the static main rotor is a bit purple. I think they original creator made a mistake with that. Other parts that you would think should be grey/black are also purple, like the wheels and engine parts. I can change everything except the main rotor (and possibly the tail rotor). The animated rotor blur that you mention actually is available for recoloring, but is already grey, confirming that the purplish hue on some of the parts is probably a mistake. It's too bad because I think some of recoloring I created of the blackfoot look quite nice if I say so myself ๐Ÿ˜„ https://freeimage.host/i/blackfoot-variants.HDxwJZQ
  13. I've been modifying the blackfoot colors, and I noticed that grey parts like wheels and rotors seem a bit purple. I've been staring at so many colors during the modding I don't believe my eyes anymore. But even without mods the Blackfoot has some slightly purple parts it seems. Do you think so to? Was it a mistake on the original vehicle? Do I need new eyes?
  14. So I got most of the colors correct now, but the main rotor color is still purplish. I can't find the image file of the main rotor. I doesn't seem to be in the P:\a3\air_f_beta\heli_attack_01 folder.. Does anyone have an idea? Example picture: https://freeimage.host/i/HDxwJZQ
  15. joostsidy

    Mortars and AT Guns: MAKE AI FIRE ! VERY SIMPLE PLEASE

    What is the name of the 3-men AT gun? Vanilla Arma does not have an AT gun (*scanning all units in my head*) right? Is it part of the Creator DLC?
  16. joostsidy

    Arma 3 Creator DLC: Western Sahara

    Does this CDLC still receive updates? I discovered a small bug: a supressor on an XMS SG becomes invisible when switched to shotgun in 3rd person perspective. So you can flip between the firing modes in 3rd person and see the supressor blink on and off.
  17. When I am playing with a Kuma MBT (or similar vehicle) as a commander in single player, after some fighting and switching seats the Commanders optics and mg (RCWS) starts moving by itself in a scanning fashion. It is as if some AI entity is not properly removed from the station. I tried a million things in all possible combinations including: disembarking/embarking team members, switching seats, changing combat modes, look directions, cancelling target, moving into other vehicles and then re-embarking etc. I'm very surprised that I can't find information on this problem online, I can't believe I am the only one with this problem? I hope someone has a solution. ๐Ÿ˜ž
  18. joostsidy

    How do I stop tank RCWS moving by itself?

    Ok, I figured it out, kind of.. The problem has to do with tank automatic lock with higher optic zoom level. So whenever I was in a battle as tank commander, after switching seats with the gunner firing the main gun, the mg and the commanders .50, the RCWS often started rotating in weird ways. Not always and not alway in the same amount. It often appeared in combination with the main turret unable to lign up with the hull anymore (with ai as gunner). I now know it has to do with the fact that I zoomed in with both the gunners and commanders optics and activating a lock on the main turret and RCWS. As a commander moving the RCWS, the RCWS will move by your input + opposite the offset of the main gun to the hull. So let's say: the main gun is at -90deg. You move the RCWS 3 deg, but then the whole things will sweep 3 deg + 90 deg. If you touch the controls again, it will just sweep another 90deg. However, if the main gun was only at a slight angle of 5deg. Moving the RCWS would result in your move minus a slight 5deg. Even though the behaviour is caused by a lock, the RCWS is not looking at a particular thing and can go around in circles with you struggling for control. So it is a bug imo. To fix it, you go into both the gunners and commanders seat and disable the locks by zooming out. Unfortunately, just going to zoom level 1 doesn't seem to work always, I cycle a bit between the zoom levels making sure to end up in the lowest level to disable the lock. Switching to commander will result in the cannon properly aligning with the hull again (if no target) and your RCWS is back in your control. I had no idea about the locking-with-zooming levels, is this common knowledge? I still think the tanks are buggy, but at least I can build a decent single player mission with them now. ๐Ÿ˜…
  19. joostsidy

    Western Sahara CDLC Unofficial Discussion

    I recently started created missions on this map. I'm really impressed by the amount of detail that is noticable once you start seriously playing on it. A simple question: I use a little script on flag poles that players can use to switch the flags. The default flag paths look like this: "\A3\Data_F\Flags\Flag_uk_CO.paa", but I cant get the sfia flag working. I couldn't find it in the config viewer. What is the correct path and name for the SFIA flag?
  20. Already at 19! ๐Ÿ˜„ I believe Harzach did find a secret way to press the plusses for more reputation, he can't be that nice of a person to accumulate more than 2000 reputation! ๐Ÿ˜›
  21. joostsidy

    Decent gateway mid level HOTAS.

    I have the Saitek Pro Flight X-55 Rhino. I have it for many years, so they probably have a newer type nowadays. It has split throttle and infinity amount of buttons and dials. Costed about $200, perfect for the 'medium hardcore' player ๐Ÿ˜… EDIT: I see now they have the Logitech G Saitek Pro Flight X56 HOTAS. It looks great. I see now that you mention it in your comment. I think it's a good choice!
  22. Are they at it again? ๐Ÿ˜… One of my pet peeves with arma is that so many of the animations in the series are exaggerated, sometimes even 'theatrical', some of the reloading anim, idle animations, story anims etc. I almost suspect it's a Czech or BI company cultural thing.. "Less is more BI" ๐Ÿ‘๐Ÿ˜„
  23. The work so far looks highly professional! ๐Ÿ‘
  24. joostsidy

    AI helicopters 'hopping' when landing

    Unfortunately, I also noticed this. Hopping has started or increased clearly in missions that I've played dozens of times. Should be tested without mods, but I use very few so I am sure it is a vanilla problem.
  25. joostsidy

    [Poll] ArmA Reforger / Arm4

    I planned to wait but my friends gifted me the game for my birthday.. ๐Ÿ˜…
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