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joostsidy

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Everything posted by joostsidy

  1. joostsidy

    CTRG Mod

    Aha, I didn´t know that, I did manage to an create an armed CTRG prowler by setting the ctrg texture on a NATO armed prowler and removing the doors via the arsenal garage. But that still means there are only three textures for the prowler: - NATO jungle - NATO sand - CTRG jungle So CTRG sand is missing. Or did I not understand you correctly? (I don´t have access to Arma now to check things)..
  2. joostsidy

    CTRG Mod

    I love the CTRG stuff in this mod! I noticed there isn't a CTRG Prowler sand texture yet. I might take a shot at it myself if the pacific version is not encrypted and I can use it for reference. Else I hope this mod will be expanded with it sooner or later.
  3. If you want an interesting scripted sequence of events (that is what you described), a.... script is the best way to do it. You cannot expect just dropping a couple of lines in an init for a sequence of events with multiple conditions. You can probably do this with multiple triggers and modules etc., but that won't be much easier then scripting. Don't be afraid, jump in, the water is great :-) https://community.bistudio.com/wiki/ArmA:_Introduction_to_Scripting
  4. joostsidy

    Water Downgrade

    Even though bmb weakens his case with a processed photo and saying 'you haven't been anywhere near greece' to people he has never met, I do agree about the water. - Even though the new reflections look pretty, they always looked unrealistic to me because I did not think I had seen these in real life. I think its because of the choppiness of ocean (like others have said) that you won't get these reflections. I'm glad I'm not the only one seeing this. - With the old lighting / sea system, I had more of an immersive feeling, the feeling of looking at 'real' mediterranean water, the same feeling I get when looking at this type of water on my holidays. It's hard to pinpoint the reason but I feel it has to do with the lighting of land should be a little bit desaturated, not overly coloured, whereas water and sky can be relatively more saturated. I wish we had visual controls to tweak this (you can only tweak saturation for all the terrain aspects).
  5. joostsidy

    Help for someone new to Arma games

    - Editor is great like Rich says. You can even put down only a player and try out the stances, or shoot at empty windows, just to compare firing modes, scopes and weapons. - Look at the control options and see what action what button does. Some of them you might not understand what they do so you might want to try them out.
  6. I just played a 90 minute mission where I spent half of the time hunting for a good area where elevation and heading allowed me to shoot a hidden AA tank in a fenced garden in a town. I got impatient after a while and just raced with the Hunter through the fields hearing *pop*pop* each time as I slammed through one of those fences on the hills. But it did nothing to stop the vehicle.I seriously wondered about the unrealistic aspect of this as at the least the fence parts should get tangled up in the wheels and axles. So there you go: drive an MRAP, they are 100% chicken wire resistant vehicles. ;-)
  7. joostsidy

    BIS Aircraft Carrier

    I can confirm the carrier ship is broken. Just placing a Wasp in front of the catapult and see it sink slowly, partially into the carrier..
  8. joostsidy

    BIS Aircraft Carrier

    Are you playing with mods?
  9. joostsidy

    Malden 2035

    Well there is a discussion here, but it´s only findable with some smart googling, so I don´t mind this new post. Last week I bought Arma 1 for a couple of euro's to refresh my memories of OFP Malden and to compare the old and the new. I think the team did a great job. On the one hand, the terrain and placements of roads and villages is very recognizable, on the other hand, the map feels also very fresh with all the newer and high-def assets. I also have the feeling that the detailing for Malden is slightly better than Altis. Maybe it's because of the added experience in designing Arma 3 maps. I think Malden is fantastic! 10/10.
  10. joostsidy

    Malden DLC discussion

    Last week I bought Arma 1 for a couple of euro's to refresh my memories of OFP Malden and to compare the old and the new. I think the team did a great job. On the one hand, the terrain and placements of roads and villages is very recognizable, on the other hand, the map feels also very fresh with all the newer and high-def assets. I also have the feeling that the detailing for Malden is slightly better than Altis. Maybe it's because of the added experience in designing Arma 3 maps. I think Malden is fantastic! 10/10.
  11. joostsidy

    Audio Tweaking (dev branch)

    I agree I'm not happy with the sound volume/direction/occlusion effects. I created a defense scenario where you have to defend some buildings (let's say 100m2) to attacks from all directions. Both you and OPFOR have about 6 inf squads plus some light vehicles. You are on the roof of one of the buildings. I expected a cool chaotic soundscape with lots of firing and explosions, but it's very disappointing. Standing on the roof, you almost cannot here the .50 that is beside the building on street level. You mostly hear bullets snaps and impacts.
  12. When you want more interesting missions mechanisms like the one you are describing, I recommend learning/using some scripting (even though I am surprised every time what people can do with the default editor functionality! :-) I have, for instance, made a move script that uses an array of waypoints i.e [wp_a, wp_b, wp_c] instead of using editor waypoints. In my missions I can have a task for the player to discover a roadblock. If the random roadblock is on the path of wp_a etc. and you discover it, I replace the array with [wp_d, wp_e, wp_f]. This will divert the convoy to another route! Even though this type of movement is not truly dynamic, it gives more variability to the mission in a way that Arma can easily handle (vehicles will not get stuck off the road, in trees etc.). Just my two cents what you can do with scripting, good luck with your mission!
  13. My first thought as well, it's desaturated a lot. I'm kind of torn regarding desat. Overall I like the terrain and objects to be more desaturated but things like the sky and water may be more colorful. Unfortunately not doable with the standard settings.
  14. joostsidy

    Visual Upgrade – Feedback

    In daylight, Tanoa and Altis look great to me (besides the black/white color exaggeration). Combined with the coming Malden we have a great set of maps which can last for hundreds of hours of mission making. .. but once in a while I look at Stratis again to see if I have gotten used to the new look for that Island. Still, to me it looks weird and slightly alien with its many blotches of white (stone?), lime green (grass or moss?) and yellow/red. It doesn't look natural to me. I have created about 10 missions for this Island, but I never play them anymore. Bringing this 'lost' island back with the other three would be awesome! - is it only me who feels Stratis looks weird in daylight? Do I have to get more used to it still? - this is another plea to BI: please improve the lighting for Stratis and / or give us the tools and documentation to do it ourselves. I spent hours trying to improve it with the color correction tools and studied the island data with the arma tools, but currently I don't think anything meaningful is possible without more help.
  15. joostsidy

    Star Wars mod, what is going on?

    Part of the problem is the names of original creators get lost in the 'new' mods. Not only by accident, but especially by laziness and disrespect for original creators. That is what stings original creators. Also, as others have mentioned, some of your creations get spread around while they are not finished yet, or not updated. You loose control over the quality of your creations, and it's not good marketing to have crappy versions of your product going around. Do you consider half of your book on the internet, with some parts replaced with bad texts and maybe your name on the cover, but maybe not, as good marketing?
  16. joostsidy

    Star Wars mod, what is going on?

    Maybe a stupid question, but is the Disney - Star Wars threat not hypothetical at this point? I know Disney is traditionally protective of its content, but Star Wars has been traditionally open to mods, fan interpretations etc. I expect Disney to respect that tradition more or less, because the PR damage would be greater than the benefit of protecting IP. So in this thread I see some fear of Disney cracking down Star Wars stuff (in general), but has that happened already?
  17. The FAK does not repair all damage, it heals up to .75 or so think. So .25 damage is ignored and you were not hurt enough for a FAK to do anything. A true medic can heal you 100%.
  18. joostsidy

    AI Driving - Feedback topic

    I've encountered that bug as well with the ifrit. It has been there before the last update. In my situation I used scripts, so it isn't related per se to the editor waypoints. Can also happen with move or doMove commands. The Ifrit doesn't stop completely, but moves very, very slowly.
  19. joostsidy

    Malden DLC discussion

    I understand this. I tried the ported old Islands mod just for fun once, but even those didn't feel the same because they used Arma 2 assets. It's tricky to get the nostalgic feels just right. :-)
  20. joostsidy

    Tank drivers interior

    Nice demonstration Ghoust. It also shows that besides only rendered for hatch positions, the crew are just stuffed in there and not in a RL crew sitting position.
  21. joostsidy

    High AI casualties

    Is the sandbag fort one of the prebuild BI ones? There are some faults in the game in that some buildings are indestructable protecting its occupants too much. Maybe try this
  22. joostsidy

    High AI casualties

    Well if you set up your battlefield like a WW1 battle you get WW1 casualty numbers. I'm guessing you are sending these 500 units right at the enemy? :-) Arma AI is not sophisticated enough to coordinate well between units and make optimal use of their weapons, so you have to help them a bit. The experiment of just plunking down some units is fun, but for a more conventional attack the attacking force would use a combination of HE shells, mortars and suppressing fire to annihilate the small force in a vulnerable static defense situation on a desert terrain like N'Djenahoud (super cool map by the way). Defenders would have a little more chance using their own mortars, AT weapons and maybe large mine fields! Even though the AI can use improvement, one has to realize it is VERY difficult to program AI for so many degrees of freedom that Arma has. So it can be done but it would need some scripting. One simple tactic is diversion. In some of my specOPS missions I launch a low flying drone over the enemy compound. The OPFOR look and shoot at the drone while I let the SpecOPS attack. With the drone diversion they can take on a defended position that would be impossible to destroy otherwise.
  23. Are you one of those m*f*ing campers? You're lucky Arma doesn't have knives.. ;-) I think you probably are a more arcady player (nothing wrong with that). Probably better of with Battlefield or World of ... games.
  24. joostsidy

    Tank drivers interior

    You GUNNER, will receive HUNDRED % damage of this SABOT in your LEFT TESTICLE.
  25. joostsidy

    How can I Auto Zero my Tigris gun?

    I'm not 100% sure, but aren't those videos made with the old system, with continuous ranging? I don't think that exists anymore, and you have manually lase a target for zeroing (which is more realistic than continuous lasing).
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