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Everything posted by joostsidy
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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!
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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.
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Alternative for onloadname in description.ext?
joostsidy posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
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.. -
Where are main rotor texture files of Blackfoot or other helicopters?
joostsidy posted a topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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. -
Where are main rotor texture files of Blackfoot or other helicopters?
joostsidy replied to joostsidy's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
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 ๐ https://freeimage.host/i/blackfoot-variants.HDxwJZQ -
Are grey parts of original Blackfoot slightly purple?
joostsidy posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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? -
Are grey parts of original Blackfoot slightly purple?
joostsidy replied to joostsidy's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
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- 1 reply
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Mortars and AT Guns: MAKE AI FIRE ! VERY SIMPLE PLEASE
joostsidy replied to RegenConcrete's topic in ARMA 3 - GENERAL
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? -
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.
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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. ๐
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How do I stop tank RCWS moving by itself?
joostsidy replied to joostsidy's topic in ARMA 3 - TROUBLESHOOTING
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. ๐ -
Western Sahara CDLC Unofficial Discussion
joostsidy replied to Callsign's topic in ARMA 3 - CREATOR DLC
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? -
How Do I Add Reputation To Another Community Member?
joostsidy replied to maqim's topic in ARMA 3 - GENERAL
Already at 19! ๐ 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! ๐ -
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 ๐ 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!
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feedback Death animations and hit reactions are cheesy, please copy PIR (Project Injury Reaction) ragdolls
joostsidy replied to welcome to hell's topic in Arma Reforger - General
Are they at it again? ๐ 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" ๐๐ -
Sa'hatra, Iraq/Middle Eastern Terrain
joostsidy replied to jujurat's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
The work so far looks highly professional! ๐- 142 replies
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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.
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I planned to wait but my friends gifted me the game for my birthday.. ๐
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Testing the new no brake command to see if a slammer moves faster on start.
joostsidy replied to Darkbelg's topic in ARMA 3 - GENERAL
My statistics knowledge is a bit rusty, but I have some worries about the validity of your results. The differences you base your ranking on are quite small, which makes me wonder if they are (statistically) significant. Av diff between forw no engine, with and without brakes is 0.026 sec in favor of breaks. For engine on the effect is reversed, which could be an indication that there is no real effect of breaks. You have only six samples per condition which seems a bit low to detect such small possible effect. I realize all the testing takes some work in the game, I respect that! So basically I'm not yet convinced your ranking means anything. I suspect that if I try it, I might get another ranking. Disclaimer: I looked really hard at your numbers, because I had other work to do, but did not feel like doing it. ๐ -
My friends circa 2001 showing me OFP: Now stand up and try to shoot the enemies. *bang* ok, now you're dead. Me: this game is awesome. I was already a big fan of Novalogic's Delta Force (the hat in my profile pic is more or less a reference), but raised on games like Doom and wolfenstein, so a realistic outdoors military game without health packs, shields, with invisible bullets made a great impression. Entering and using the vehicles was of course super impressive at the time. I can remember thinking, wow if they can do this, probably in the next version we will be able to physically open all the vehicle doors and hatches, that will be awesome.. I was thinking this around 2003, BI why have you forsaken me?? ๐
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Make snipers great again , my idea how to make it in arma4
joostsidy replied to OneEyedOneArmedOneLeggedMan's topic in ARMA 3 - GENERAL
I mostly play single player and AI are partly buried at a distance. It definitely decreases their visibility. Probably human players are not partly buried because that will be confusing and interfere with their playing. -
I hope the CDLC weapon stats are not a sneaky attempt to make them A3 comparable, but slightly better (popular) overall.. ๐
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I tried that as well, but the steam integrity check for the complete arma game got stuck as well. Part of the problem was I think that steam aggressively tried to partially install it, thereby confusing the Steam app and the Arma launcher and me when there was not enough (temporary) space. I got it working though after lots of reboots and freeing up more ssd space! I shot 10 dromedaries in celebration! ๐ช I consider myself a hard customer for this type of content, in general: - I don't like land locked maps - I don't like Arma 2 stuff - I don't like many mods in general because the quality gap with BI is too large, even though I (as a modest modder) respect the hard work that goes into creating mods and dlc This CDLC was the first I immediately had a feeling I might like. It is limited in scope, but it has a matching price. The overall look and feel fits with the Arma 3 universe well and some of the assets will easily fit in with the official BI maps. The 'sea of sand' surrounding the map makes it not feeling landlocked. The slight mismatch between the buildings sometimes and for instance the choice of the Galil rifle is part of the quirkiness and 'why-not?' reasoning that I've come to appreciate since OFP. For me, cohesion is more important than absolute realism, and this DLC does it very well. I'm very pleased with this DLC!
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This CDLC is giving me a hard time with sometimes partially loaded but with a lot of error messages (missing assets) and only some of the assets available. At other times it refuses to load and I can play arma but nothing of the cdlc is visible anywhere. I have only a few GB left on my drive, so perhaps a lack of space plays a part in this? No errors regarding disk space were encountered. Verifying the files of Arma in steam does not work (anymore)?? I tried to delete the CDLC folder to try to force it to reinstall the CDLC, but it didn't work. The launcher kept thinking the CDLC was already installed. Is there a way to properly re-install the CDLC? Any advice? EDIT: I see now that I can uninstall the dlc by going to the DLC section in steam arma properties and unselecting it (and deleting the mod folder). From the size it is trying to download (about 3-4 gigs) it does seem that I must clear disk space first before trying again.
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So basically what you're saying is that the game should detect if your avatar knowsabout 50 dudes running around crouching and then apply a stamina penalty to your character because viewing this scene can make you a bit tired. /bad jk ๐ I don't know if 'the community NEEDS this', but I agree that the game character have unreasonable fitness in some areas leading to these strange behaviors. I think many players don't have the patience for more realistic behavior. There were many discussions about this before and BI has dialed back a quite punishing fatigue mechanism in the past. Even in this serious game, people want to jump fences in full gear where it can actually be quite difficult to even board a truck with all that gear in real life. We can hope, maybe in Arma 4!