hiiii5
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There is texture warping going on with the m4's textures. http://cloud-2.steamusercontent.com/ugc/53248854132588099/29AC652EFF4DEBFF52D1108E4328514349F434D9/. Also, please add in compatibility for the new JSRS sounds, that would be lovely.
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Oh wow, I didn't realize this stuff just happened. I though that I would have to apply to have it added, sweet, thank you all! Also this mod won't really be updated and will be obsolete when a bigger mod that i'm working on comes out by the name of REN: Realism Extension Network.
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Authentic Gameplay Modification
hiiii5 replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
@KoffeinFlummi, I have turned all the logistics items into backpacks giving them the ability to be assembled and disassembled. If you would like here is the link: Dropbox. I hope to see more from you in the future! -
As the title says I am having an issue with placing a vehicle through the createVehicle array when executing it from a script function. Ill change the code to make it more accurate for eyesight but keep in mind it has a function format of an external script. Original: /*==========================BEGIN PRIVATE VARIABLES==========================*/ private ["_vehicle", "_position", "_dir", "_simulation"]; /*==========================END PRIVATE VARIABLES==========================*/ /*==========================BEGIN MAIN BLOCK==========================*/ /***BEGIN VARIABLES***/ _vehicle = _this select 0; _position = _this select 1; //Check for optional variables _dir = if( (count _this) > 2 ) then {_this select 2} else {-1}; _simulation = if( (count _this) > 3 ) then {_this select 3} else {true}; /***END VARIABLES***/ /***BEGIN PLACEMENT***/ _vehicle = createVehicle [_vehicle, _position, [], 0, "none"]; //Change direction based on variable count if( _dir > -1 ) then { _vehicle setDir _dir; } else { _vehicle setDir (random 360); }; //Set simulation state _vehicle enableSimulation _simulation; /***END PLACEMENT***/ //Return true to determine that it is finished _vehicle Changed: /*==========================BEGIN PRIVATE VARIABLES==========================*/ private ["_vehicle", "_position"]; /*==========================END PRIVATE VARIABLES==========================*/ /*==========================BEGIN MAIN BLOCK==========================*/ /***BEGIN VARIABLES***/ _vehicle = "Land_Tyre_F"; _position = [300, 300, 0]; /***END VARIABLES***/ /***BEGIN PLACEMENT***/ _vehicle = createVehicle [_vehicle, _position, [], 0, "none"]; //Change direction based on variable count _vehicle setDir (random 360); //Set simulation state _vehicle enableSimulation false; /***END PLACEMENT***/ //Return true to determine that it is finished _vehicle So, the major issue is the vehicle is not placed, however, when I do this very same execution (while changing all local variables of course) then it works. IE. I am using the debug console for this by the way. Any ideas as to what might be happening in the translation? If you need the connected scripts I can give those as well to help create a more complete answer. :)
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It interprets load weight through rotorLib I believe but some checking will definitely be in order. Most of it was created in a sense to balance the game and not so much of what people actually weigh but maybe some lowering will be in order, I have noticed that the armed one is too under-powered in comparison. ---------- Post added at 15:59 ---------- Previous post was at 15:56 ---------- Yes they do, it will also be updated in time with each planned Arma 3 update to keep all configs up to date until this mod becomes obsolete.---------- Post added at 16:03 ---------- Previous post was at 15:59 ---------- I was thinking of upgrading the weapons to a higher caliber or maybe increasing impact size of the missiles due to its inability to properly dispatch light armored units in good manner like the Arma 2 little bird and even better, the real life comparison. Some tweaking will definitely be done with enough testing and with all releases the changelog can be seen by all when there is one :)
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BLM: Better Little Bird Mod This mod was created to better establish the little birds as true aerial vehicles. In this mod you will find that all little birds now have countermeasures enabled on them for both designations. Both little birds have been balanced with different speeds to ensure that there is more of a reason to fly the unarmed variant than just one has guns and the other doesn't. With this, I have also changed the fuel consumption rates and fuel capacities very minutely to balance out the game a bit more. These replace the previous little birds and do not affect mods like AGM or other mods that rename the vehicles. Max Speeds: Armed Little Bird - 265 km/h Unarmed Little Bird - 310 km/h If you are interested in downloading this here is the link: Dropbox. I hope you enjoy and please leave any feedback if you have issues with the mod!
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ARMA 3 Addon Request Thread
hiiii5 replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This not a request. As of late I wanted the ArmA 2 little birds back, you may know them. They are the ones with actual countermeasures like most vehicles. For the time being it is a temporary solution but I changed the configs to add flares to them which replaces their base game counterparts without issue. I have also balanced some hit values on the actual helicopters and made the unarmed variant faster as well as consume less fuel to make a better balance than just one of them having guns and the other is for transport. I am posting this here because I can't post anywhere on the forums so if you want to download it here is the link: Better Little Bird Mod I hope you all enjoy the new little birds and hopefully BI will do this themselves or something like it in the new helicopter update. :)