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A thermonuclear warhead detonated and killed over two hundred thousand people. Then the Chinese launched an invasion after bombarding the area with chemical gases. The gas was scientifically designed to hijack the human psyche and cause extreme outbursts of aggression or rage. To divide the populace against one another. Little did we know zombies could be real after all... --------------------------------------------------------POST APOCALYPTIC SURVIVAL HORROR---------------------------------------------------------A lot of mods I know but I promise you this is one of the greatest missions you never played. Planning on making a campaign more to come! Workshop link with further information regarding mods and links: http://steamcommunity.com/sharedfiles/filedetails/?id=1133588778
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[WIP] Friths Ruin: post-apocolypse rvmat re-textures
lordfrith posted a topic in ARMA 3 - ADDONS & MODS: COMPLETE
Hello all, This mod is no longer being developed. DOWNLOAD SOURCE FILES: dropbox link is down, PM me if you want source files via weTransfer or similar ARMAHOLIC: http://www.armaholic.com/page.php?id=31654 Steam workshop: http://steamcommunity.com/sharedfiles/filedetails/?id=766707192 WHAT? Hand drawn full rvmat retextures of vanilla Arma 3 assets by lordfrith. Dirty, stitched together, patchy outfits for the discerning scavenger-about-town, similar to the familiar post-apocalyptic worlds of Mad Max, Stalker, Fallout etc. FEATURES: grubby combat rags, filthy officer rags, dirty fisherman's rags, wrecked t-shirts, battered vests, soiled longjohns, broken helmets... There are no placeable units at the moment, its a gear pack only. for screenies see steam workshop link COMING SOON entropy KNOWN ISSUES custom rvmats sometimes don't load normal maps (engine limitation?) CREDITS Bohemia Interactive for making Arma 3. All models are theirs and all assets are adaptions of theirs. And Arma 3 is frikkin awesome BI Forums community from mod creators to people who answer random scripting questions. LICENSE Friths Ruin by lordfrith is licensed under a Creative Commons Attribution-NonCommercial-NoDerivatives 4.0 International License. CHANGELOG testV 0.00000000001 first release V1 fixed noob config errors fixed shiney vests added proper armour values to vests and helmets added rolled sleeve varients added bikeys V1.1 fixed annoying config error on main menu screen. v1.2 included futura miles armour values patch- 86 replies
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ARMA 2: OA beta build 112555 (1.63 build release, not backward compatible)
Dwarden posted a topic in ARMA 2 & OA - BETA PATCH TESTING
http://www.arma2.com/beta-patch.php WARNING: this build is major build 1.63.x thus not compatible backward with 1.62 clients ! both client and server must have this beta build the build contain quite some of crash fixes (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also not yet deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP) -
hello, i remember i read somewhere that you could put satchels on walls, vehicles, and stuff like that. but i am not able to do anything of that. when i try to put them on vehicles they just happen to be put on the ground instead.. is this a planned feature?
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ARMA 2: OA beta build 108074 MP compatible build, post 1.62 release)
Dwarden posted a topic in ARMA 2 & OA - BETA PATCH TESTING
http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP) -
The smoke grenades are so ineffective. They should spread more smoke, which is also more 'leakproof'/heavy and more sustained. Take a look on smoke grenades on internet or in the BF 2 Mod 'Project Reality'. The smoke grenades must be tweaked.
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ARMA 2: OA beta build 106400 (1.62 MP compatible build, post 1.62 release)
Dwarden posted a topic in ARMA 2 & OA - BETA PATCH TESTING
http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP) -
Taken from this post by Warmbrak: http://forums.bistudio.com/showthread.php?155675-Game-Update-0-58-Movement-mode-resets-between-crosshair-amp-iron-sights This thread was closed because the issue is apparently resolved in the feedbacktracker. It has also been confirmed a week ago on the forums that this would be fixed in the next dev update, but after a week the bug is still not fixed on the devbranch. I think this bug is very annoying and I hope BI did not forget about this one :-)
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ARMA 2: OA beta build 105785 (1.62 MP compatible build, post 1.62 release)
Dwarden posted a topic in ARMA 2 & OA - BETA PATCH TESTING
http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP) -
Hi, tracker yesterday (sorry, MadDogX, brain wasn't on), I hope it is ok to post this in here. after I half-sleepingly wrongly posted this to the feedback My thoughts on how to improve the overall driving experience in ArmA III. Feel free to comment, review or to add your own thoughts. I will insert them, provided I remember to look here. :D Most thoughts refer to on-road driving with cars. Some could be/are duplicates. Improve sound. Sound specifically needs some work on those sections: Sound of quad at top speed is buggy: Constantly repeating accelerate noise. Braking sound is really bad and also quite general. (I actually think I have already heard the sound somewhere) The braking sound also occurs in certain cases when "drifting" at high speeds on the road. This sounds very strange. Add unterground-dependent sound. (asphalt, concrete, gravel, (rain), etc) Engine sound should have some random noise. (misfire etc) Currently it's always the same sound. Improve general handling and driving athmosphere. Driving over a bush does makes it "fall" (don't know the right word), but does not cause any damage. Because of that, you often don't even try to avoid them because you know they don't mean anything. Making them cause a scratching noise (causing the driver to notice it and think "oh shit, I have damaged the car") and some damage will do the job. Signs are too small, not really frequent and/or complete and too late and too difficult to read when driving fast. All this makes driving without looking at the map all the time or having a copilot. My suggestion: At crossings (or T-junctions), optionally have one early sign indicating that a crossing is coming and then signs for all possible ways. Generally, make the font size bigger. Fonts of real signs aren't that thin. Properly implement handbrake: A vehicle standing on a slope will roll if handbrake is not applied. Upon activation, handbrake stays activated. Upon deactivation, handbrake stays deactivated. Add wipers (Hugely improves atmosphere if graphics are done right) Some aquaplaning. (Really unimportant) Driving offroad should make the screen shake, create dust etc When driving slow-medium speed (e.g. 20 km/h), the engine makes a "accelerate" noise and the speed is almost constant, even driving on a gravel road. Add more friction and play the "roll out" noise, not the "accelerate" noise! It is not possible to brake without starting the engine, i.e. if you roll (w/o engine) and press S then the engine starts. Improve graphics. (Some details, most of it looks fine) Make streets more plastic. (especially gravel roads) Add some random noise to the roads. Hoping I've done it right Scogol PS: Indentation is a bit broken.
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ARMA 2: OA beta build 104648 (1.62 MP compatible build, post 1.62 release)
Dwarden posted a topic in ARMA 2 & OA - BETA PATCH TESTING
http://www.arma2.com/beta-patch.php mirror : the build contain quite some of crash fixes I mentioned last two weeks (if you still get any crashes, it's very important for us to get server's mdmp,bidmp,rpt files (compressed e.g. to my email (which is my BIForum nickname @ bistudio.com)with subject CRASH) BattlEye compatibility: ... SUPPORTED, enjoy ! ... note: also deployed on STEAM! (inside "test" branch, default beta is 103419) +++ Data fixes and improvements by the Community Config Project (CCP) Changelog: https://dev-heaven.net/versions/1391 More info: http://forums.bistudio.com/showthread.php?141732-ARMA-2-Community-Configuration-Project-(A2CCP)