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Found 9 results

  1. Please add DLSS and FSR2. The current type of smoothing takes a lot of resources and does nothing, the edges of the foliage are always flickering, it is very shaking. I would also like to have a motion blur option to compensate for the low frame rate. Thanks!
  2. Also known as Commander Designate, modern tanks and APCs allow the commander to take control of the turret to quickly snap to a target, rather than having to describe where the gunner needs to look. Arma doesn't allow for this by default This mods allows a commander to temporarily override their gunner to snap to a target. This feature is enabled for all vehicles by default, see the documentation section for how to disable it for certain vehicles. FEATURES: - Allows a commander to force the turret of their vehicle to look a certain way - Works for AI, Players or Empty vehicles - Fully signed - Works for modded vehicles - Config-based disable - CBA Keybind (Default ALT+T) Download: https://steamcommunity.com/sharedfiles/filedetails/?edit=true&id=2569680970
  3. Leaflets are a scripted feature meant for use in playable content most of all (Laws of War DLC). There is some Sandbox compatibility, but since they are not fully engine-driven, they are also limited in some areas. For this reason they are not by default added to the Utility Drone (but can be added as special 'weapon' via pylon settings or scripting). Notes: Find a start of documentation on the Community Wiki. We've extended the feature to allow for full-screen inspection of the info stands (Faction Showcase IDAP e.g.). We'd prefer specific issue reports on the Feedback Tracker.
  4. Mines (specifically detection) are another existing feature that we've had a chance to make a few improvements to with Laws of War DLC (as a platform update for all). Most of these changes have already been on Dev-Branch for a while and we've read your feedback so far. We'll divulge more of our goals and details over the next weeks in the form of OPREPs for example. Note that we've wanted to preserve backward-compatibility as much as possible, limiting some more drastic changes. A clear example is the 15 meter detection range. Sure, we could decrease it, but it would potentially unbalance any existing scenario with mines. Note: expanded Community Wiki documentation is in progress. Specific issues go to the Feedback Tracker as per usual. What changes does this cover? Most characters are now less adept at automatic visual identification of mines. You will need to manually T-reveal them in more cases (also depending on difficulty options). Note that in order to disarm mines, you need to have revealed them. Many other factors influence visual identification: night-time, being in a vehicle, hidden in vegetation, etc. The Mine Detector has the same 15 meter range as it always had, but is slightly less 'magical' now. An Info Panel is used to show the approximate location around you ([ or ] by default). It pings off nearby detected mines, but does not yet reveal their type (potentially offset cloud symbol). Audio cues reveal the direction and distance of the nearest unrevealed mine (also without the panel open). Vehicles can have their own Mine Detector with custom range and Info Panel (see the Demining Drone). Most explosives should receive their own placement / deactivation SFX (WIP). Many explosion SFX were tweaked. The Radio Protocol message that is triggered when a mine is discovered has 'spam control', so it's not repeated too often in a large field. disableAI "MINEDETECTION" can disable an AI's mine detection abilities.
  5. DEVILJARDOGHEAD

    Feature would like to see

    Would like to see the ability to jump into a location and not have to wait for up to 8 people. Like last day on Earth mobile game you jump into a location and there could be 1 person there could be 5 zombies could be nobody. Also like you fixed the issue with weapons firing at people first match I played I hit the opposing character 5 times and he hit me once and knifed me twice.
  6. From the outset the Laws of War DLC was going to focus on assets and playable content. However, there was room to enhance a few existing features relevant to the theme. A bunch of modest improvements to cluster munitions have been scattered over the past few updates (free for all players of course). Let's discuss them in this thread, and as always, please post concrete issues to Feedback Tracker. Note: expanded Community Wiki documentation is forthcoming. Most new properties are already described: https://community.bistudio.com/wiki/CfgAmmo_Config_Reference https://community.bistudio.com/wiki/Arma_3_Weapon_Config_Guidelines#Ammo_changes_on_fly_and_on_hit What changes does this cover? Added: Cluster Bombs (3 factions - see Pylon settings of aircraft) Previously only artillery cluster munitions were supported. Added: Unexploded Ordnance (3 factions x 4 triggers) Trigger types: Common: basically functions as a regular 'mine' Delayed: detonates a while after 'triggering' Tough: takes a lot of manipulation before detonating Sensitive: BOOM (even animals will set these off) These can be placed in Eden Editor, but are also randomly left behind after deploying various types of cluster munitions. The CAS module now features Bomb Strikes. Added: APERS Mine Dispenser* This means engine support for a mine that basically detonates like a sub-munition. Deployed mines can now have a randomized rotation. Various new SFX / VFX were added, as well as camera shake. The engine now supports control over sub-munition speed and ammo type randomization. * Restrictions apply for those who don’t own Arma 3 Laws of War DLC.
  7. Feature Request What I would like to see is additional functionality in BankRev to extract a list of file types rather than extracting everything. Example: bankrev.exe -f myPbo.pbo --types="cpp,sqf". The result would the entire folder structure would be extracted as well as only cpp and SQF files out of myPbo.pbo. All other files, like .ogg and .p3d files, would not be extracted. "But Why?" This would be useful for getting config functions and SQF script files to aid in IDE assists. Instead of waiting 10 minutes to extract one 4GB PBO and deleting everything you don't want, you can skip the data of non-exported file types. Besides just getting SQF files and config.cpp files, you could also just get models or sound files. This would also automatically reduce the disk space needed to extract what you want out of the PBOs. Also, there are already attempts to read PBO's without extracting the data made by the community. I personally would prefer official support of it or this requested compromise for security and compatibility reasons. I don't feel like distributing a DLL when I have no idea what's in it or where it came from. Urgency This is more of a convenience feature than something that really needs to be done. If it was implemented though, I would be very grateful. Cheers.
  8. Hi all, Among the most used modules, I guess plenty of scriptwriters would like to have better results with support ones. - First of all, for all support modules, virtual support is an acceptable alternative as far as you accept to spawn/delete a unit for a task. Artillery disappear as soon as the last shell is shot, regardless of the trajectory ETA; So, there is a bullet coming from a null object, traveling the map and never mind the shooter. Script with that! - For all modules again, the "real" unit option allows more immersive condition as far as you have to protect this asset. And, then one thing is absolutely missing, the condition fields for enabling/disabling the support. You can't imagine the lines I had to write just because I decided only a radio equipped guy could call artillery. Try it!.. grab a radio backpack (or any radio), (enabling the link between requester and provider), then drop the radio (disabling the support), then grab/drop... Oups that doesn't work anymore, except if you write something bis_fnc_addSupportlink and bis_fnc_removeSupportLink (So many hours to find that!). So please, add enable/disable condition fields for support. About CAS support, so much things to improve: - Please, make unguided bombing run workable on any surface, with no objective underneath! I mean bombs must strike the marker position, like a GPS release if you want. That's all! No need to have something special. Actually your BIS_SUPP_LASERTGT, laserTargetE or laserTargetW types, along with a "destroy" waypoint, doesn't work on Tanoa forest for example. And please, don't explain we need an object objective... Let's the player bombs where he wants! - Furthermore, your FSM just take driver into account. That means there is no chance at all to get CAS from a crewed aircraft (pilot/gunner). So, bye bye so many CAS aircraft from UNSUNG DELTA mod: Intruder, Skywarrior, F4 Phantom... Please make unguided bombing CAS firing on any position of the CAS marker and make all CAS aircraft workable what crew can be. - lets the player choose the number of bombs to be released! About helicopter transportation: - First problem: the map can't be zoomed in/out for marking destination. You have to cope with your last map zoom before the call?!? - then, you can't alter your destination underway. I wrote a script to be transported in any AI manned vehicle (car , helicopter), with instant destination altering or cancellation. (MP compatible). Code on demand. So please, make transportation module (not only helicopter) more versatile, with alter/cancel destination, and correct the map zoom bug. Thank you for your attention.
  9. The Arma Launcher Server tab was added with update 1.56. There have been a few questions about its use on the Arma subreddit. Here is the current page on the Launcher. Thank you.
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