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Hi I will speak on behalf of the majority of veteran "killers" of the game that I know on PlayStation, so those who have a fairly aggressive level of play and who are able to change the game on their own for new features related to weapons. Currently from what I see the weapons are "in general" proportional to each other, I do not see any weapon that is valued more than the others, it is a good point for beginners who now have weapons that can be dangerous, for the old ones it is a new way of playing it can be interesting also on this subject! But where I have a real problem on my sid The image below speaks for itself on a jump-shoot with the CHIAVE the gap is extreme and when before, the particularity of the shotguns was to make powerful and violent jump-shoots! Now beyond 3 meters it is almost impossible to make one. It's worse for other weapons but it can be understood for some (large machine guns for example) but for what concerns the fundamental gameplay of weapons like shotguns where agility and the efficiency of a clean shot is essential to avoid dying by a player who has an automatic weapon it is no longer possible. As a picture does not speak, I will add below for the most curious an extract from one of my videos on the "before" and on the "now".
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Good morning ! I'm offering you a small update in the store that might please players who don't have the weapon plans and who are still lacking consumables. I'm talking about 2 small packs of consumables that could be fun and useful for coughing up. Why not also change the current packs? when do you think ? What do you think ?
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Hi ! I am proposing the addition of some important statistics visible on player profiles during pre-match sessions in all modes. This is important and could give a clear idea of the player's experience and even their way of playing. I'm the type who likes to write down in a notebook all the players I meet with an assessment of their game, I find this important to anticipate other players. I forgot to specify but for "Expedition" mode it would be great, in addition to the statistics we could have the player's favorite (most played) weapon! or the one with whom he committed the most murders.
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Hi outlander ! I hope the translation of “Traveling Merchant” is correct to refer to a merchant who travels. Today I'm proposing that an NPC come to our shelter on the weekend with the possibility of exchanging weapons, equipment or even crowns on rare occasions for resources of all kinds! (chemical / cables / scrap metal / gasoline, glass or fertilizer) It would be a new reason to farm and come have fun 🙂 What do you think?
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Hi ! I offer you this new point of interest which could be interesting! I had the idea when I saw this caravan in the "Grontheim Valley" to add an armored door with a series of 3 key combinations to open it! The door will be indestructible only the code can open it. If the player makes a mistake in the code, an alarm signals the player's position like a car or a forced container, which will cause the outsider to hurry to complete the code. Inside I leave the imagination to the developers to put what they want! For my part, I would like to see a resource box and lockers with some random consumables (care / detectors / plate for example) I also proposed another point of interest at the start of the year, a sort of cellar/bunker which could also appeal. These 2 points are possible to install in all maps What do you think ? Good game for you
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Hi ! Today I offer the possibility of being able to recover a weapon OR even resources left on the ground. This could very well be players looking to give these resources to another player without necessarily having to die to do so.
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Hi ! I'm weighing my words on the title! I know a lot of players who dream and are just waiting for one thing in store! The return of Gold weapons, mainly those that I put below which would delight players!
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Hi ! I had this idea while finishing my shelter, it would help new players with a BOOST event that rotates from map to map every 15 minutes. Would the boost be 200% with a better drop? Why not ! The event could be spread over a period of 2/3 days in the month, a bit like a double XP event. What do you think?
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Hi ! This time I offer you an update on the Battle Pass! Let me explain! The real Battle Pass ends at level 50 so we could go up another 50 levels with rewards like consumables, a small amount of crown even for those who didn't buy it (reaching such a level without the xp boost it should be rewarded) and crates, see how about a mystery crate with a random cosmetic item in an outfit that would be fun, right? !! For the levels we start at 200,000xp + 20,000xp at each following level up to 1,000,000 for level 100 ! As a bonus and because I like the aesthetic I offer players who have reached level 100 before the end of the season to obtain the battle pass in RED as if to simulate a real THREAT of the game! I gave it my all on this post, I really hope a developer will have a listening ear for this one!
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Hi ! Yes, baldness is a problem that affects many people! But the ! I suggest that our game characters are lucky to still have hair! Girls have it, so why not us men! 🧔 = 👱♀️ I propose to be able to have a new option for customizing our hair from a choice of a few normal haircuts. bald/short/mid-length black brown or even blonde for all tastes and for everyone! What do you think ?
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Hello again! This time I propose an improvement on the knife side! With the ability to throw it as a "throwing knife", dealing double base damage and stunning the opponent. The throwing force would be proportional to the weight of the knife, so the legendary large knife would only be thrown a few meters compared to around fifteen for a very light knife. But not only ! I also suggest integrating the knife (Viper V4 or KDV 1) into certain game classes, in particular: these with the Skorpion instead of the IZH these with the FG 42 instead of the M4A1 these with the crossbow instead of the PSS And others why not! Knife fights have always been put aside, it would be a shame to miss out on the gameplay with it. I intend to create a threat with this one alone and be the first to do so! Good game everyone
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Hi ! New little proposal for Vigor! Concerning the elimination but also the death match. I noticed that there was no map where we were locked in closed spaces. To change a bit from open play to focus on close or very short range combat. So I thought of 3 places that might be interesting. * The first one already available is on FISK FABRICK inside the tunnel. Just add a few trucks/containers and the area could offer some interesting frontal gameplay! * The 2nd does not exist yet and could appeal to many players, it is the interior of the big boat in ANIKKEN it would be filled with damaged containers and could even in the future become an agricultural area for transport once opened ! * The 3rd would be specific to the death match and would take place inside the KJERSTIN dam What do you think?
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Hello New proposal to change the game! After a few minutes of play before the drop, a siren sounds signaling the arrival of a bombardment on a large red zone similar to the drop zone. All players in this area would have a warning message. This area could also why not change and become "irradiated"
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I'm totally new to scripting for custom missions in ArmA, and I'm running into an issue with the execution of a .sqf file. The game knows the file is where it's supposed to be but nothing happens after. execVM "SpecOps.sqf"; I put the above into the init boxes of several units but the commands I put in the file wont execute. This is how they are written verbatum spaces and all: player enablestamina false; player enablefatigue false; player setAnimSpeedCoef 1.1; player setUnitRecoilCoefficient 0; player setCustomAimCoef 0; I don't understand why they aren't working or how else to write them and i'd like it to only execute on certain units. I apologize for my ineptitude, i used the wiki but not very well apparently.
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Understanding character movement (how do I change movespeed?)
The Grease Mage posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Hey y'all, I'm freshly dipping my toes in the waters of Arma III modding in general, with the aim of tweaking MP gameplay for my friends & I. I've been doing my own research for a bit, but I'm getting to the point where I ought check my understanding with others. I ideally want to play around with infantry movement, and eventually, health, damage, and weapon mechanics. First thing I've been looking at is how on-foot movement speed is controlled. Despite my best hopes that there would be a object definition with movespeed vars I could change via console functions to modify an object's movement speeds - it seems the only option for that, is setAnimSpeedCoef. Which definitely makes you move faster\slower how I like, and looks very funny, but the intense crackhead energy it gives off doesn't strike me as ideal (yet). I would like to adjust move speed independently of animation playback speed. To test changing config values, I modded configFile >> "CfgMovesMaleSdr" >> "States" >> "(movement animation here)" >> "speed" using someone else's mod (didn't want to play with the core files). I increased the "speed" property for certain animations (like sprinting) but like the wiki suggests, it just changes playback speed and gives the same crackhead energy as setAnimSpeedCoef, albeit for whatever animations you chose. I'm going to look for other properties, possibly under CfgMoves (relSpeedMin\Max) or CfgVehicles(maxSpeed). If that doesn't work, I'm wondering if the movespeed is controlled somewhere along the animation inclusion process or behind a source code wall. That still strikes me as strange, considering the ability to mod in new vehicles with their own movement properties independent of animation. On the odds anyone knows exactly what I'm looking for, had experience with these areas, just sees an error in my understanding, or knows I'm about to hit some brick wall, just lmk. Thanks. -
[A3] (new) Alpha Squad 1SFOD (Delta Force) [Recruiting] [Semi-Serious] [Milsim]
Jeff.M 1K.81 posted a topic in ARMA 3 - SQUADS AND FANPAGES
https://discord.gg/mZsxxmzKUG everything available just join and fill out an app 14+ if your younger its most likely going to be fine we don't have anyone we are brand new so we need people there is going to be a lot of leadership opportunity's -
Keep inventory on player respawn
Jacob Anderson posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
A quick warning, my knowledge of scripting is on par with that of a rock. I'm trying to make a mission for myself and a group of friends who are all new and just want to have a good time. Most of my questions I've been able to figure out through youtube videos and forum posts. But no matter how many different times I try, I can't for the life of me figure out what to do when someone pulls up notepad++ outside of Eden editor and shows me a paragraph of code to put in. I was wondering If someone more knowledgeable than me on the subject could help walk me through how to keep player inventories when they respawn.- 2 replies
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I have had this problem since I started zeusing around 1 month ago, so I'm still new to it, but is there a way to let the AI squad leader (or any squad member) actually give out commands when I take it over using the remote control module. To clarify I want to know how can I give out commands while remote controlling the squad leader of a squad
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This looks like it could be some good competition: http://titan.im/www/index.php/page It uses the Outerra engine, hopefully they'll release a version to the general public.
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Hello I am currently recruiting for my Arma 3 server called "Arma Operations" We are a newer community with 20+ members we have a lot of spots that need filled I will list them below; * MEDIC * MARKSMAN * MACHINEGUNNER * ASST MACHINEGUNNER * ANTI-TANK * ENGINEER * EOD ( We are looking for Pilots as well ) And some more, basically all roles need filled, we currently have a few people who are looking to be in these kits so hurry up if you're interested. Our current op; Operation Hell Desert* Description; A small town called Laura has had recent reports of insurgents harassing and killing innocent civilians. The town has about 30 people living in it and 2 civilians are reported missing, We will be dispatching a fireteam to investigate further. Obtain information about the disappearance of the two civilians as well as the insurgents in the area. We do not know what to expect, follow ROE and check in with command, set up a perimeter and talk with the locals to gather intel. This community does have actual members who are in the Military, I'm the Owner and I do not place myself higher than anyone who wants to take a foot in leadership, I am here to Zeus. So if you're interested in filling some slots and having a great time come on down. ( We have 50 + mods ) Discord Link; https://discord.gg/b936rY3H6n
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A few ideas I would love to see pondered are a dress tie that you can combine to the suit jacket or any top that makes sense to complete the Business ensemble. You can also use the tie as a bandana to "rambow" yourself up, as a bandage, or to gag someone. I would love to see a hidden item slot where you can combine a small fire arm or knife with tape to then strap to your leg. In most stick up situations people tell you to drop your stuff and lay down and I think if this idea were implemented, then you could possibly get away from a sticky situation by pulling out your sneaky weapon before they realize it. Ripping the sleeves off of long sleeve tops to then become rags could be strategically helpful. Honey could be used as an antiseptic in case you use dirty rags to bandage with a chance at killing the infection.
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Oshkosh L-ATV, Lockheed Martin JLTV and AM General JLTV
kuvangc posted a topic in ARMA 3 - ADDONS & MODS: DISCUSSION
the JLTV mod will part of SSS works and US naval warfare pack JTVSs will be replacer of HMMWV The Joint Light Tactical Vehicle (JLTV) is a United States military (specifically U.S. Army, USSOCOM, and U.S. Marine Corps) program to part-replace the Humvee that is currently in service[4] with a family of more survivable vehicles with greater payload. JLTV traces back to 2005 but publicly emerged in January 2006, with early government requests for information noting: "In response to an operational need and an ageing fleet of light tactical wheeled vehicles, the joint services have developed a requirement for a new tactical wheeled vehicle platform that will provide increased force protection, survivability, and improved capacity over the current Up-Armoured High-Mobility Multipurpose Wheeled Vehicle (UAH) while balancing mobility and transportability requirements with total ownership costs." The joint service nature of the effort was assured through Congressional language in the Fiscal Year 2006 (FY06) Authorization Act, which mandated that any future tactical wheeled vehicle program would be a joint program. JLTV is what Oshkosh calls the "Core1080 Crew Protection System," which includes mine resistance, IED detection, and a lot of bolt-on armor. It's not just about defense, though: optional turret and missile launch units put bite behind the bark. A suspension that can be raised and lowered electronically makes it easier to transport JLTVs to wherever they're needed, but out in the field, it's got 20 inches of wheel travel for insane off-road capability. Oh, and Oshkosh claims it's 70 percent faster than the best tactical wheeled vehicle (TWV) in the market currently. http://s1030.photobucket.com/user/kuvan13/media/untitled_zpszhnrkqre.png.html -
MONTELLA TERRAIN MOD ============================================================================================================================================================================================================================ ============================================================================================================================================================================================================================ Hello everyone, Its been more than two yeard since I started this project and I think it is time to make it public and breathe a sigh of relief. I hope you will enjoy every piece of it, just like i did making it. The Terrain is inspired by a mountainous region in Campania (Italy) south of Naples, yes it’s not an island. The vibe is the same as in “Chernarus” but with a touch of Italian Culture. The map is a scale 1: 1 with the real areas (Parco Regionale Dei Monti Picentini - Irpinia). It is essentially a big valley between two large mountains “Verteglia” and “Laceno” both with their points of interest, towns and much more. The valley has 3 big towns: the most important “Montella”, then “Bagnoli” and “Cassano”, two of which have already been completed. Also, an entire section has been removed to create an area that actually does not exist in real life, the “Irpinian Sea”. Being a rural area there are not many roads that connect the town easily therefore you will have to cross rivers and ride on top of high cliffs and mountains. The map uses at its best the Arma 3 assets both the vanilla and the Tanoa ones also, we imported some from Arma 2 and other mods. Update: Terrain is still Work in Progress The terrain is now in a condition i feel many of you can consider "playable". This does not mean that the mod is completed or that it represent a finished product, it still is a Work In Progress. You can download the mod from the workshop here: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ Latest Video: - Map size is 10240x10240m - Grid size is 2048 cells - Cell size is 5m circa - Sat/Mask size is 15360px - Citys and Villages 6 - Airports 2 Completed Task: - Towns: “Montella” and “Cassano” with their surroundings. - All the areas covered by trees are completed. - 20 km of rivers. - Almost all of the roads are completed and connected. - Custom highway that joins the two sides of the map. - Custom handmade “satellite map”. - Custom “mask map”. - All configs are written and ready. - A test server with a Custom made Exile Mission is fully functional. To do list: - Second largest city “Bagnoli”. - Small city on “Laceno”. - Harbor and its surroundings. - Fields and houses to fill the areas between each town. - A lot of small adjustments in cities like light-poles benches garbage’s bin and many other small details. ============================================================================================================================================================================================================================ I regularly post updates on my twitter and my YouTube channel and sometimes Stream at: https://twitter.com/MontellaTerrain https://www.youtube.com/user/avatar1924 https://www.twitch.tv/mistermark My Workshop: http://steamcommunity.com/profiles/76561198053485750/myworkshopfiles/ If you want to contribute and help with the project you are welcome to Support the Team at: https://www.paypal.com/cgi-bin/webscr?cmd=_s-xclick&hosted_button_id=22T9PSBBVQD2U
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UPDATE: Mod found here: https://steamcommunity.com/sharedfiles/filedetails/?id=1919803068 Hi, my names Anthrax and im proud to announce the development of my first mod, a retexture of the Livonian Defence Forces to a desert/arid camo pattern, which in my view will enable missionmakers to use the faction and its equipment in terrains outside of Eastern Europe. The scope of the mod is to replicate the LDF Faction for BLUFOR and INDFOR in my geometric desert camo pattern, right now the features scheduled for an eventual release (deadline cant be given at this stage) include: Infantry, infantry equipment, infantry groups, basic ground transport vehicles. Here is a photo showing my progress with the mod so far, note the LDF Soldiers & Equipment (Please note that in this image, Render Worlds is used and the lighting in that is not the same as the lighting in most other maps) All uniforms except for CBRN Gear and the Helicopter pilots outfit have been made. I'm not familliar with forums but hopefully i'l be able to provide progress logs on this website, lemme know what you think of the mod so far. Cheers 😛 CREDITS -Avery for providing me the original LDF camo sample and the textures for the modular vests -The other members of the A3 hub for providing me invaluable assistance with general modding concepts
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ARMA 3 Ability to Edit existing default game modes (Warlords).
ch i n a posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is there a way to edit Bohemia Interactives default game modes? For example, I wanted to make a Multiplayer Advance and Secure scenario and the already implemented game mode "Warlords" covers a lot of the needed mechanics. The problem is there's a lot of extra mechanics and UI that I don't really need in the scenario and the modules don't give me enough control. I have tried using light mods like MCC but I wanna keep the mission as light as possible even if it means more work on my end. If any one can just give me A TLDR, point me in the right direction, or even tell me if whether or not what I want to do is possible that would save me a lot of time. Thanks.