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Found 5 results

  1. Hey folks. I was goofing around in the UI resources configs and I managed to change the default colors of the GPS info panel. I tweaked it to use my more readable map settings (check out my More Readable Map mod in my signature). I also managed to find the setting responsible for the initial zoom and the zoom out from speed. I changed the ground GPS (on foot and vehicles) to increase the initial zoom to 500m and lock it like that (ie. GPS won't zoom out when moving). I also changed the aircraft GPS, this time I increased the zoom out factor as well as changing the colors. The zoom settings are kinda eyeballed and might need some tuning. NOTE: The panel position is NOT a part of the mod, it's just my UI layout. If you want to change the zoom, then these config settings control that: speedCoefSpeed0 - initial zoom speedCoefSpeedMax - zoom out factor when moving, the higher the speed the bigger the zoom out DOWNLOAD: https://www.mediafire.com/file/6521cda7ua4zh3a/@GPS_tweaks.zip/file
  2. Pyrit.

    Changelog 0.6.30146

    New changelog incoming Outlanders! Added: ActionMachine - Action validity - Fire action Added: Optimization of Footstep component and all sounds Added: Button to equip screen for emptying backpack Added: Empty variant of dead body container Added: New sounds for movements in the deep water Added: Overlay and warning Message Box in case of unreachable Vigor servers when opening the wood box Changed: Working with Roman numerals in all shelter related UIs Changed: Different shoulder offsets in the crouch Changed: Made camera forward offset more direct Changed: Additional height for a stance change check, there are two cases the character can get stuck. Changed: a Non-hold version of icon added for instant interactions Changed: Enable joining to other player groups via Friends list Changed: Interaction dot performance optimized Fixed: Loot of dead player properly change mesh and disable interaction if empty Fixed: Shelter Status analytics event being sent before player's stash is loaded from the cloud Fixed: Removed redundant audio content from the sample Fixed: a Weird position of onboarding messages Fixed: Cases where the camera can clip in water Fixed: Improper FOV initialization Fixed: Character toggle prone/crouch not being triggered sometimes. This makes the character drown in some cases Fixed: Knife cooldown timer is consistent between regular and melee attack Fixed: Attacking without a weapon would cause the character to stop sprinting Fixed: Vaulting, climbing, or having a weapon make sure the player is not in ADS Fixed: ADS weapon transitions Fixed: Some actions possible in first person view Fixed: Knife "combat stance" triggered by LT Fixed: Possibility to submerge your character Fixed: Game crashed when loading shelter after Encounter Fixed: The box doesn't remain opened anymore if the player was killed during the looting. Fixed: Water splash and foam not visible in MP Fixed: Door makes a sound at map load Fixed: Jump/Land animations sounds not working Fixed: Run to Sprint blend omits one footstep sound Fixed: Prone to sprint animation played slow and freezes Fixed: Server crashes Fixed: World Map Onboarding Exclamation Mark Fixed: Melee weapons - wrong physical material when you stab someone because invisibility channel you're hitting his clothes Fixed: Onboarding messages being shown in unintended UI's or outside of the shelter builder Fixed: Wood Box Opening Sound Effect Fixed: Footprints appear even in Encounters Fixed: Typos corrected and also the rarity of some items fixed Fixed: Airdrop parachute sometimes did not collapse Fixed: "Black Screen" issue should be gone now Updated: Missing notify keys in transition animations Updated: Jump voice grunt to be playing only sometimes, not on every land Updated: Sound notify keys in healing consumables animations Tweaked: Camera - Prone behavior Tweaked: Footstep component optimization and fixes Tweaked: Movement sounds optimization Tweaked: Resources mins and maxes in containers adjusted to increase the number of spawned loot nodes containing more common resources
  3. Hi we run a realsim unit however we are having issues with our AI when we build a mission in the editor. We edited the AI decreased there aim and such to make it more suited towards our playstyle. However something keeps reverting the changes back to vanilla which makes the AI turn into absolute beast and the pop faces from 600meters out. We even tried it in a vanilla editor without any mods running but it still did the same thing. Basically we can't change the AI no matter what we do. Does somebody have any clue how to possibly fix this? We already tried removing ACE_AI but this to no avail. We are running out of ideas at the moment and are hoping people might have some insight into this issue. Our list of mods currently being used whilst making missions. All help would be appreciated. P.S sorry if this in the wrong forum subject moderators.
  4. As promised in SITREP #00008, here is an overview of the lighting tweaks which are in progress and have been partly rolled out to Development branch Arma 3 Apollo Pavel Guglava elaborates:
  5. In last ACE builds you fixed artillery random, its very good) but i found a couple mistakes in last builds: 1)81mm mortar absolutely have no damage 2)damage of 60mm mortar equal damage of underbarrel grenade launcher. i dont know about 60mm damage in real life, but i think it greater than underbarrel grenade....
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