mjolnir66
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Everything posted by mjolnir66
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Any chance of adding a sound to this as well?
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ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm literally a soldier and have been for over a decade now, I don't need youtube videos to tell me anything. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
So less like reality? How long do you think someone can run with 20 or 30kg of kit before it starts to affect accuracy? So increase weapon sway massively then? Because its currently way too easy to shoot stuff. So you want the NVG to be noisier and only focus on one distance? Ignoring the fact that real life isn't how you might think it is, all of these thing you can do to at least some extent in ACE as is by adjusting the settings. -
sound enhancement mod Enhanced Soundscape by LAxemann and Jokoho482
mjolnir66 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Long shot asking this, but is there any chance of a version with louder reverbs, especially on the indoor sounds. I'd love to have escape from tarkov levels when you go indoors.- 72 replies
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player suppression mod Suppress by Jokoho482 and LAxemann - An unforgiving player suppression mod
mjolnir66 replied to laxemann's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would it be possible to add a similar effect to vehicle crews when their vehicle takes a hit? Simulate the concussion and damage. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have 2 questions. First: Is there any reason why the default medical kits break down into such a small amount of equipment? Especially given the levels of equipment that are recommended to have. And secondly, would it be possible to make the reloadable AT weapons crew serverd similar to the MGs, in that a second person could load ammunition for the gunner? It already has a interaction action to check ammunition so the addition of a reload would be ideal. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Does pain actually do anything other than the PP effects? Like, can you lose consciousness because of too much pain? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
An alternate way to do this with more complex ones is to make sure there is nothing physical on the map that would cause the dependency, load up the game without the mod, open a new mission on the map and then merge in your mission and overwrite the previous mission or save the mission and transfer across the files. -
Is it possible to get AI vehicles to use HE rounds on infantry? The AI behaviour in armoured vehicles is pretty amazing now, but tanks just fire Sabot rounds at infantry which isn't particularly effective, though it is pretty miserable to be on the receiving end of.
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What is the panic function controlled by?
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Is it possible to make the AI go into Fleeing/Panic state manually, and consequently have an adjustable control in the CBA menu where you could select, say a percentage of casualties a squad begins to flee at?
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Would it be possible to change the radio ranges so that you can take them all the way down to say, 50m? I don't want to completely disable information sharing as it can break missions, but I also don't want groups stood next to a firefight ignoring it.
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ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What does Realistic Dispersion do in the optional parts? -
NR6 PACK - HAL Artificial Leader Evolved
mjolnir66 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Sorry, I should have specified, I am talking about the script version. -
NR6 PACK - HAL Artificial Leader Evolved
mjolnir66 replied to NinjaRider600's topic in ARMA 3 - ADDONS & MODS: COMPLETE
With the reinforcement script, is there a way to specify what groups are chosen from to be spawned? -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yes, giving it to limbs that are unhurt, -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any way to make Morphine more effective? As is right now, someone who takes a gunshot wound can need as many as 5 morphine injections to stop the pain, which is ridiculous. Also, the way First Aid Kits and Medical Kits break down is insufficient for the current state of the medical system, 250ml of Saline is about as much use as a can of coke atm. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I did a quick basic run through for my squad, here it is: Tourniquets - Slows bleeding significantly (they don't stop it completely), allowing the wounded more time before losing consciousness/death. If you're in the middle of a gunfight, then this should be your go to option. In every situation, tourniquet the limbs and deal with head and torso injuries, then deal with tourniquet-ed injuries after. Splints - Repairs fractures. As well as bandaging injuries, if they are fractured you now need to splint them to heal them. Check Pulse - Ideally, between 60 and 90. If its high, probably because they are low on blood, if its low then they need an Epi. Check Blood Pressure - The key pressure appears to be around 105/70. Above this, the patient will regain consciousness. Use an Epi to speed up this process. Epi speeds up the check to wake up with stable vitals, won't wake someone up who isn't stable. I/Vs - I/Vs now run on their own, you set them up and let them run. Only the medic can do I/Vs. Also, starting an I/V without dealing with the bleeds seems to kill the patient, though I need to do more more testing on this. CPR - I'm not 100% on this, but if your patient goes into cardiac arrest (heart rate of below 20), CPR has a small chance of preventing death and restarting their heart, ideally the last person to do this should be the medic, because the medic can keep treating the patient if someone else is doing the CPR. Types of Banadages Field Dressing - Velocity wounds Packing Bandage - Avulsions, Velocity Wounds Elastic Bandage - Velocity Wounds Splint - Fractures Its not particularly in depth, but it covers enough that you can play through pretty solidly. -
Dynamic Sound AI - RUG DSAI A3
mjolnir66 replied to Titi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is it possible to change the rate at which people speak? I'd like to make it a bit more common. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Are there any plans to make unguided launcher rounds affected by the wind? -
HETMAN - Artificial Leader
mjolnir66 replied to Rydygier's topic in ARMA 3 - ADDONS & MODS: COMPLETE
How does this script react to dynamic simulation? -
Vcom AI V2.0 - AI Overhaul
mjolnir66 replied to genesis92x's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Just trying 2.94 mod version and it doesn't seem to be initialising. Nothing is happening with the AI, and the debug and map markers aren't coming up. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
mjolnir66 replied to acemod's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Is there any way to force ACE settings in a mission now? You used to be able to overwrite player settings with the modules, but I can't find how to do it with CBA settings. -
I'd just like to point out that the entire crew is already dead if fire has reached the Ammunition on a Challenger 2. Which is exactly what happened here, the 3 guys who were in that tank were killed by the HESH round going off in the commanders hatch and then later on the fire reached and cooked off the ammunition.
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Maybe, for the slat armour, the amount of damage required to destroy it could be randomised. Have the chance increase for each subsequent hit as well, so maybe 25% first hit, 60% second and 80% third and beyond. Honestly, more damage needs to be randomised.