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taro8

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About taro8

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    First Sergeant
  1. I managed to get the compass to point where you actually looking, even if you are using the free look. to make it work like that all you really need to do is replace 2 of this. with this: One thing I'm trying to figure out is how to better mark your current heading, the small needle isn't very well visible. a downward arrow above the compass would be better. My suggestion would be to add additional option that displays the compass only when key is held, so you can combine it with the time, task and vanilla compass display. Lastly, I think it would be a good idea to move the settings to CBA addon configuration, if possible of course. EDIT: Sadly the compass seem to lock up during some camera transitions and such. There is no way to reset compass and restart it to fix it.
  2. I have a trouble with my transition animation causing me to go from kneel to standing tactical pace. It happens if I quickly press froward when the transition animation is playing. It doesn't happen if you press reverse key. There is no interpolation to the standing animation in my config. I have absolutely no idea why this is happening.
  3. For some reason the bottom part of the map menu is cut off, so I can't see the commit button. Any way to reset that? I think it was like this from the start. Playing on normal ui size 1960x1080. I'm think that for the time being I will just unpack the mod and move the map UI up myself. EDIT: I found the issue: you need to play on small UI size. Where exactly are the controls for the map overlay? I want to try tweaking it myself. EDIT: I did a sneaky thing and used the mass replace in notepad++ to replace the y value with something like this: y = (XXX - 4 ) * GUI_GRID_H + GUI_GRID_Y I did this in two steps "y = (" first and " - 4 ) * GUI_GRID_H + GUI_GRID_Y" second. had to manually edit few entries, but now I have full control over the height of the map controls.
  4. Good news everyone! After some hackjob animation editing I have managed to inject a custom transition animation that prevents that massive jerk when going from side to side. Currently testing out the settings to reduce any unwanted behavior, but it all looks very promising. I even made a quick preview/comparison video: 00:00 - 00:43 Vanilla Arma 3 00:44 - 01:24 Smoother animations mod testing Massive shoutout and thanks to HorribleGoat and Torndeco from discord for helping me out with this.
  5. UPDATE! v2.3 - current version * NOW WORKING! edition. Thanks to the help of good folks at the arma discord I managed to fix all the bugs and errors. Hopefully it all works fine now. v2.2 * fixed yet another fuckup with caused to you to ice skate around when you wanted to sprint. Sorry for the spotty release folks, it was hard to fish out all the stuff from that massive config and some stuff got broken in the process. v2.1 * fixed massive fuckup I made, with pretty much prevented previous version from working at all EDIT: OH FFS! Turns out you cannot have the animations modded like any other config. For some bizzare reason it thros massive amount of errors.
  6. Hey folks, I'm trying to make the animations in arma feel less clunky. I managed to reduce the "stiffness of the movement controls by reducing the minPlayTime to 0 and allowing for steps blending. Now you don't feel like steering a robot when you want to change directions. However, one of the things I'm unable to get rid of the very noticeable jerk when switching from left to right (and back) movement. In this case arma goes like this: left> stopped > right. The Stopped animations causes very sudden jerk with dosen't feel good to control, I want to get rid of it.
  7. UPDATE! v2 - current version The mod was completely redone from the ground up. Now it only edits the animations in places that needed the changes and no longer overwrites all of the vanilla animations. This means it should be compatible with any updates or changes BIS makes. I know its how it supposed to be from the start, but it was really time consuming and difficult to fish out the animations from the massive config file.
  8. Tanks DLC Feedback

    My suggestion: add a config setting for turrets that would let player use the ballistic computer in manual fire mode, even if the turret is empty. Currently you need to have AI soldier in it to get BC working at all.
  9. No mods, just some adjustment via gamma and post process coloring (slightly more contrast and saturation). Caught this view at a start of a mission.
  10. Suggestion: remove all of the base pylon weapons off the aircraft when clearing pylons, otherwise you get stuff like Flachions on the A-164 without any ammo, because you only put GBU's on it.
  11. I'm really bummed out about the fact the BIS took away CCIP from a third person view without an ability to turn it on/ mod it back it. I really wanted to make an ACe combat mission using that. Would it be possible to mod it back in using HUD like this?
  12. Can it be used in third person?
  13. Pooter's enhanced ASR AI

    Nevermind, I just forgot to enable filepatching. Sorry to disturb.
  14. Pooter's enhanced ASR AI

    I just tested the AI detection test mission. For some reason the AI is affected by the game dificulty skill setting, but the ASR AI does not seem to impact the spotTime and spotDistance Ai subskills. How can I debug the ASR AI to see what skills exactly are set for particular soldier?
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