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Found 6 results

  1. So many of you might have noticed how the AI animates when stationary. You will for example, breech a building and find in one of the rooms an AI lying on their stomach, who then uses their freakish abdominal muscles to spin around at the speed of a falcon's sneeze without moving their legs at all and gun you down in the face. AI when stationary seems to act like a turret, very robotically and artificial looking, swiveling around on the spot with little to no animation other than where there gun is pointing. It's immersion breaking and kind of terrifying in a 'familiar made strange' terminator sort of way. And it's doubly strange because players appear to animate fine when swiveling around, (assuming their mouse sensitivity isn't 100%) Bohemia, please fix :(
  2. 51st Infantry Brigade and Headquarters "The Fighting 51st" Who are we? We are the 51st Infantry Brigade, established in early 2017 we have created a community emulating the 51st and Her Majesty’s Armed Forces tactics and doctrine. As a whole our community consists of like-minded lads who wish to play A3 together in a structured, professional yet fun manner. Our in-house training program has a realistic yet applicable phase training course for all of our new recruits to the unit. We have a 16 + age limit, those who don’t meet our age requirements can apply under a probationary period. When do we play? Our official events are hosted on Saturday's at 19:45 GMT, those who wish to attend must have completed at least their phase one training. Throughout the remainder of the week we offer unofficial events which individuals can partake in regardless of their Phase 1 training status, these range from section based training's to playing in-house missions created by our staff offices. Although we are an Arma 3 military simulations unit, we host other events within games such as Squad and the many other simulation based games. What roles are available? Fundamentally, each and every member who goes through our phase training program is trained as an Infanteer although everyone will receive specific specialist role training. Upon completing your Phase 1 and 2 training you’ll be assigned to an infantry section by one of our staff members, you can become a Point man, Gunner, Sharpshooter, Combat Team Medic or Rifleman. We have support assets attached to our brigade, our active detachments consist of: 225 Medical Regiment, 32 Signals Regiment and 39 Engineer Regiment. Those who display an interest in entering one of our assets will have to serve time in one of our infantry sections (1 month active service - exception being an Urgent Operational Requirement) before transferring to their desired destination. What do you want from me? A mature and professional attitude. Willingness to learn new things. A working headset & microphone. The ability to set aside time for our Saturday events at 19:45 - 22:30GMT. Dedication to the unit and adhere to our no dual-clanning policy. Have a sense of humour (This is quite important). How can I get involved? Currently our official website is being developed, although we shall update the post as to provide a place to deposit your application. As of currently, feel free to private message the person who posted this or contact one of our members on Steam and ask to join. You are also invited to simply join our TS3 server and contact staff or ask questions away to your hearts content (85.236.100.137:10247).
  3. Improved grenade throwing and weapon switching actions script Version 1.2 Keys assigned to switch on primary/secondary/handgun weapon if corresponding weapon already in hands, allow to holster/move weapon on back Throwing distances of hand grenades can be controlled by holding throw key. After push and holding for short time, you hear the sound of pulled out grenade safety pin. At this moment, if you release the key, you just drop a grenade right under your feet. Holding button up to 1.5 seconds proportionally increases grenade initial speed and throwing distance. Version 1.2 Code refactored to release condition, removed early version restrictions, bugs and unwanted side effects. Demo mission updated. Download link.
  4. "So gory, that Bohemia Interactive banned it from the Workshop!" Download now available: http://files.bitdungeon.org/arma/@bloodlust_v2.46.zip Official Website: http://bitdungeon.org/arma/bloodlust/ Requires CBA! The addon must be running on the server and all clients. YOU MAY NOT RUN BLOODLUST ON A MONETIZED SERVER WITHOUT MY PERMISSION! After quite some time, I am attempting to get back into ArmA modding. To get things started, here's a mod I'm working on which adds more gore to the game. Support my endeavors with a generous donation using the "Donate" button below. Donations go towards coffee/beer and stuff. Thank you for your generosity! :) Changelog:
  5. 4th Marine Raider Battalion Realism Unit The 4th Marine Raider Battalion Realism Unit, aka 4th MRB, is a realism unit in the Arma 3 community. We simulate a fictional unit within the Marine Special Operations Command (MARSOC) of the United States Marine Corps (USMC) and United States Special Operations Command (USSOCOM). The 4th MRB is structured and organized identical to a real life MARSOC battalion, with attached supporting USSOCOM units. The 4th MRB was founded by long-serving members of a different Arma 3 realism unit which emulates another real life United States Marine Corps Unit. The 4th MRB attempts to maintain the discipline, professionalism, and esprit de corps of real US Marine special operators. The fun and excitement members of this unit enjoy is the result of the difficult and challenging operations we are asked to perform and in developing skills and unique tactics commonly practiced by special operators within the special operations community. These typically include (though are not limited to) direct action missions, special reconnaissance, foreign internal defense, counter-insurgency, unconventional warfare, maritime interdiction, counter-narco terrorism, hostage rescue, preparation of the environment, security force assistance, gas & oil platform operations, and special clandestine operations. Based out of Marine Camp Currin, Bozacaada, Turkey - the unit currently consists 4th Marine Raider Battalion, 4th Marine Raider Support Battalion, and associated SOCOM supporting elements from 160th Special Operations Aviation Regiment (Airborne) and 27th Special Operations Group, 27th Special Operations Wing. The 4th MRB is an immersion-orientated, role-playing realism unit. By considering an application you have similar interests. Training: Weekly - every Tuesday 1900 US Central Time Operations: Twice monthly - first & third Sunday 1900 US Central Time Website: 4thmrb.net Forums: 4thmrb.net/forums TeamSpeak: 107.191.99.156:8550 (pw: 4thmrb) YouTube: youtube.com/c/4thmrbnet Arma 3 Units: units.arma3.com/unit/4thmrb Steam: steamcommunity.com/groups/4thmrb
  6. TPW MODS TPW MODS is a modular and highly configurable suite of addons designed to increase the civilian, environmental, sonic, climatic and military ambience and realism of the A3 single player experience. You can use the TPW MODS of your choice to enhance existing missions and campaigns, or to simply turn any empty map into an immersive living world a la Far Cry 3 or 4, with endless replayability. All mods interoperate well, are light on resources and a lot of work has gone into optimising them so they should not cause undue slowdowns or framerate issues. TPW MODS is under constant development, and continues to be refined and expanded largely due to user feedback and suggestions. Download (85MB) Dropbox: https://www.dropbox.com/s/l8cnvh66zsqp0zr/TPW_MODS_20170619.zip Armaholic: http://www.armaholic.com/page.php?id=22592 PW6: http://play.withsix.com/arma-3/mods/1JrAgSIp4xGeWAAVF72WTA/TPW-MODS-enhanced-realism-immersion Requires Community Base Addons (CBA A3): https://forums.bistudio.com/topic/168277-cba-community-base-addons-arma-3/ Latest Version Changelog 20170619 [HPP UPDATE REQUIRED] [BLEEDOUT 1.31] Streamlined code. Writhing units will occasionally gasp. [CORE 1.39] Improved unit disabling/reenabling code. No more units stuck on the ground in BLEEDOUT or FALL! [FALL 1.56] Streamlined and simplified code, removed redundant ragdolling code - AI always use setunconscious for ragdolling, player always uses PhysX. Hit units can immediately receive 1st aid. [HUD 1.63] Altitude display changes from ASL to AGL when in aircraft. [RADIO 1.28] Workaround for say3d command which broke in recent A3 releases, player radio is now audible again. [SOAP 1.16] Distant sirens will sound during and after firefights in denser urban areas. 20170613 [CARS 1.54] Additional code to prevent cars from getting too close to players. [CORE 1.38] Replaced inadvertently removed Greek house classes. [SOAP 1.15] Added Eastern European / Russian ambience, and "tower of babel" polyglot ambience combining all ambient sounds and music. Improved automatic detection and assignment of correct regional sounds for many maps. Features Infantry realism Units reacting realistically to suppressive fire by ducking/going prone and seeking cover (TPW EBS)*. Units reacting to falls and bullet hits by falling/ragdolling to the ground (TPW FALL). Units continuing to bleed from injuries, resulting in decreased mobility and eventually incapacitation and death if not treated (TPW BLEEDOUT). Units able to self heal using First Aid Kits (TPW BLEEDOUT). Units rapidly reacting to nearby enemies they have line of sight to (TPW LOS)*. Sounds for jumping, falling, rolling and turning prone, sounds for freefalling and under canopy (TPW FALL). Plausible 2035 mesh networked HUD with range and predictive targetting, bullet trajectory tracing, positional audio ping of nearest enemies, electrochromic tinting, and full colour night vision, when equipped with tactical goggles (TPW HUD). Highly configurable ambient infantry combat, with AI able to call in support (TPW SKIRMISH). More realistic (slower) movement and stance change speeds. * Deprecated due to engine improvements Civilians Region specific civilians in towns, walking around and interacting with each other, and reacting to weather and gunfire (TPW CIVS). Denser CPU friendly civilian crowds along the side of the road and near houses (TPW CROWD). Civilian traffic, which you may commandeer (TPW CARS). Civilian cars parked by the side of the road near habitable houses (TPW PARK). Civilian boats (TPW BOATS). Ohally's CAF Aggressors Middle Eastern and African civilians, RDS A2 Eastern European civilians and cars, Leight's Opfor Pack Middle Eastern civilians, and CUP civilians and vehicles will be used appropriately if present. Maxjoiner's women will be used as female civilians on Greek and European maps, if the mod is present. Ambience Lights in civilian houses at night (TPW HOUSELIGHTS). Working streetlights on A2/OA maps (TPW STREETLIGHTS)**. Appropriate sized flocks of sheep/goats/chickens, and randomly barking dogs / yowling cats (TPW ANIMALS). Occasional helicopter and jet flybys, with automatic support for 3rd party aircraft mods (TPW AIR). Region specific ambient environmental noises (voices, traffic, radio music, loudspeakers), with support for user added sounds/music (TPW SOAP). Mosques playing the Azan call to prayer at appropriate times, with prayer response from nearby houses (TPW SOAP). Nearby gunfire eliciting screaming, babies crying and dogs barking, from houses near the player (TPW SOAP). Creaking doors/timbers in houses, with whistling wind and rattling windows in windy conditions (TPW SOAP). Ambient radio chatter on foot and in/near vehicles, with support for Russian radio chatter in RHS Russian vehicles (TPW RADIO). Civs/animals/cars/parked cars/radio/houselights/streetlights/sounds easily excluded from entire areas of the map using triggers. Glowing blinking animated fireflies on warm summer evenings (TPW FIREFLIES). Buzzing flies gradually building up around dead bodies, rubbish piles and bins (TPW FIREFLIES). Whining mosquitos around the player at night (TPW FIREFLIES). Ambient furniture in enterable Tanoan, Altian and Maldenian buildings and houses (TPW FURNITURE). ** Deprecated due to CUP Terrains implementing working streetlights Weather Region specific climate (TPW FOG). Ground fog, units with foggy breath, and a chance of snow, during colder weather (TPW FOG). Ground heat haze / mirage effects during hot weather (TPW FOG). Dust storm functionality which may be called via script or trigger (TPW FOG). Dynamic ground mist reacting to humidity, tree cover, and rainfall (TPW FOG). Dynamic snow which will not fall through buildings/ cover, snow goggle fx, snow fx in vehicles (TPW FOG). Rain droplet effects on most exposed ground and object surfaces near the player (TPW RAINFX). Refractive rain droplet effects on car windscreens and player goggles (TPW RAINFX). Puddles on the ground around the player during and after rain (TPW PUDDLE). Documentation Full readme with installation and usage instructions Full changelog Sample HPP Bleedout Civs Crowd EBS Fall Fireflies Fog Furniture Houselights HUD LOS Park Puddle Radio Rainfx Skirmish SOAP Streetlights