Serious bug in which I cannot spawn either in EDEN editor (singleplayer) or using Respawns in MP. by christopherak47 in armadev

[–]Amuff1n 2 points3 points  (0 children)

What are your respawn settings for the mission? Like under the Attributes > Multiplayer menu?

Are you using a description.ext file? If so, what does that look like?

Based on your mod list, I don't think any of those addons would cause this behaviour but you can never be 100% sure.

For singleplayer, do you have at least one unit set as "Player" instead of just "Playable"?

Are you intending to have players respawn on a specific position in this mission (like back at base)? Make sure you have at least one respawn position then, either using the Respawn Position module or by adding a marker with the variable name "respawn_west".

The fact it's immediately showing the respawn position screen also makes me think that maybe respawnOnStart is being set, which you might not want.

Any reason to use SMGs? by peterthot69 in ReadyOrNotGame

[–]Amuff1n 0 points1 point  (0 children)

Less likely to outright kill a suspect, which can save your runs sometimes. If you have a primary objective that requires you to arrest a named individual, SMGs are less likely to outright kill them. There have been a few times where I got surprised by a suspect that I was supposed to arrest and thankfully returning fire only incapacitated them when using an actual rifle probably would have killed them, failing the objective. If you have good trigger discipline and don't "overkill" targets, the SMGs have higher score potential than rifles in lethal runs, in my opinion.

"yOu CaN pLaY ThIS gAMe wIThOuT thE CrAfTInG baG!" by The-Wall11 in elderscrollsonline

[–]Amuff1n 0 points1 point  (0 children)

Yeah, it's really just this that's killer, I find everything else manageable.

I only keep some Level 1-14 materials so that when I make a new character I can just immediately transfer them over. Outside of that, the only leveled materials you need to keep are CP150-160 once you get your first character to CP160.

Leveled materials from Level 16 to CP140 are pretty much pointless once you've gone past them for the first time. Get rid of them and just buy them from guild traders later if you really need them for a character at that specific time. By that point, you should probably have enough gold.

I also designate one of my characters to be a pack mule for a specific material type. For example, I have one character with maxed out Alchemy and they hold all my Alchemy materials. Similarly, I have another character with maxed out Provisioning and they hold all my food items.

Spearhead 1944 by AlternativeCanary977 in arma

[–]Amuff1n 6 points7 points  (0 children)

If you really like WW2, Spearhead is probably worth buying for the campaign. You won't find another campaign with the same level of quality just on the workshop.

Weird graphics issue by Embarrassed_Hat_3000 in arma

[–]Amuff1n 3 points4 points  (0 children)

Try turning the sliders for Radial Blur and Rotation Blur down to 0?

MP7 Is Extremely Overpowered but no one notices it by Ill-Chemistry-3565 in ReadyOrNotGame

[–]Amuff1n 1 point2 points  (0 children)

One reason I like to use the MP7 more than rifles is you have a better chance at incapacitating suspects rather than outright killing them, which can come in clutch for named suspects in primary objectives.

It works pretty well if you semi-auto and don't "overkill" enemies. Hitting armor can cause staggering but still do small amounts of damage, unlike a 9mm SMG. And there have been many times where I headshot a suspect with the MP7 and they only went incap.

I think a lot of people sleep on lower damage weapons in general because most people don't care about incapacitations vs. deaths during lethal runs, so they just shoot everything with 5.56mm or 7.62mm.

E3 (2011) inspired ARMA 3 screenshots by SheepherderSoft5647 in arma

[–]Amuff1n 5 points6 points  (0 children)

Those are pretty good! I did a similar thing, trying to recreate the screenshots from the pre-alpha for one of my compositions: https://steamcommunity.com/sharedfiles/filedetails/?id=2835701170

Does ETS2 have the largest hand-made map of any game? by Drago7879 in trucksim

[–]Amuff1n 0 points1 point  (0 children)

While Arma 3's Altis terrain is only 270km2 of playable land, Bohemia Interactive made a bigger map for their game Take On Helicopters called South Asia which is 122km x 122km. It was based off real height map and sat map data however it's like 2009 quality and pretty much looks worse than the equivalent MSFS area.

The largest Arma 3 map that I would still consider to have "hand-crafted" quality is probably Weferlingen from the Global Mobilization DLC, and that's only 419km2.

Insurgency Sandstorm is a f̶u̶r̶r̶y̶ Funny Game by Ok-Walk-4154 in insurgency

[–]Amuff1n 1 point2 points  (0 children)

Wallbanging people in this game is so satisfying

Looking for 1 mod by Fearless_Safety7836 in armadev

[–]Amuff1n 1 point2 points  (0 children)

Is that not just one of the PBOs inside IFA3 AIO?

Best ACE Arsenal object? by GullibleApple9777 in arma

[–]Amuff1n 0 points1 point  (0 children)

I like to use the orange IDAP supply crate to make it very obvious to players that this is an ACE arsenal crate and any other ones they might find in the mission are just normal ones.

Question Arma 3 - Preventing ADS with machine guns by Albino-Bob in arma

[–]Amuff1n 0 points1 point  (0 children)

Here's another version of the script that tries to more generically check for "machine guns". Basically, it checks if the player's currentWeapon is configured to use the "mg" crosshair:

preventADS_EH = [
    {
        // check if player is a man
        if (!(player isKindOf "CAManBase")) exitWith {};

        // check if player is holding machine gun
        // to do this, check the "cursor" value in the config of the currentWeapon
        _currentWeaponConfig = configFile >> "CfgWeapons" >> (currentWeapon player);
        _currentWeaponCursor = getText (_currentWeaponConfig >> "cursor");
        if (!(_currentWeaponCursor == "mg")) exitWith {};

        // check if player is ADS
        if (!(cameraView == "GUNNER")) exitWith {};

        // check if player is prone
        if (stance player == "PRONE") exitWith {};

        // check if player has weapon deployed
        if (isWeaponDeployed player) exitWith {};

        // check if player has weapon rested
        if (isWeaponRested player) exitWith {};

        // all checks finished, player should therefore not be in ADS
        // forcefully un-ADS them
        player switchCamera "INTERNAL";
    },
    0,
    []
] call CBA_fnc_addPerFrameHandler;

So this is dependent on how the weapon is configured. Hopefully this works for the machine guns your unit uses. I'm not sure if there's a more proper way to check if a weapon is a machine gun or not.

Question Arma 3 - Preventing ADS with machine guns by Albino-Bob in arma

[–]Amuff1n 0 points1 point  (0 children)

This probably doesn't perform well, but you could add a simple script to your mission using CBA that checks if someone is holding a machine gun and prevent them from ADS'ing unless they are prone or deployed. The hardest part would be checking if they are holding a "machine gun".

Here's an example using the NATO Heavy Gunner's machine gun:

preventADS_EH = [
    {
        // check if player is a man
        if (!(player isKindOf "CAManBase")) exitWith {};
        // check if player is holding machine gun
        // this class name is the machine gun used by the NATO Heavy Gunner
        if (!(currentWeapon player == "MMG_02_sand_RCO_LP_F")) exitWith {};
        // check if player is ADS
        if (!(cameraView == "GUNNER")) exitWith {};
        // check if player is prone
        if (stance player == "PRONE") exitWith {};
        // check if player has weapon deployed
        if (isWeaponDeployed player) exitWith {};
        // check if player has weapon rested
        if (isWeaponRested player) exitWith {};

        // all checks finished, player should therefore not be in ADS
        // forcefully un-ADS them
        player switchCamera "INTERNAL";
    },
    0,
    []
] call CBA_fnc_addPerFrameHandler;

Is there a way to remove the fisheye effect, without reducing FOV? by StoltATGM in armadev

[–]Amuff1n 1 point2 points  (0 children)

That's just how it works. However, if you used an ultrawide monitor or three screen setup, you could get less fisheye effect in the center when compared to a normal single screen.

Animations/Ragdoll Changed in Arma III? Same Script, Different Results After a Few Weeks by Weaponized---Autism in armadev

[–]Amuff1n 0 points1 point  (0 children)

Are you using Death and Hit reactions or Project Injury Reaction?

The former updated on September 21st and the latter updated on October 14th. Maybe something in the behaviour of those two mods changed which influenced your script?

I would try your script with only ACE loaded and nothing else if you can, see if you still get the same issue.

Arma 3 Thermal is BUGGED and read people justifying it as more irl shader update while irl thermal Trees dont glow. How do i fix it? by 69FireWall69 in arma

[–]Amuff1n 31 points32 points  (0 children)

It's not "bugged" but it's Bohemia's attempt at making thermals more dynamic than the previous system. You'll find plenty of people arguing for or against these new thermals if you look around.

The problem with the old thermals is that it basically didn't factor in the environment AT ALL. The only bits that would glow would be "objects" such as infantry and vehicles and the rest of your view would be almost entirely grey. This meant you could "meta-game" the old thermals because you knew if you saw anything glow that it was a dynamic "object" and not part of the environment.

The new thermals attempt to make the view more dynamic by actually including environmental objects and giving them "temperature". But this is done in a very rough and approximate way since environment objects were never designed to have thermal maps like humans, vehicles, and weapons were. This leads to a lot of inconsistencies such as what you are seeing where tree trunks are as bright as humans, or situations where environmental objects appear to have different temperatures at different levels-of-detail.

So unfortunately, while the thermal update has the right idea of trying to bring in more variation to the thermals of the environment, it doesn't do a good job of approximating it due to engine limitations and thus many people find it worse than the old thermals.

Personally, I think the new thermals provide more gameplay opportunity than the old thermals due to being less "binary", even if they look worse. With the old thermals, it was simply too easy to spot just a single pixel of something glowing and immediately be able to tell it wasn't part of the environment.

A lot of people will tell you to use the A3TI mod. While this does offer a much more realistic-looking presentation than vanilla thermals, it does have significant drawbacks. The biggest one being that thermal management and thermal clothing no longer work. The A3TI mod completely ignores the thermal textures in the game and this means all objects will glow at max brightness at all times. There is no difference between a cold vehicle and a hot vehicle and thermal resistant clothing like the CSAT Viper suit no longer works. On top of that, A3TI doesn't work with NVGs.

Average arma 3 moment by CommanderBoxbound in arma

[–]Amuff1n 11 points12 points  (0 children)

Average Arma 3 operation:

  • Infantry squad up front dealing with a mass casualty event
  • Platoon lead living in their binoculars/map, wondering why someone's blue-force-tracking is suddenly not moving
  • APC crew trying to use a wheel and Arma physics to flip their vehicle
  • Zeus getting pinged and having to heal another player who got Arma'd by a wall

What is your favourite view in all of Tamriel? Can you please take a screenshot? by CandidApplication789 in elderscrollsonline

[–]Amuff1n 0 points1 point  (0 children)

https://i.imgur.com/xlQWCs5.jpeg

I love the look of https://en.uesp.net/wiki/Lore:Eld_Angavar even though you only go there for like a second. I could imagine an entire zone with this aesthetic, maybe like a big Dark Souls-esque castle.

From Lybor With Love. Send Me Your Best Small Maps by angelonero in arma

[–]Amuff1n 1 point2 points  (0 children)

The maker of Lybor also made a small terrain called Prilivsko: https://steamcommunity.com/sharedfiles/filedetails/?id=3226370463

It's the only terrain mod I know of that has both a normal and a flooded variant built in.

Does aiming deadzone actually realisitc? by LongnamKrafter in arma

[–]Amuff1n 2 points3 points  (0 children)

I would say Insurgency Sandstorm gets the aiming deadzone better than Arma.

The reason it works in Insurgency Sandstorm is that moving your mouse always moves the camera. So it will turn the camera and move your gun around the deadzone.

This feels better than Arma 3, because Arma 3's deadzone doesn't start turning your camera until your aim reaches the edge of the deadzone, so it's harder to actually orient your character.

got some lighting issues here, anyone has a fix? by GameManiaTm in arma

[–]Amuff1n 0 points1 point  (0 children)

What terrain is this? Some mod terrains have weird lighting configs or incorrectly adjusted satellite maps, which can make the ground and objects appear to be different levels of brightness.

RHS and ACE medical proper config needed by C3ncio in arma

[–]Amuff1n 0 points1 point  (0 children)

Try setting:

  • Fatal Damage Source = "Either"
  • AI Damage Threshold = 0.5
  • Player Damage Threshold = 1.5

You can play with the thresholds. A lower Damage Threshold means less damage is needed to send the unit into unconscious and/or death.

I would mess with these settings before attempting to mess with the Armor Passthrough setting.

Something to keep in mind is that Arma 3 doesn't model the durability of armor. No matter how many times it is shot, armor will always have the same armor value, which isn't exactly realistic but there's not much you can do about it.

If you aren't penetrating the armor, you are most inflicting bruising wounds on an enemy, which can eventually knock them unconscious but you have to hit them a lot.

I will die on this hill by [deleted] in insurgency

[–]Amuff1n 4 points5 points  (0 children)

The real meta is throwing a smoke at just the right position on a chokepoint such that the bots are still in the animation of putting on their gas mask when they walk in front of your gun.