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CSAT Pacific units turn Caucasian when shot in the head. I’d prefer not to disable head gore entirely since other factions look fine.
yes there is, in the mod settings
alternatively for script version (disable vaporisation):
I went through the hell of looking through the code (would not recommend)
_unit setVariable [Vmfjb, true, true];
Heres the version you can use
https://steamhost.cn/steamcommunity_com/workshop/filedetails/?id=667953829
I'm still using your latest version where you didn't remove the detailed mod settings. This is version is 7.2. I want to say that together with the 2.20 game update for me it works excellent, even with more units, no performance issues.
The helmet can float because they are particles now - the headgear has a weird geometry lod so if its rotated even a little, it will float. in the previous version there as a weapon holder that would rotate, but a weapon holder is a full simulated object with inventories and it was costing too much performance wise - now its a particle effect and barely has effect on the performance (Im talking if you decapitate like 200 units at a time, yes i do some extreme testing for performance)
The gear has an adjustable despawn time, others i know set this timer to 0.1 second, so that the helmet disappears as soon as it hits the ground and wont float
Come join the discord and we can talk more, steam has a characters limit ;)
The shimmering only happens the first time the texture is loaded, subsequent blood pools dont shimmer because theyre already loaded in memory - i have an idea to solve this issue which involved pre-spawning all of the blood pools to load the textures into memory, but this is experimental.
I think you need to completely rework the "Fly Helmet" feature, because it has no physics or at least allow the player to turn it off. Your Helmet just appears as if it's hanging in the air and then disappears. Also, the helmet doesn't belong to the faction of the soldier killed. Better remove this feature altogether. The Goko Ballistic Impact mod does it much better. Or try to open his mod and make your own based on it
Previously, the player could configure in detail (depending on his PC) how much blood his game would tolerate and how, but now it can't. Personally, I use this mod only because of blood and only because of head injuries. Unfortunately, I didn't like all the effects like guts or gore.
The main value of this mod was that it had flexible settings!
I big ask you to return the all settings from Bloodthirst, and even add new your own settings
Here is example - https://drive.google.com/file/d/1ln5FFJckIqa1InFPc_u7PMZfi4PTWuFz/view?usp=sharing
Why is the helmet floating in the void? Why does it belong to a different faction? Why do I see a shimmering pool of blood? Before player was to be able to turn it off, but now I can't :(
Today, after update, I see the same wrong version. Many thing is broken and doesn't work properly, while the user can't turn off unnecessary functions that work poorly.
Why did you remove the "Helmet Fly" setting? Now the user is FORCED to see helmets that don't match the uniform camo hanging in the void for a long time. Can a helmet hang in empty space?
Why did you remove the "Blood Pool" setting? Can't you see that the blood under the corpse flickers and looks ugly. But now the user can't turn it personally off. Now there is only one setting "Enable Blood Testures", that is responsible for 5-7 different blood effects
It's good that I managed to save the version before May 30. This is the best version, that happened with this mod.
https://steamhost.cn/steamcommunity_com/sharedfiles/filedetails/changelog/3226850988
Check out the new update!
Would you be able to send over the textures you used?
Doing so proven that the textures are misalinged - which also checks out when you'd see which parts of the original texture file are used. Perhaps some mod must change the way textures are laid on the infantry models I guess.
You may have some display adjustment issues because this is not normal
Yes it will be fixed in the next update
@HARM-ANY-
Correct
@Papa Delicous
Can you give a little more detail? What exactly is happening?
@Inferno | M.D.F
Which dismember textures, are you taking about the texture on the soldier (The red)?
I will adjust it
Check out the "Addon Settings" for this mod, there are many things to adjust for performance.
I am also testing on the arma 3 dev branch, which has 30% improved performance
AFAIK should be compatible with ACE, but let me know if there are any issues
https://discord.gg/xtAkCkTpXp
Also, the blacklist setting should now be working properly, it was indeed broken before
No both of these are still features, you just can no longer pick the helmet up from the ground directly like before. If you want to be able to pick up the helmet, you must enable the option which will drop it in the nearby box.
There is an issue some players are facing with helmet flyoff not working properly and brains spawning instead, I am working on a patch for this
It seems like a delay but there is not. Before the models were not properly rotated, so the body parts would start off at an incorrect angle - now for example the hands and feet spawn at the exact position of the units hands and feet.
The speed of it is also determined by the amount of damage done, so 120mm will have a larger reaction
@K1NG_J3W
Would it be possible to send over a video?
we had a bug on server stable and profiling where after head shots brains would continuously spawn out, looks pretty crazy.
Wondering if this was something you were aware of?