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In any case, if you suspect that's the culprit, then disable it (which of course you can) and use Webknight's Death Animations mod instead, which has all kind of custom animations for injured and dead and I personally use quite often.
Other than that, it looks like a conflict with other mod or script... or something totally unrelated to this mod, which is my bet.
This update includes a new nightvision effect, support for JCA and the latest Webknight flashlights and some other fixes and tweaks.
Regarding humidity, the effect you are witnessing is Arma 3's built-in "DynamicBlur" postprocessing effect, which at high enough values makes the screen look pixelated and low res. I guess that the particular fog settings they used for that mission makes the intensity detection to apply max humidity effects. Considering that the only visual effect applied for humidity is precisely the blur, deactivating it would deactivate the whole effect. You can lower the intensity yourself through the addon settings, though, or just disable it if you find it still is impacting your gameplay.
Can I ask for an option to support BSP Night Vision in place or alternate to BettIR - https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=2946493876&searchtext=BSP+Night+Vision+-
Humidity effects for some reason lowers the render resolution down? It happens in the beginning during the cutscene from this campaign: https://psteamcommunity.yuanyoumao.com/sharedfiles/filedetails/?id=3442600541
Anyway to keep the effects without lowering the render resolution?
Keep it up.
Hi, I just wanna ask, when an AI unit is wearing a NVG not be Bettir compat, does its lluminator be still auto-enabled?
Regarding placing drone dispensers to vehicles, I'll look into it. Just some combo box for "place dispenser in vehicles" > "never|always|10%|30%|etc".
I should release an update soonish anyway.
Also what I meant by my previous comment is to have the "Drone Dispenser" item that you need to launch a drone, spawn in certain vehicles
- Marc: Devourerking's Necroplague Mutants was always covered. I just forgot to add that to the description of the feature. Now it's there. But I guess you realized this already.
--
- Ace backpacks: I'm afraid I'm not that familiar with ace to meddle with that. It also seems to be something that could easily break whenever they update. I agree that'd be great, tho. Hopefully someone solves that.
- Drone dispensers: Not sure if I follow. Drone dispensers have to be manually spawned or placed (either in the world or in the inventory), if the option to require them is checked. Also, drones can't be launched while inside a vehicle.
In another topic, it would be nice to have drone dispensers spawn in vehicles only. Feels a bit unbalanced to have everyone with a drone.
Also when AI wear headlamps they'll have them on constantly, even if force activation is turned off
I want to have my AI with flashlights and those whose weapons cant equip flashlights get headlamps. Currently both groups just get headlamps and no flashlights
Also there are issues with Aegis in regards to adding flashlights to loadouts
@Fugacity: Well, there's just one way to find out. Run the game with just this mod and see if it really affects your performance. All I can say is that I run this with about the same amount of mods without any problem.
Also, remember that if you're only interested on a particular feature you can toggle off all the rest without problems. And you can still modify all the settings in a per mission or locality basis through the (slightly inconvenient) addons menu in the eden editor.
_ctrl ctrlShow true;
call KTWK_fnc_HUD_h>
23:14:08 Error position: <_ctrl ctrlShow true;
call KTWK_fnc_HUD_h>
23:14:08 Error Undefined variable in expression: _ctrl
23:14:08 File KtweaK\scripts\HUD_health.sqf..., line 172
23:14:08 "KtweaK: HUD health display not defined!"
23:14:08 Error in expression <l ctrlShow false;
sleep 1;
continue
};