安装 Steam
登录
|
语言
繁體中文(繁体中文)
日本語(日语)
한국어(韩语)
ไทย(泰语)
български(保加利亚语)
Čeština(捷克语)
Dansk(丹麦语)
Deutsch(德语)
English(英语)
Español-España(西班牙语 - 西班牙)
Español - Latinoamérica(西班牙语 - 拉丁美洲)
Ελληνικά(希腊语)
Français(法语)
Italiano(意大利语)
Bahasa Indonesia(印度尼西亚语)
Magyar(匈牙利语)
Nederlands(荷兰语)
Norsk(挪威语)
Polski(波兰语)
Português(葡萄牙语 - 葡萄牙)
Português-Brasil(葡萄牙语 - 巴西)
Română(罗马尼亚语)
Русский(俄语)
Suomi(芬兰语)
Svenska(瑞典语)
Türkçe(土耳其语)
Tiếng Việt(越南语)
Українська(乌克兰语)
报告翻译问题






Would you modify it to work with CBA bindings?
Could you add (optional to those who wish to configure it more to their liking) CBA setting integration? I don't know much about A3 modding, or if its possible to have CBA settings be optional (rather than a hard-dependency) but it'd be really nice to be able to change size, color, etc in a easy menu rather than have a bunch of keybinds that can cause issues with other mods.
If it's not possible, what are the chances of you releasing a second version with CBA-Integration? So you still have a CBA free mod but also a CBA-Dependent mod to please us mod config changers?
@Patty - That makes sense. I can adjust it so that a more noticeable color tone appears when a shot hits us.
Is it possible to implement different colored hit indicator for when shots are not actually hitting you but passing by close? Right now all hits except for friendly fire are red and that usually implies that you actually physically got hit which can cause some confusion.
This is great, especially for folks like myself who have kids and cant always play with volume on loud enough to hear where shots are being fired from. + the Def can now enjoy an arma experience. + a little arcady vibes mixed with milsim is fun from time to time. Thanks for the Mod.
@Kamber Thanks yo! great work!
I haven't tested this yet but if opacity control for the indicators isn't a feature that would be a good thing to have (if possible) so people can dial the assistance level to their preference
I mean i can't even jump without mods.
I'm glad I could help, it's a cool mod, and will be very helpful for a lot of people.
I found the issue.
If you are using the "Normal" Interface Size option in the video display settings, the indicators at the 12, and 6 o'clock positions are off screen.
You need to have the interface size set to "small" for it to work properly.
@Alexander - Marking incoming missiles is not a thing like bullets, but I'll see what happens if I add them
I.e. player acquires a "macguffin" during a zeus campaign, zeus throws it on the player-lasts until death.
or like that one guy asking if it'll work if specific facewear is equipped, the script function could run at the beginning of a mission that would allow for mission makers to set specific facewear/triggers for it to work.