Rough Knight 9 Posted September 29, 2010 I agree with the origional post. In an intense firefight, I want to change fire mode quickly, not having the change of fragging myself with a grenade by accidently selecting it. It happens enough (at least the incorrect selection of grenades) to justify discussion on the best way forward. Of course I find the current method acceptable as I have always played the series this way, but thats not saying it can't be done better or differently. Thanks Frosty Share this post Link to post Share on other sites
twirly 11 Posted September 29, 2010 ........Also buttons 1-4 when not selecting something as part of a sub-menu do nothing in Arma2 nor have they since opf).......-k Using the numbers 0-4.....or how ever many are needed......in my opinion would be sweet. One keypress...get what you need! It only takes a thought in real life. The closest thing to a thought in a game is....without a doubt....one keypress! Share this post Link to post Share on other sites
danny96 80 Posted October 3, 2010 Agree with twirly! Just click on the keyboard buttons and it will choose weapon example: 1 - Primary Weapon 2 - Secondary Weapon 3 - Pistole 4 - HE Grenade 5 - Smoke grenade 6 - Knife This is just in OFDR and I think that it can be in ARMA 2 Share this post Link to post Share on other sites
PuFu 4600 Posted October 3, 2010 Agree with twirly!Just click on the keyboard buttons and it will choose weapon example: 1 - Primary Weapon 2 - Secondary Weapon 3 - Pistole 4 - HE Grenade 5 - Smoke grenade 6 - Knife This is just in OFDR and I think that it can be in ARMA 2 another fpdr lad...great 3. what is pistole? 4. there are several explosive grenades available 5. there are a lot more non-lethal nades than smoke 6. flashnews! there is no knives in arma Share this post Link to post Share on other sites
Xtremist 0 Posted October 3, 2010 i would like to see a change in this as well. i opt for 1-4 being the weapon selection. 1 and 2 being main rifle and pistol, 3 being nades, and 4 being whatever launcher if any. I would still like the "f" key to be in place to cycle thru fire rates and nade types and such. also if we include satchels into the 4 key "f" could cycle the touch off options. althought its not a game breaker and people have gotten use to it, having to cycle thru 6 button presses to return to fire mode is a bit on the tedious side. Especially in a firefight. Share this post Link to post Share on other sites
CarlGustaffa 4 Posted October 4, 2010 another fpdr lad...great Uhm, whazzup with that tone? Isn't it better to have fpdr guys come here than the other way around? :p But you guys aren't thinking far enough. What about vehicle weapons? What about static weapons? What if we get userPersonalEquipment also in this game (sometimes down the line)? It's better to prepare rather than be surprised later on and have a new problem... I'll stress that for ergonomic reasons it's better to have main weapon on #2 (easier to reach by the finger already resting on w), and have sidearm on #1. Any attachments to main weapon (UBGL, MasterKey etc) is done on #3 (makes also a nice grouping of main weapon and its attachment). #4 and #5 handles throw and put weapons, and are easy to reach by the finger already resting on d. #6 goes to launchers. #7 to unclassifieds such as special items. #8 and #9 to mounted guns (vehicle or static) or unmounted static guns (for those appropriate). Share this post Link to post Share on other sites
twirly 11 Posted October 4, 2010 Uhm, whazzup with that tone? Isn't it better to have fpdr guys come here than the other way around? :p That's an excellent point to make. I'll stress that for ergonomic reasons it's better to have main weapon on #2 (easier to reach by the finger already resting on w), and have sidearm on #1. Any attachments to main weapon (UBGL, MasterKey etc) is done on #3 (makes also a nice grouping of main weapon and its attachment). #4 and #5 handles throw and put weapons, and are easy to reach by the finger already resting on d. #6 goes to launchers. #7 to unclassifieds such as special items. #8 and #9 to mounted guns (vehicle or static) or unmounted static guns (for those appropriate). I agree with this....it's obvious some thought went into it. This is what we need! Share this post Link to post Share on other sites
Xtremist 0 Posted October 4, 2010 I personally liked good old Joint Operations:Typhoon Rising and Escalation's button set up 1. knife 2. pistol 3. rifle 4. flashbang 5. nades 6. --useless-- 7. satchels, claymores, and rocket (at4/rpg) 8. satchel detonator 3. being rifle so you were able to switch to your rifle while on the run and still move forward (don't have to take your finger off W) however with arma's animations moving and weapon switching is not possible (maybe ArmAIII, being we got reload on the move with ArmAII :) ) so it doesnt matter what number you put the rifle at (2 or 3 would be the most ergonomic). I suggest 1-4 in my previous post being those buttons are not used unless choosing a command menu option. another fpdr lad...great and seriously pufu more people coming to ArmA is a good thing, childish attitudes do nothing for the community or yourself... Share this post Link to post Share on other sites
no use for a name 0 Posted October 5, 2010 ...or they just make it an option in the key setup since not everyone uses WASD for movement. I (and I'm sure others) don't want it specifically linked to one button; but as a separate key in the controls setup. Share this post Link to post Share on other sites
-)rStrangelove 0 Posted October 5, 2010 Even if the fire selektor is the wrong place for grenade access, moving it to the action menu will make it worse. A lot of ppl will drop a handgrenade when trying to get into a vehicle seat, esp in MP. The action menu shifts back and forth when ppl near you enter vehicle seats so its easy to accidently activate a random action menu entry. Share this post Link to post Share on other sites
EDcase 87 Posted October 7, 2010 Twirly (OP) is right!!! Fire mode should NOT have grenade mode included. Ideally grenade throw should have its own key binding. (If anyone can find a spare one ;)) Share this post Link to post Share on other sites
polar bear 10 Posted October 11, 2010 In other games this is a well solved problem, no need to re-invent the wheel here. In all solutions the key used to rotate through modes of a weapon does not also rotate through weapons. It just rotates through the modes of the current weapon and that' sit. Selecting the current weapon is done in one of two ways, either each weapon has a "slot" and there is a key to pick the slot, or there is a key to rotate through the weapon slots one at a time, or both. I think maybe ArmA has enough different types of weapons, and such an overloaded keyboard already, that a key per slot probably wouldn't work. The right answer is therefore to have a key to rotate through slots, separate from the key that rotates through weapon modes. Share this post Link to post Share on other sites