purepassion 22 Posted December 2, 2011 hehe well yeah that's what I had in the back of my had aswell ^^ but if you think about it, they showed simple Arma 2 models on Arma 2 maps and Arma 3 models on Arma 3 map so the chance they used the normal Arma 3 unit with the fictional camo but already added a VBS2 exclusive feature to it, is rather low. Share this post Link to post Share on other sites
sparks50 0 Posted December 2, 2011 I think previous soldiers has had non-functional sidearms models on the hip before. Share this post Link to post Share on other sites
Maio 293 Posted December 2, 2011 I think previous soldiers has had non-functional sidearms models on the hip before. Nope. It was just the holster without the handgun. BTW the pistol in the video looked like the Glock 17. Share this post Link to post Share on other sites
roberthammer 582 Posted December 2, 2011 Am pretty sure this feature will be in ArmA 3 - the pistol was the OA Glock 17 Share this post Link to post Share on other sites
purepassion 22 Posted December 2, 2011 the pistol in the video looked like the Glock 17. indeed :) Share this post Link to post Share on other sites
antoineflemming 14 Posted December 3, 2011 (edited) look at the handgun in the holster ;) Wow. I didn't know they were moving VBS2 to the RV3 engine. That looks awesome. That brings up a question. Was all of that VBS2? And, if so, does that mean VBS2 2.0 and ArmA2/3 are sharing assets now (like the NATO and Iranian soldiers from ArmA3 and the Marines from ArmA2)? EDIT: Nvm, that was showcasing RV4 along with VBS2 2.0 RV3 Edited December 3, 2011 by antoineflemming Share this post Link to post Share on other sites
kylania 568 Posted December 4, 2011 If they can do that with VBS I want ArmA2 1.7 to include all VBS features. Hell, I'll pay a full $40 for that. Make it happen BIS. Do it. Share this post Link to post Share on other sites
BasileyOne 10 Posted December 5, 2011 Please make mission making use less scripting. Use many more drop down lists in Waypoints, triggers, and in game radio calling features that spawn results from base without scripting. Examples: Call in custom airstrike,custom resupply trucks,custom reinforcements. The airstrike would spawn at base, navigate to you, hit location you set on map and then RTB and actually fly there,land,and dismiss.Custom supply truck convoy spawns from base navigates using streets and not forest,steep mountain,or deep water,delivers supply and if fail they radio to you mission incomplete and why(destroyed by ambush enemy airstrike etc). Call in C-130 that spawns at base and navigates to you dropping custom supplies and reinforcements and RTB. Call in UAV that spawns and gives you thermal image screen of nearby activity. Complete artillery templates that spawn artillery when radio called by either side and do not disappear and stay available for radio fire mission until destroyed by enemy. Waypoints that have larger selection to have units: set up camp, set up perimeter, construct base, set up triage, search an entire building,Use nearest vehicles by default etc,etc. Playable AI that respawn and find nearest vehicle and navigate back to squad leader instead of walking 10 miles in straight line crossing deep water ignoring the bridge 10meters away and showing up to squad leader ready to fight a tank with only a pistol because he let his gear sink in deep water.LOL Radio calls in game that call for custom helicopter extractions that spawn from base or your choice and navigate to your map location and wait til your in and take you where you need to go without scripting. Tiggers that spawn Opfor/Blufor custom size and amount units to attack do etc. without scripting Make scenario and mission making easier for the average joe who doesn't know how to or have time to learn scripting and code. ie you ask about: 1. enabling pre-processing of triggers[not scripts ONLY] 2. make triggers more numerous, versatile and manageable. ??? Share this post Link to post Share on other sites
ProfTournesol 956 Posted December 5, 2011 ie you ask about:1. enabling pre-processing of triggers[not scripts ONLY] 2. make triggers more numerous, versatile and manageable. ??? I guess we perfectly understood what he wrote. Moreover this isn't the place to discuss that. Share this post Link to post Share on other sites
Maio 293 Posted December 5, 2011 I edited the first post. It's a lot more compact and organized now. I also added "Artistic direction" to the game features list, which I hope will soon be filled with info from BIS regarding their plans for the overall art aspect of the game (sound,visuals,content design) Share this post Link to post Share on other sites
purepassion 22 Posted December 5, 2011 Looks good :) Another one: Location: You can find coves, bays and hidden beaches on Limnos Share this post Link to post Share on other sites
nodunit 397 Posted December 6, 2011 please understand that if it is confirmed for VBS2, it doesn't mean will be in A3... Granted but that generally includes the 'asset improvements' such as door breaching, the portable ladders, interactive and advanced vehicle assignment,underground etc. The basic working can give a general idea since they've been the same until VBS2 got physX which A3 is now getting. Since the two are more than likely to share physics and assets, I'd be willing to bet that all the motion we see on the free falling character (compared to Arma2's static faller) is an example of the new animation system and vehicles will behave more in the way of that trailer. I certainly hope so..tracked vehicles go much slower than the AAV's we saw uphill and landing a helicopter like that pretty much makes you skiddy bump across the terrain, also TKOH taxi'ing baybeh. Share this post Link to post Share on other sites
frostwyrm333 1 Posted December 9, 2011 i realized one thing, lots of lights and implementation of FXAA, doesnt that mean they did deferred lighting? Share this post Link to post Share on other sites
maddogx 13 Posted December 9, 2011 i realized one thing, lots of lights and implementation of FXAA, doesnt that mean they did deferred lighting? No, it doesn't. :) Share this post Link to post Share on other sites
frostwyrm333 1 Posted December 10, 2011 but then why on earth would they implement new antialiasing method? a bit extreme even for them Share this post Link to post Share on other sites
maddogx 13 Posted December 10, 2011 but then why on earth would they implement new antialiasing method? a bit extreme even for them Because it was easy, according to Dwarden. :) Share this post Link to post Share on other sites
purepassion 22 Posted December 10, 2011 Hello, all!It's the Bohemia Christmas party tonight, so we're in the mood for handing out some presents! ;) Share this post Link to post Share on other sites
papanowel 120 Posted December 10, 2011 @PurePassion, in wich part of the forum did you get this message? :confused: Share this post Link to post Share on other sites
Maio 293 Posted December 10, 2011 @PurePassion, in wich part of the forum did you get this message? :confused: Hint, check Royalty's last post ;) P.S. The forum needs more santa hats. Share this post Link to post Share on other sites
purepassion 22 Posted December 10, 2011 hehe well it's Monsieur Tease :rolleyes: it was posted here However, Arma 3 information was said to come soonâ„¢ Share this post Link to post Share on other sites
maddogx 13 Posted December 10, 2011 PurePassion, you forgot the crates of beer in that pic! Share this post Link to post Share on other sites
purepassion 22 Posted December 10, 2011 P.S. The forum needs more santa hats. indeed :D @maddogx hehe it did'nt fit in the picture :p Share this post Link to post Share on other sites
PuFu 4600 Posted December 10, 2011 this is even beter - JD whiskey barrel tree Share this post Link to post Share on other sites
purepassion 22 Posted December 10, 2011 wow that thing is gorgeous! :inlove: Share this post Link to post Share on other sites
BobcatBob 10 Posted December 11, 2011 pretty sure dragging dead bodies is new (at least as a native feautre w/o user scripting) Share this post Link to post Share on other sites