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@optics: There is a ~6sec animation for screwing in\out the optics in the rifle, would you like that? (more imersion but you get stuck on that)

One word: yes.

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I'm actually satisfied with the current implementation of at least forcing you to go through the inventory menu to do it, since that make your character stationary and "can only interact with inventory until exiting", both of which "take you out of the fight" and already take up time (in place of "6 second animation for optics"), I support keeping it.

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That's definitely awesome. That guy deserves a beer for sure. I still would like to see it officially handled by BI so we can get some nice animations and what not, but that mod is still great to have as a backup.

I just hope BI can manage to take care of all these issues (wierd animation glitches, binoculars not able to be held in hand and forced into scope view, official bipod, etc) before the game goes live.

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Any reason this can't be officially put in the game if modders have done it already?
To date I'm not aware if the devs have ever explained this in the case of Arma 3, although Jay Crowe as mentioned before outright acknowledged it a few days ago.

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because doing something officially isn't as simple as quick scripted something ;) ... either you try do it right (or close to that) or it become half broken from release ... also it's not that easy find free man-power and man-hours when you have already full schedule list

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2nd most wanted feature and still no news about it? that's a shame really , bipods are really important these days

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because doing something officially isn't as simple as quick scripted something ;) ... either you try do it right (or close to that) or it become half broken from release ... also it's not that easy find free man-power and man-hours when you have already full schedule list

no pun intended towards anyone here, but that right there david, is such a poor excuse...

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no pun intended towards anyone here, but that right there david, is such a poor excuse...

+1

Xeno

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no pun intended towards anyone here, but that right there david, is such a poor excuse...

+1

Since its on the feedback tracker with 1493 votes, this should be considered priority?

I find it weird that no developer has responded on the ticket itself yet.

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because doing something officially isn't as simple as quick scripted something ;) ... either you try do it right (or close to that) or it become half broken from release ... also it's not that easy find free man-power and man-hours when you have already full schedule list

I guess the most problems cause AI teaching to use the new features - I am right? Im not saying that doing the rest is a piece of cake, but preparing the material (like animations) is rather pretty straightforward.

But im happy that development seems to start getting in shape. New sound feature - doppler and occlusion effect sounds good on weapons, but i have a feeling that doppler effect doesn't apply to vehicles like helicopters?

Can't wait for official audio devteam report published on A3 :don8:

Edited by fragmachine
typo

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doppler and occlusion effect sounds good on weapons

The implementation is currently flawed though. The doppler effect on weapons seems to be based on distance instead of relative velocity, resulting in a very strange effect during gunfights. (Distant gunfire sounds like it is moving away from you.)

Not sure if this has a ticket yet.

EDIT: Ticket is #9625.

Edited by MadDogX

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I guess the most problems cause AI teaching to use the new features - I am right? Im not saying that doing the rest is a piece of cake, but preparing the material (like animations) is rather pretty straightforward.

But im happy that development seems to start getting in shape. New sound feature - doppler and occlusion effect sounds good on weapons, but i have a feeling that doppler effect doesn't apply to vehicles like helicopters?

Can't wait for official audio devteam report published on A3 :don8:

The AI doesn´t have to be teached. look at ACE, no one teached the AI how to use the Bipods and it´s still awesome to have that functionallity. If you want more precise MG gunners then go for ASR_AI with the lower recoil option. That will make AI MG gunners have a slightly lower recoil while kneeling or standing.

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The implementation is currently flawed though. The doppler effect on weapons seems to be based on distance instead of relative velocity, resulting in a very strange effect during gunfights. (Distant gunfire sounds like it is moving away from you.)

Not sure if this has a ticket yet.

EDIT: Ticket is #9625.

You're right that it indeed needs tweaking - but anything is better than what we had before. I've heard sound being obstructed and it sounded different when as listener standing on the opposite side of the buildings i heard firing rounds differently than on the other side of the hill.

What BIS have done is laid down needed technology - the more technology - the better for gamers. Most efforts should go for optimising them and whole game along with adding features. I might sound like a broken record but in my eyes with new techniques in sound departament sound modders can do miracles.

Most efforts of BIS should go for optimising, feature adding like bipods deployment and walking inside vehicles (which is heavily linked to firing from vehicles), more polished realistic weather, surface simulation (slick, muddy etc). It's 2013 and game market goes on - it is an achievement for studio like BIS to add new features like physics and new lighting, but we must remember that most flaws are recognised at least since 2001.

BTW. Upvoted :)

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I seriously hope all the archaic weapon switching rules such as not being able to move while swapping from rifle to pistol etc

Hmm, I remember there was a thread a few months ago, about the same topic, and a developer said it will be difficult, because of the animation system. IIRC without change of the animation system it won't be better...

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Hmm, I remember there was a thread a few months ago, about the same topic, and a developer said it will be difficult, because of the animation system. IIRC without change of the animation system it won't be better...

Yes, I think the problem is that the animations are for the whole body so the swap animation has no moving legs and cannot be merged with walking legs.

Its a pitty they can't separate torso-up animations from torso-down (legs)

Edited by EDcase

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I wish we could a) fluently change (sub)stances while moving and for this b) assign stance up/down keys. Because at the current state I find myself not using the new stances, only stances on the standard x/y keys.

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I wish we could a) fluently change (sub)stances and b) assign stance up/down keys. Because at the current state I find myself not using the new stances, only stances on the standard x/y keys.
To be blatantly honest I find myself not really needing the additional stances.

Though I probably would use them more if it were possible to change stances ala R6. hold control then Move mouse up to shift body fluidly up. etc etc

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I wish we could a) fluently change (sub)stances while moving and for this b) assign stance up/down keys. Because at the current state I find myself not using the new stances, only stances on the standard x/y keys.

I have them set to a second mouse wheel and to be honest I still don't use them much. The only time they are useful is looking/firing out of windows and the keys work fine for that since you don't have to change so often.

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Hmm, I remember there was a thread a few months ago, about the same topic, and a developer said it will be difficult, because of the animation system. IIRC without change of the animation system it won't be better...

So then the animation system needs some re-writes.

They should have enough income from all the DayZ related sales to put some more effort (or hire new people) into the animation system within the engine itself.

Things like this are why people are turned off of the series in the first place.

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Now I've found the thread, it was about the character stopping when changing weapons:

Extremely difficult/impossible in our animation system atm.

What we could do is make the weapon change very fast/instant - thoughts on that?

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They should have enough income from all the DayZ related sales to put some more effort (or hire new people) into the animation system within the engine itself.
From the E3 discussion thread, re: the idea of outsourcing to get around time constraints:
I understand your thoughts, but the solutions are hardly ever as simple as just outsourcing, hiring new artists, hiring new programmers, etc. And in this specific case: let's say we have an artist who is not overloaded already with work (we don't). That person may be very skilled doing architectural modeling, but less so doing technical vehicle modeling for example. At this stage of the project every thing comes at a cost - there are no more free and easy decisions. We do our best to make the right ones for the game and its players :)

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So then the animation system needs some re-writes.

Yes it does but I'm sure its not easy even if they hire lots of extra people. (they still have to be trained to use the tools)

BIS would have to start again completely.

It would be great if they can do that once ARMA3 is released and then have a big update in a year or so when its done.

...but I don't think it will ever happen... :(

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Now I've found the thread, it was about the character stopping when changing weapons:

I'd be very pleased even if the weapon change would be very fast/instant, of course it would be perfect only with proper animations, but I definitely could live without them if I only could move while switching to my sidearm in a hot situation.

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I actually remember something said about new hires (basically what a bunch of people were thinking "DayZ money hires") actually including a downside because they also had to be taught/integrated into the team which itself took up time and resources...

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