Tyl3r99 41 Posted July 10, 2013 i have no idea how to use this new map or what its purpose is actually for... i see they have a skirmish trigger module??? whats this? lol even better can someone just tell me where i can find how to... on ALL the modules. @devs do you plan to add sec ops etc? Share this post Link to post Share on other sites
Tonci87 163 Posted July 10, 2013 Did anybody notice that PhysX is quite broken in some situations? I drove a Kamaz in a MP game and I managed to flip it on its side (I love it that you have to drive a little bit more carefull with such a vehicle) but instead of staying like that the truck immediately corrected it´s position and I could drive on.... Share this post Link to post Share on other sites
chortles 263 Posted July 10, 2013 Ehhh, as the "PhysX ships" thread can tell you, PhysX implementation is at best an incomplete, inconsistent WIP. Still no walkable moving ships, and even vehicle contact (i.e. helicopter landing) is iffy! :( Share this post Link to post Share on other sites
doln 10 Posted July 10, 2013 Anyone have any idea how to work the Strategic Map modules? Share this post Link to post Share on other sites
simon1279 53 Posted July 10, 2013 Anyone have any idea how to work the Strategic Map modules? place module open strategic map, sync it to the player, place the module strategic map and sync it to the previuos mentioned module,if you have markers on your objectives write the markers names such as "markername","markername_1", exc. than place the strategic map mission modules and sync it/them to the strategic map module (not open strategic map module) fill all the fields you can use also an image (reccomended 256x256 pxls), you've done .The strategic map mission modules should be placed on mission objective location ;) EDIT: i don't know how to reopen the strategic map on demand during mission play Share this post Link to post Share on other sites
krazikilla 5 Posted July 10, 2013 Seriously? A new big beta Patch and no mention in the sitrep, about any of the most highest rated things in the feedback tracker? (Weapon Rest and so on) But they include a visible firemode switch on the guns, which you maybe see when u move your head down??? BIS maybe you got your focus a little bit wrong! Share this post Link to post Share on other sites
joschaap 1 Posted July 10, 2013 was CVG_rifles renamed? I've been using this block of code since arma2 to get all weapons from cfg. into an array for later use.. CVG_weapons = []; CVG_weapons = CVG_rifles; CVG_weapons = CVG_weapons + CVG_Scoped; CVG_weapons = CVG_weapons + CVG_Heavy; CVG_weapons = CVG_weapons + CVG_pistols; CVG_weapons = CVG_weapons + CVG_Launchers; However since yesterdays DEVbranch update it no longer works: making my missions crash: Error position: <CVG_rifles; CVG_weapons = CVG_weapons + > Error Undefined variable in expression: cvg_rifles Share this post Link to post Share on other sites
nodunit 397 Posted July 10, 2013 (edited) Did anybody notice that PhysX is quite broken in some situations?I drove a Kamaz in a MP game and I managed to flip it on its side (I love it that you have to drive a little bit more carefull with such a vehicle) but instead of staying like that the truck immediately corrected it´s position and I could drive on.... It's been like this since the start of the alpha. I sure hope they do some heavy tinkering with physics before release otherwise it is going to be a half baked feature for sure considering small objects can break you rather than bounce harmlessly off of you amongst other things, all vehicles magically flip themselves back up, and if you hug the wall and turn the wheel, the vehicle will instantly climb up the wall. Edited July 10, 2013 by NodUnit Share this post Link to post Share on other sites
maddogx 13 Posted July 10, 2013 The vehicle auto-flip issue is one of the oldest on the tracker: #799. Keep voting up. :D Share this post Link to post Share on other sites
GranolaBar 10 Posted July 10, 2013 voted up :) Mr Troll who answered that for nothing, for a change:) For the others players, it's a dev where we test new functions, all the functions were not included in the game or in the future :) We have time but Arma is Arma and it was different to VBS .. and we have time to have more contents and mainly patch on 5-10 years :) without include mods (a bigger party of Arma series not ? :) ) Share this post Link to post Share on other sites
DarkDruid 96 Posted July 10, 2013 Option to switch fatigue blur equals everyone switching it off. Even though it originally might have a smart reason for existence it'll be off by default for most players.Why be penalized compared to your opponent.? Its the same mentality as having brightness up to Max and textures to low to try get an advantage. The surge to dumb the game down to get it more arcade like has scored a point. That's just hotfix. They removed the negative consequences of it. Other than heavy breathing it's been pretty much castrated. Unless I missed something which id be stoked to hear. anyway no use bitching like so many of the forum does (although that's actually seems effective at getting bis to change their pretty awesome vision for the game) You can disable a blur part of the fatigue visual effect if you want, that's all. It's just hotfix and any other negative consequences weren't removed. Seriously? A new big beta Patch and no mention in the sitrep, about any of the most highest rated things in the feedback tracker? (Weapon Rest and so on) But they include a visible firemode switch on the guns, which you maybe see when u move your head down??? BIS maybe you got your focus a little bit wrong! Weapon resting requieres changes in the engine and time of programmers. Visible firemode switch was made by someone else and it required just some changes in configs/animations. Droping of visible firemode switch wouldn't help features like weapon resting at all. Share this post Link to post Share on other sites
krazikilla 5 Posted July 10, 2013 ...Weapon resting requieres changes in the engine and time of programmers. Visible firemode switch was made by someone else and it required just some changes in configs/animations. Droping of visible firemode switch wouldn't help features like weapon resting at all. Thx for reply Druid -is there any chance to see anything like Weapon Rest soon? And does it really need to change the engine for it, because Ace2 in Arma 2 and even an Addon for Arma3 implemented it already quite well. You can even "rest" your gon on a fellow soldiers shoulder :) It doesnt seem to be that complex and time consuming. Share this post Link to post Share on other sites
chortles 263 Posted July 10, 2013 The reason that would make sense (for "really needing to change the engine") would be "because we wouldn't do it like how the ACE 2 modders or L etranger" did it (the latter of which makes sense since VTS weapon resting requires CBA for A3), especially if RV4 and Arma 3 were never designed with the possibility of weapon resting (in vanilla Arma 3) in mind in the first place... and in the case of the game and not just the mission, adding weapon resting would almost certainly affect official missions. Share this post Link to post Share on other sites
roberthammer 582 Posted July 10, 2013 Thx for reply Druid -is there any chance to see anything like Weapon Rest soon? And does it really need to change the engine for it, because Ace2 in Arma 2 and even an Addon for Arma3 implemented it already quite well. You can even "rest" your gon on a fellow soldiers shoulder :) It doesnt seem to be that complex and time consuming. They probably mean the animated bipods - which require new commands but it was about time to say something about it ---------- Post added at 10:34 ---------- Previous post was at 10:32 ---------- in the case of the game and not just the mission, adding weapon resting would almost certainly affect official missions. it would make the missions more realistic? Share this post Link to post Share on other sites
maddogx 13 Posted July 10, 2013 As indicated by DnA yesterday, today's dev branch update has rolled back the exe to a previous build. Share this post Link to post Share on other sites
Mr. Charles 22 Posted July 10, 2013 The reason that would make sense (for "really needing to change the engine") would be "because we wouldn't do it like how the ACE 2 modders or L etranger" did it (the latter of which makes sense since VTS weapon resting requires CBA for A3), especially if RV4 and Arma 3 were never designed with the possibility of weapon resting (in vanilla Arma 3) in mind in the first place... and in the case of the game and not just the mission, adding weapon resting would almost certainly affect official missions. Just by using VTS Weaponresting i can finally use the LMGs properly. There was just too much recoil without it, even when prone. Share this post Link to post Share on other sites
krazikilla 5 Posted July 10, 2013 They probably mean the animated bipods - which require new commands but it was about time to say something about it---------- Post added at 10:34 ---------- Previous post was at 10:32 ---------- Ye, but is it really needed to animate the Bipods? -No. Its also not needed to animate vehicle Doors, to animate hands openening doors of houses and so on. And this has a much bigger visual impact then small Bipods. The function here is needed, very needed and wanted (feedbacktracker Nr. #1) actually. Share this post Link to post Share on other sites
chortles 263 Posted July 10, 2013 it would make the missions more realistic?More like "the missions would have to be redesigned to account for players or AI being able to use bipods", which presumably the-powers-that-be would interpret as "diverting resources/time from the priorities we already gave to the devs" -- reminds me of how DnA implied that "having to redo missions" was a possible factor behind the omission of TOH flight model from BI's own Arma 3 helicopters* -- whereas as DarkDruid noted the fire mode switch was just a config/animation change. (As for the bit about resting "requieres changes in the engine and time of programmers", DM has suggested that there's not a lot of programmers for RV4...)* That is, as opposed to "leaving the FM in for modders to use". Interestingly enough, NouberNou has made claims about the state of TOH FM for Arma 3 more nuanced than just "it's in" or "it's not in", definitely worth a read. Share this post Link to post Share on other sites
Minoza 11 Posted July 10, 2013 Ye, but is it really needed to animate the Bipods? -No. Its also not needed to animate vehicle Doors, to animate hands openening doors of houses and so on. And this has a much bigger visual impact then small Bipods. The function here is needed, very needed and wanted (feedbacktracker Nr. #1) actually. I find visual presentation just as important, otherwise it feels like incomplete feature, or a mod. If done within a game, it should be done right. Share this post Link to post Share on other sites
krazikilla 5 Posted July 10, 2013 I find visual presentation just as important, otherwise it feels like incomplete feature, or a mod. If done within a game, it should be done right. So you want them to put away enterable buildings with doors, because you cannot see your hand reachin the door and open it? You want them to put away drivable cars and flyable planes, because you cannot really see doors opening and you jumping in? I doubt so. Share this post Link to post Share on other sites
Alwarren 2767 Posted July 10, 2013 EDIT: i don't know how to reopen the strategic map on demand during mission play Add a "repeatedly" radio trigger and sync it to the "Open Strategic Map" module. Map will open every time the trigger is used. Share this post Link to post Share on other sites
tawah 13 Posted July 10, 2013 Resting weapon on a wall or a stone or a car hood does not need any animation. Animation's lack is just concerning weapon with bipod. Most weapon can be rested (even without bipod)... Share this post Link to post Share on other sites
chortles 263 Posted July 10, 2013 DnA's already made the call "we're taking out opening/closing doors because we can't get all of them to be so in time without diverting from what I deem more important and I'm not allowing 'some but not others'", wouldn't be surprised if that stance applies to other things in Arma 3 as well... Add a "repeatedly" radio trigger and sync it to the "Open Strategic Map" module. Map will open every time the trigger is used.Thanks for the tip, I appreciate this explanation! Share this post Link to post Share on other sites
Alwarren 2767 Posted July 10, 2013 More like "the missions would have to be redesigned to account for players or AI being able to use bipods", Seriously, the influence of weapon resting on mission design isn't as big as you make it. Share this post Link to post Share on other sites