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Give it a break, just the fact that HC is back is a good sign.

I wished that HC principles could be applied to a squad level or it could create a "AI commander" but doesn't seems to be the case.

BI is trying to deliver a game complete for it's release needs to offer a "complete"\unbroken experience (read: features used in campaign, single missions, firing drills, etc) and may complete\enhance it afterwards with patches (as they always did) and DLCs. MP need some love tough.

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Just FYI if BIS hasn't added stuff in years of dev time the chances that they are going to add it post-release are even slimmer.

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i have worse lod-performance when using zoomend optics (binocular etc). game lags a bit when toggling optics mode. i guess it is lod-related.

geforce gtx 560ti, core i7, most settings on "very high", no msaa. getting overall very good performance - only zooming/optics toggle feels laggy since latest patch.

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Nice to see binoculars working like in ACE now, however it would be much better if you lowed the binoculars a bit so you could see over them when your not in scope view.

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Take On Helicopters cockpit interaction icons are in Arma 3! Starter, Throttle etc. Watch this space? :)

you made my day ;) wheel breaks :D finally there will be possible to taxi the coppers !! also the cockpit interaction is really great.

binos are good like it is, but it would be better the bions switch to the position where you did look at the monent in freelook not where the binos "look at".

like how arma3 gets better and better.

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If you look down a little bit with the Binocs before entering optics then hold alt and look up above them you actually get a pretty good view. Not a great solution but that is a workaround in the meantime.

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Great to see "High Command"-coming even currently its giving this error a lot:

Error in expression <N_TYPE";
_icon = (_element getgroupicon _iconID) select 0;
_iconname = _groupico>
 Error position: <_iconID) select 0;
_iconname = _groupico>
 Error Undefined variable in expression: _iconid
File A3\modules_f\HC\data\scripts\HC_local.sqf, line 105
Error in expression <ut_start} else {0};
_array = _array + [[_itemName, [_itemShortcut], format [_sub>
 Error position: <_itemName, [_itemShortcut], format [_sub>
 Error Undefined variable in expression: _itemname
File A3\functions_f\misc\fn_createmenu.sqf, line 68

I use this code to add the groups if its connected to that (since I didnt see the error with only module on map which automatically added current groups):

player hcsetgroup [groupName,""];

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i like the binoculars, but i would swap the action - pressing B would go right into the optic view like standard, then second click if you want to backoff and look around. i think that would help those who just want to look quickly (less clicks). i guess its also a tad unrealistic that you can look around, but when you go optics mode again you are still dead-nuts on target (just a thought, doesn't bother me much).

Good point. I think those binocs should be bit lower because that's the reason why it's hard to tell where are you aiming. Now I can pretty easily guess where is the binocs aim when I'm watching upwards but when I'm watching somewhere in the same level or lower it's pretty hard to guess because the binocs are blocking the middle screen view that people are using as the reference.

One (bug?) thing that I noticed now about freelook (holding alt not double tapping) is annoying me. When I'm watching up or down the view doesn't go in the center but stays at the level I was watching. Kind of the same bug that happened when freelook left or right made you run there where you were looking. In Arma 2 it at least comes back bit but now it can stuck watching your feet. Can you fix it to work like in Arma 2 so it comes back little bit or like the double tap alt freelook so it centers completely like left and right freelook.

//Oh one thing that I didn't first notice. The freelook resets normally when standing still or walking or in combat pace but not when jogging or running so this must be a bug.

///Made a ticket about the issue

/Btw if I'm watching up and down is it horizontal or vertical?

Edited by St. Jimmy
Added important notice and added a ticket.

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/Btw if I'm watching up and down is it horizontal or vertical?

Horizon - horizontal - left to right

vertical - up down- *censored joke*

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regarding the Mp modules for respawn there should be a team respawn or grouped respawn for groups and teams

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/Btw if I'm watching up and down is it horizontal or vertical?

Aide-memoire; Looking left and right along the horizon is horizontal

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Garbages and similar objects cause artifacts shadows.

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not even 6 explosive charges can bring down military offices... what the hell?

i even had civilians inside prepared to be my ragdolls (they actually disapeared!!!)

oh and sending a group of civilians up the air traffic control tower.. they all fall out of the building when climbing the stairs

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Take On Helicopters cockpit interaction icons are in Arma 3! Starter, Throttle etc. Watch this space? :)

       class StarterOn1: None
{
	text = "$STR_ACTION_STARTER1_ON";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_cpt_start_ON_ca' size='2.5' shadow='true' />";
	textToolTip = "$STR_ACTION_STARTER1_ON_TIP";
	radius = 3;
	radiusView = 0.08;
	showIn3D = 87;
	available = 3;
	modelPositions[] = {"switch_starter","switch_starter_2"};
	showWindow = 1;
};
       class ThrottleFull3: ThrottleOff3
{
	text = "$STR_ACTION_THROTTLE3_FULL";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_cpt_thtl_ON_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_THROTTLE3_FULL_TIP";
	priority = 3;
};
class RotorBrakeOn: None
{
	text = "$STR_ACTION_ROTOR_BRAKE_ON";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_cpt_brk_ON_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_ROTOR_BRAKE_ON_TIP";
	priority = 0.6;
	radius = 3;
	radiusView = 0.03;
	showIn3D = 87;
	available = 3;
	modelPositions = "switch_rotor_brake";
	showWindow = 1;
};
class RotorBrakeOff: RotorBrakeOn
{
	text = "$STR_ACTION_ROTOR_BRAKE_OFF";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_OFF_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_ROTOR_BRAKE_OFF_TIP";
	priority = 0.3;
};
class WheelsBrakeOn: None
{
	text = "$STR_ACTION_BRAKE_ON";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_ON_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_BRAKE_ON_TIP";
	priority = 0.6;
	radius = 3;
	radiusView = 0.03;
	showIn3D = 87;
	available = 0;
	modelPositions = "switch_rotor_brake";
	showWindow = 1;
};
class WheelsBrakeOff: WheelsBrakeOn
{
	text = "$STR_ACTION_BRAKE_OFF";
	textDefault = "<img image='A3\ui_f\data\igui\cfg\actions\ico_OFF_ca' size='2' shadow='true' />";
	textToolTip = "$STR_ACTION_BRAKE_OFF_TIP";
	priority = 0.3;
};

This is config? Or Script?

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Noticed also that you cant access high-command UI (Ctrl+Space) while in map view.

Edit: Ups, meant cant not can. :)

Edit2: Now it works while I play same mission from scenarios (last time from editor). Bug dosent seem to be there everytime.

Edited by SaOk

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If you look down a little bit with the Binocs before entering optics then hold alt and look up above them you actually get a pretty good view. Not a great solution but that is a workaround in the meantime.

Hey that works pretty nice thanks for the tip.

I just gotta say, absolutely love the binocular change. It's something I've been rooting for on the forums for a long time. My reasoning is sometimes you need to quickly look around your close proximity during binocular use and your only option back then was to press B again and switch to your weapon, a very clunky and frustrating mechanic. Now you can quickly tap right mouse button and free look around to get a quick glance around your surroundings. Much much much improved!

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not even 6 explosive charges can bring down military offices... what the hell?

Yup, they're indestructible. During the alpha I did a little (if you can call 20 satchels little) test. It was indestructible. Same thing with the Diesel powerplant factory [small] (the unenterable building).

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If you look down a little bit with the Binocs before entering optics then hold alt and look up above them you actually get a pretty good view. Not a great solution but that is a workaround in the meantime.

That's what i was doing i hope they change it as default with them pointing down :confused:

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What in heavens name has happened to vehicle pathfinding ?

I have placed 7 vehicles in a group as a convoy gave it 3 way points inc 1 cycle. Its like watching a Benny Hill sketch seeing them jockeying for positions and getting lost off their path.

Try it start at LZ Connor make a way point near to start of first vehicle and then to to air station mike and then cycle point back at start.

This was working great but now jeeesh they have lost the plot.

2 Zamak's 1 covered one not 2 Madrids 3 irfits

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Yup, they're indestructible. During the alpha I did a little (if you can call 20 satchels little) test. It was indestructible. Same thing with the Diesel powerplant factory [small] (the unenterable building).

this one was enterable haha and i destroyed the ATC tower with one charge!! (that also had civilians inside... i was having fun)

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What in heavens name has happened to vehicle pathfinding ?

Its like watching a Benny Hill sketch

Could

. :)

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Haven't driven a vehicle in many builds but just noticed the PiP screen/windows are much improved then I remember. Smooth boy.

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