Smurf 12 Posted July 30, 2013 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. Share this post Link to post Share on other sites
metalcraze 290 Posted July 30, 2013 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. Share this post Link to post Share on other sites
twistking 204 Posted July 30, 2013 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. Share this post Link to post Share on other sites
DontGetMadGetMoney 10 Posted July 30, 2013 i started to have huge mouse input lag even with high fps :/ Share this post Link to post Share on other sites
Zorg_DK 10 Posted July 30, 2013 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. Share this post Link to post Share on other sites
themaster303 22 Posted July 30, 2013 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. Share this post Link to post Share on other sites
quaggles 10 Posted July 30, 2013 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. Share this post Link to post Share on other sites
SaOk 112 Posted July 30, 2013 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,""]; Share this post Link to post Share on other sites
St. Jimmy 272 Posted July 30, 2013 (edited) 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 July 30, 2013 by St. Jimmy Added important notice and added a ticket. Share this post Link to post Share on other sites
Masharra 10 Posted July 30, 2013 /Btw if I'm watching up and down is it horizontal or vertical? Horizon - horizontal - left to right vertical - up down- *censored joke* Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 30, 2013 regarding the Mp modules for respawn there should be a team respawn or grouped respawn for groups and teams Share this post Link to post Share on other sites
CaptainObvious 95 Posted July 30, 2013 /Btw if I'm watching up and down is it horizontal or vertical? Aide-memoire; Looking left and right along the horizon is horizontal Share this post Link to post Share on other sites
ericfr 0 Posted July 30, 2013 Garbages and similar objects cause artifacts shadows. Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 30, 2013 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 Share this post Link to post Share on other sites
progamer 14 Posted July 30, 2013 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? Share this post Link to post Share on other sites
SaOk 112 Posted July 30, 2013 (edited) 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 July 30, 2013 by SaOk Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 30, 2013 yeah you could anyway... Share this post Link to post Share on other sites
DaRkL3AD3R 1 Posted July 30, 2013 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! Share this post Link to post Share on other sites
barakokula31 10 Posted July 30, 2013 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). Share this post Link to post Share on other sites
smiley_ie 7 Posted July 30, 2013 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: Share this post Link to post Share on other sites
daskunk 1 Posted July 30, 2013 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 Share this post Link to post Share on other sites
Tyl3r99 41 Posted July 30, 2013 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) Share this post Link to post Share on other sites
Bee8190 10 Posted July 30, 2013 I'm not sure if I should keep vehicle feedback in one of the various vehicle threads or if the branch discussion thread is suited better but let me just link it here - http://forums.bistudio.com/showthread.php?159902-Vehicles-need-gears&p=2453306&viewfull=1#post2453306 Share this post Link to post Share on other sites
kylania 568 Posted July 30, 2013 What in heavens name has happened to vehicle pathfinding ?Its like watching a Benny Hill sketch Could . :) Share this post Link to post Share on other sites
froggyluv 2135 Posted July 30, 2013 Haven't driven a vehicle in many builds but just noticed the PiP screen/windows are much improved then I remember. Smooth boy. Share this post Link to post Share on other sites