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BUG FOUND: Remove your attachments, try to drag and drop it to your gun, that won't work. Right click it from your inventory and it'll get drop to the ground, now right click it from the ground and it'll attach to your gun, its pretty inconvenient, but I use to be able to drag and drop it...

http://feedback.arma3.com/view.php?id=15275

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BUG FOUND: Remove your attachments, try to drag and drop it to your gun, that won't work. Right click it from your inventory and it'll get drop to the ground, now right click it from the ground and it'll attach to your gun, its pretty inconvenient, but I use to be able to drag and drop it...

http://feedback.arma3.com/view.php?id=15275

Yep, verified.

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Let me explain.

You can assign a key as brake. Not the hand brake.

The majority of players will probably stop a tracked vehicle with "W" or "S".

The AI, however, uses the brakes, which is not adjustable in the setup.

To test this, you can as a Commander, give the driver the "stop" command or "halt".

The vehicle will not really stop. It is a piece of slide like on ice.

In my config, the brake is assigned right over handbrake.

I tested it with the Varsuk and the Kamysh and I can´t see anything that is wrong. The vehicle will slide a few meters after you order a halt command, but that has to be expected when you try to stop a few dozen tonns of steel.

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*Added: Instructor Figure switch to Game Options (this will become clear with the campaign)

Interesting...what do you think this will be? Some kind of tutorial for new players while you play the campaign?

Can't really imagine how an instructor character could help on the battlefield...

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About the Slammer new muzzle effects, I'm sorry but the muzzle flash is too cartoony. Or maybe because it stays too long. But the fire/smoke effect in front of the muzzle flash is quite nice I think. but the muzzle flash is, well, maybe reduce the time its visible. The muzzle flash texture itself, maybe ok...

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I tested it with the Varsuk and the Kamysh and I can´t see anything that is wrong. The vehicle will slide a few meters after you order a halt command, but that has to be expected when you try to stop a few dozen tonns of steel.

So then try this with Slammer.

It looks weird. And...as a driver you brake with "W" or "S". This looks absolute authentic. The vehicle physic looks like in real life.

But when the AI is stopping the slammer, it looks like there is no physical influence to the chassis and his movement (nodding?).

Edited by V-zwo_Null

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Interesting...what do you think this will be? Some kind of tutorial for new players while you play the campaign?

Can't really imagine how an instructor character could help on the battlefield...

The 'Instructor Figure' is a modular system designed to provide players with guidance on how to complete tasks. It's not a separate 'drill instructor' type character; rather, the voice of whoever is the command/base figure in any given mission.

You can think of it as - if Context Sensitive Hints provide objective 'facts' or meta information about a feature (e.g. a key-binding) that's needed or useful in any given context - the Instructor Figure provides more subjective guidance about how a player might complete a task, which is added, offered and triggered like a 'support'.

It's a little bit 'meta', so we wanted to make sure it was tied to an profile option, but - that said - it's definitely not intended to be as 'handholding' as something like Bioshock Infinite's 'Path Highlight Helper'-thing.

Extract from the internal analysis

Guidance, not Facts

  • Each task given to the player can be linked to guidance.
  • As the mission designer, think about sitting beside a new player, watching him play.
  • Do not consider instructor figure guidance to be the same as Context-Sensitive hints. The latter are objective, the former are subjective.
  • Ask yourself:
    • What kind of advice would you give him?
    • Is there a particular/optimal route to follow?
    • Some useful cover or vantage point to get to?
    • Should the player cover/ expect enemies to attack form a certain direction?
    • What kind of threat will he face? Who's the priority target?

Extract from the campaign

i_Driving

Adams: Just so we're clear, Kerry, this thing isn't exactly a sports car.

Adams: It's going to be heavier; it's going to be less responsive.

Adams: Please don't flip us, and definitely don't run some poor SOB over. I, for one, am not interested in that paperwork.

It's a bit basic for the first episode, but should become more useful as the player takes on more responsibility and freedom, as the best way to complete an objective becomes more open/subjective.

We still need to document the new campaign systems on the community wiki. Most (but not all) of the scripted work (not to mention 3D art) that's gone into the campaign is designed to be re-deployable by the community, which we hope can help campaign designers to build their own stories in future.

Best,

RiE

Edited by RoyaltyinExile

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There's something oddly depressing about it taking until Q3-Q4 2013 for BI to actually get around to doing something that the rest of the industry's been at for a while game design-wise... but then again, like the graphics, "Welcome to the late '90s"? That's still the statement I remember most from you about Arma 3's improvements. ;)

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The 'Instructor Figure' is a modular system designed to provide players with guidance on how to complete tasks. It's not a separate 'drill instructor' type character; rather, the voice of whoever is the command/base figure in any given mission.

You can think of it as - if Context Sensitive Hints provide objective 'facts' or meta information about a feature (e.g. a key-binding) that's needed or useful in any given context - the Instructor Figure provides more subjective guidance about how a player might complete a task, which is added, offered and triggered like a 'support'.

It's a little bit 'meta', so we wanted to make sure it was tied to an profile option, but - that said - it's definitely not intended to be as 'handholding' as something like Bioshock Infinite's 'Path Highlight Helper'-thing.

Extract from the internal analysis

Guidance, not Facts

  • Each task given to the player can be linked to guidance.
  • As the mission designer, think about sitting beside a new player, watching him play.
  • Do not consider instructor figure guidance to be the same as Context-Sensitive hints. The latter are objective, the former are subjective.
  • Ask yourself:
    • What kind of advice would you give him?
    • Is there a particular/optimal route to follow?
    • Some useful cover or vantage point to get to?
    • Should the player cover/ expect enemies to attack form a certain direction?
    • What kind of threat will he face? Who's the priority target?

Extract from the campaign

i_Driving

Adams: Just so we're clear, Kerry, this thing isn't exactly a sports car.

Adams: It's going to be heavier; it's going to be less responsive.

Adams: Please don't flip us, and definitely don't run some poor SOB over. I, for one, am not interested in that paperwork.

It's a bit basic for the first episode, but should become more useful as the player takes on more responsibility and freedom, and the best way to an objective becomes more open/subjective.

We still need to document the new campaign systems on the community wiki. Most (but not all) of the scripted work (not to mention 3D art) that's gone into the campaign is designed to be re-deployable by the community, which we hope can help campaign designers to build their own stories in future.

Best,

RiE

Thanks for the clarification.

Sounds pretty good. Especially for people like me who are still fairly new to the Arma series and sometimes feel a little lost during missions.

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i_Driving

Adams: Just so we're clear, Kerry, this thing isn't exactly a sports car.

Adams: It's going to be heavier; it's going to be less responsive.

Adams: Please don't flip us, and definitely don't run some poor SOB over. I, for one, am not interested in that paperwork.

So campaign comes with

flippable cars

?

Nice

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Or the 'paperwork' means forum posts like "omg how did my car magically get back on its wheels?! physix suxx!". :rolleyes:

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So campaign comes with

flippable cars

?

Nice

You've got to be kidding. Do you seriously not know what it means to "flip a car"? It means to flip it over from it's upright position to on its side on upside down. You can clearly flip vehicles on their sides in this game. That's exactly what that transcript means. Nothing more.

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You can clearly flip vehicles on their sides in this game.

Uhm... no ? They will always automatically turn over on their wheels again. At least the Ifirt I just tried with.

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About the Slammer new muzzle effects, I'm sorry but the muzzle flash is too cartoony. Or maybe because it stays too long. But the fire/smoke effect in front of the muzzle flash is quite nice I think. but the muzzle flash is, well, maybe reduce the time its visible. The muzzle flash texture itself, maybe ok...

I agree with this. The current muzzleflash looks very bad. It is suposed to be a flash guys...

So then try this with Slammer.

It looks weird. And...as a driver you brake with "W" or "S". This looks absolute authentic. The vehicle physic looks like in real life.

But when the AI is stopping the slammer, it looks like there is no physical influence to the chassis and his movement (nodding?).

I see what you mean, the AI seems to brake with the handbrake, completely stoping the tracks and causing the tank to slide for a few meters.

You wan´t BIS to make the AI use the regular brake. I think I´m in favour of that.

EDIT: Go and try to flip the Zamak-> You can´t

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Uhm... no ? They will always automatically turn over on their wheels again. At least the Ifirt I just tried with.

IIRC it was the SUV that got some love regarding that a while back, and I think the devs talked something about other cars being worked on too.

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About the Slammer new muzzle effects, I'm sorry but the muzzle flash is too cartoony. Or maybe because it stays too long. But the fire/smoke effect in front of the muzzle flash is quite nice I think. but the muzzle flash is, well, maybe reduce the time its visible. The muzzle flash texture itself, maybe ok...

http://feedback.arma3.com/view.php?id=14023 I've provided a gif showing a slowmo of the development of the muzzle blast in actual tanks. I wonder if it is possible to implement such an animated muzzleflash? The staytime of the current one is -way- too long, the blast should stay a quarter second at most.

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I think it looks kick ass, as does the smoke exiting the barrel after the shot:

But most of all I like the very brief flash that blasts out beyond the main flash with the projectile.

(See at 0:17 where sky is visible beneath spherical radar station. LOD issue?)

Edited by OMAC

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I think it looks kick ass, as does the smoke exiting the barrel after the shot:

(See at 0:17 where sky is visible beneath spherical radar station. LOD issue?)

It's definitely better than it was, but I too think it lasts a bit too long, I played your video with 1.5x speed, suits my taste better that way.

Edit: Just the muzzle flash I mean, the smoke is just right as is.

Try changing your Terrain Quality to max, I'm pretty sure that'll fix the "see-thru" terrain under the radar.

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Try changing your Terrain Quality to max, I'm pretty sure that'll fix the "see-thru" terrain under the radar.

Yep, setting terrain quality to Very High gets rid of the floating radar. Terrain quality was set to Standard for that vid.

I usually use High terrain quality for playing. There is a 6 FPS drop if I switch to Very High quality settings. :-(

Edited by OMAC

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Woah that muzzle flash looks horrible and cheap. It's just a single static texture appearing, floating in the air for ms and then disappearing with smoke just exiting in a straight line afterwards.

Absolutely terrible.

Tanks in OA had it right.

Ages ahead of ArmA3.

Edited by metalcraze

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Woah that muzzle flash looks horrible and cheap. It's just a single static texture appearing, floating in the air for ms and then disappearing with smoke just exiting in a straight line afterwards.

Absolutely terrible.

Tanks in OA had it right.

Ages ahead of ArmA3.

Although you have a valid point in that the flash lingers too long (and is too 'orangey' imo), they would probably take you more seriously if you were less hostile Metalcraze.

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Woah that muzzle flash looks horrible and cheap. It's just a single static texture appearing, floating in the air for ms and then disappearing with smoke just exiting in a straight line afterwards.

Absolutely terrible.

Tanks in OA had it right.

Ages ahead of ArmA3.

You're so awesome guy... You got some good points but nobody takes you seriously because of your flame baiting and trolling posting style.

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You're so awesome guy... You got some good points but nobody takes you seriously because of your flame baiting and trolling posting style.

Can we stop the metalkraze bashing now and return to on topic discussion ?

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