das attorney 858 Posted October 8, 2013 (edited) Neither players nor AI can get in the driver seat of the Zamak (open and covered). Other OPFOR vehicles are unaffected. Haven't tried BLUFOR or Indy vehicles yet. http://feedback.arma3.com/view.php?id=15274 Edited October 8, 2013 by Das Attorney Share this post Link to post Share on other sites
Phantom Six 25 Posted October 8, 2013 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 Share this post Link to post Share on other sites
MavericK96 0 Posted October 8, 2013 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. Share this post Link to post Share on other sites
Tonci87 163 Posted October 8, 2013 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. Share this post Link to post Share on other sites
novemberist 2 Posted October 8, 2013 *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... Share this post Link to post Share on other sites
mr_centipede 31 Posted October 8, 2013 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... Share this post Link to post Share on other sites
V-zwo_Null 10 Posted October 8, 2013 (edited) 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 October 8, 2013 by V-zwo_Null Share this post Link to post Share on other sites
royaltyinexile 175 Posted October 8, 2013 (edited) 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 October 8, 2013 by RoyaltyinExile Share this post Link to post Share on other sites
chortles 263 Posted October 8, 2013 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. ;) Share this post Link to post Share on other sites
novemberist 2 Posted October 8, 2013 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. Share this post Link to post Share on other sites
metalcraze 290 Posted October 8, 2013 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 Share this post Link to post Share on other sites
zimms 22 Posted October 8, 2013 Or the 'paperwork' means forum posts like "omg how did my car magically get back on its wheels?! physix suxx!". :rolleyes: Share this post Link to post Share on other sites
antoineflemming 14 Posted October 8, 2013 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. Share this post Link to post Share on other sites
Varanon 892 Posted October 8, 2013 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. Share this post Link to post Share on other sites
Tonci87 163 Posted October 8, 2013 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 Share this post Link to post Share on other sites
CaptainObvious 95 Posted October 8, 2013 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. Share this post Link to post Share on other sites
instagoat 133 Posted October 8, 2013 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. Share this post Link to post Share on other sites
OMAC 254 Posted October 8, 2013 (edited) 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 October 8, 2013 by OMAC Share this post Link to post Share on other sites
CaptainObvious 95 Posted October 8, 2013 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. Share this post Link to post Share on other sites
Varanon 892 Posted October 8, 2013 New scripting commands added (add, remove, canAddItem from / to uniform, vest, backpack - http://feedback.arma3.com/view.php?id=14576) Honestly ? Just for items ? What about magazines ? Share this post Link to post Share on other sites
OMAC 254 Posted October 8, 2013 (edited) 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 October 8, 2013 by OMAC Share this post Link to post Share on other sites
metalcraze 290 Posted October 8, 2013 (edited) 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 October 8, 2013 by metalcraze Share this post Link to post Share on other sites
das attorney 858 Posted October 8, 2013 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. Share this post Link to post Share on other sites
St. Jimmy 272 Posted October 8, 2013 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. Share this post Link to post Share on other sites
Varanon 892 Posted October 8, 2013 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 ? Share this post Link to post Share on other sites