Jump to content

Recommended Posts

Check the prior page -- pettka already said about a Huron ramp firing position that "we are considering it so it may be there but we are still [inaudible] some issues with that", though klamacz previously told you that "Engine already supports it using animation state ( config param enabledByAnimationSource)", and then that "Engine already supports animationSource checking for animating doors/windows/whatever you want. FFV position can be configured to be enabled only when animation state is finished".

While the ramp should be userAction'd just fine (the geometry not following is a separate problem), it seems that the only solution that wouldn't require calling a script (what I think of by the idea of BI being averse to "SQF solutions​") would be to create a separate userAction conditioned on said animation? (That is, checking if the ramp animation's current state is 'lowered', and if so this enablePersonTurret [[1], true].)

(klamacz also said that "FFV in turned out turret is currently not supported", but I am not sure whether that has bearing on a ramp or vehicle door since presumably neither would work like a "turn out" hatch anyway in terms of the engine.)

Share this post


Link to post
Share on other sites
the launcher just needs the ability to recognize "@" folders and put them in the list already. i think DNA said it's planned. i really can't wait. please just finish it so we can stop asking.

It's actually a bit more complicated than that. Once we sort out and implement the data architecture to support both workshop & non-WS files, we can do easy things like defining where to check for folders. We are currently working on the former task, but it might take a while.

Share this post


Link to post
Share on other sites

The reason why I don´t use the lanucher. What good is it when it can´t detect the folders inside my Arma 3 folder?

Share this post


Link to post
Share on other sites
The reason why I don´t use the lanucher. What good is it when it can´t detect the folders inside my Arma 3 folder?

Same here. In fact to me the launcher right now is useless until it will be able to detect the A3 folder in Documents.

Share this post


Link to post
Share on other sites
The reason why I don´t use the lanucher. What good is it when it can´t detect the folders inside my Arma 3 folder?

You mean that there should be just a tick box to enable mods and not to search manually the folder inside Arma 3 folder?

Share this post


Link to post
Share on other sites
You mean that there should be just a tick box to enable mods and not to search manually the folder inside Arma 3 folder?

Not just that. The main problem is that you cannot make individual mod sets with the mod folders. You can only make mod sets with the steam workshop items so far.

Share this post


Link to post
Share on other sites

It has been explained several times, Task Force Launcher is working on that. We felt that delivering at least possibility to use Steam Workshop first makes sense and that people in here may possibly be able to read the explanation every now and then. Just to add it, you are able to use local mods the same way as before by setting the mod parameter in Parameters part of launcher :icon_twisted:

Share this post


Link to post
Share on other sites

Is it possible to do mod sets wih the -par parameter thing? I tried but I can't get any mod load for me with that so is there something more in that?

/I can't really get it to do anything.

Edited by St. Jimmy

Share this post


Link to post
Share on other sites
It has been explained several times, Task Force Launcher is working on that. We felt that delivering at least possibility to use Steam Workshop first makes sense and that people in here may possibly be able to read the explanation every now and then. Just to add it, you are able to use local mods the same way as before by setting the mod parameter in Parameters part of launcher :icon_twisted:

We understand that. No problem. We are just trying to communicate the situation between each member of the community so that they can understand what we are talking about here.

---------- Post added at 17:21 ---------- Previous post was at 17:20 ----------

Is it possible to do mod sets wih the -par parameter thing? I tried but I can't get any mod load for me with that so is there something more in that?

/I can't really get it to do anything.

It is not but it will be.

Share this post


Link to post
Share on other sites
It has been explained several times, Task Force Launcher is working on that. We felt that delivering at least possibility to use Steam Workshop first makes sense and that people in here may possibly be able to read the explanation every now and then. Just to add it, you are able to use local mods the same way as before by setting the mod parameter in Parameters part of launcher :icon_twisted:

I understand that, but until you get that done it is just faster and more convenient for me to start Arma 3 through Steam directly or with .bat files.

No hard feelings, I will sure use the launcher once it is more advanced :D

Share this post


Link to post
Share on other sites
I understand that, but until you get that done it is just faster and more convenient for me to start Arma 3 through Steam directly or with .bat files.

No hard feelings, I will sure use the launcher once it is more advanced :D

I would love to use it regularly, because it is so comfortable to just subscribe a mod and enjoy without need to use PWS and others.

Share this post


Link to post
Share on other sites

Um, would it be too much to ask to have one of the official Zeus servers run dev branch?

Share this post


Link to post
Share on other sites

today i had 50 fps stables on ultra with plane in altis, never i got this fps before last patch, someone has the same result?

Share this post


Link to post
Share on other sites
today i had 50 fps stables on ultra with plane in altis, never i got this fps before last patch, someone has the same result?

Not until I get a new PC. Hah, though, I have seen improvements. I can now run full views distance on Altis with Textures, and Clouds on Ultra, everything else on standard.

---------- Post added at 18:32 ---------- Previous post was at 18:25 ----------

On another note, hey BIS, police car for Arma 3 Confirmed?

Bsp8_I3IQAAB6tn.jpg

This gave me an idea. If those cars were turned into Off-road scout cars. Have a metal casing build with tough tires. That'd be sexy.

Has anyone noticed that when you get in the helicopter, switch to advanced flight model, and take off, that the flight model stays the same, yet your able to see the gauges for the Advanced FDM? Not only that but the animations for pedals and throttle work as well?

Share this post


Link to post
Share on other sites
today i had 50 fps stables on ultra with plane in altis, never i got this fps before last patch, someone has the same result?

Not detecting any noticeable improvements on my end.

Share this post


Link to post
Share on other sites
It has been explained several times, Task Force Launcher is working on that.

the launcher is awesome. i only use that to start arma now. it just needs that one feature to be finished. i just try to keep bringing it up so the DEVs know that it's needed and anticipated.

Share this post


Link to post
Share on other sites

The current launcher is somewhat useful, but there's room for improvement and I'm sure the devs are already working on the features I feel are missing.

Share this post


Link to post
Share on other sites
Um, would it be too much to ask to have one of the official Zeus servers run dev branch?

Someone correct me if I'm wrong but I believe there might be one of them that does.

today i had 50 fps stables on ultra with plane in altis, never i got this fps before last patch, someone has the same result?

There is a high chance that you set your view distance to like 1000 by mistake or something...

Share this post


Link to post
Share on other sites

,

the launcher is awesome. i only use that to start arma now. it just needs that one feature to be finished. i just try to keep bringing it up so the DEVs know that it's needed and anticipated.

Agree, though in the last couple version I keep losing steam afford and end up having to re-download 700MB each time . so now I use just adding manually added. Which is ironic as this defeats the very thing task FORCE launcher is working on. Maybe the task force can stop add-ons being forgotten after updates?

And yes the ability to pick add-on folders more easily would be very welcome. See spirited machines launcher for a real nice way to do it.even simply choosing them manually then being able to use TICK boxes to activate then when needed would add a lot of functionality.

Edited by twisted

Share this post


Link to post
Share on other sites
Someone correct me if I'm wrong but I believe there might be one of them that does...

There was 1 earlyer this week, it was PW protected so it could have been the server that was used in the last friday dev-branch livestream.

Havent seen a public BI dev-branch server in a long time now: http://www.gametracker.com/search/arma3/?query=bohemia

Send with mobile phone.

Share this post


Link to post
Share on other sites
And yes the ability to pick add-on folders more easily would be very welcome. See spirited machines launcher for a real nice way to do it.even simply choosing them manually then being able to use TICK boxes to activate then when needed would add a lot of functionality.

I believe this is already there.

Share this post


Link to post
Share on other sites
I believe this is already there.

no it isnt friend. i double checked. But perhaps i am being unclear.

currenlty addons chosen in steam workshop are tick boaxble.

but addons you pick from the paramaters section and you can manually pick you mods which are then listed as text only one after each other much line as in the commandline.

i was suggesting that after manually picking those mods in the parameter section it'd be nice to actiavte them using tick boxes.

Share this post


Link to post
Share on other sites
no it isnt friend. i double checked. But perhaps i am being unclear.

currenlty addons chosen in steam workshop are tick boaxble.

but addons you pick from the paramaters section and you can manually pick you mods which are then listed as text only one after each other much line as in the commandline.

i was suggesting that after manually picking those mods in the parameter section it'd be nice to actiavte them using tick boxes.

I see. That is exactly what I was suggesting to devs and what devs confirmed that it is being worked on. So we have to wait.

Share this post


Link to post
Share on other sites

DATA

Added: Class HeadlessClient_F to add headless client into missions

ENGINE

127435: Added: Enable new headless client implementation

Anyone fancy elaborating or testing to see exactly what this means for HC?

Share this post


Link to post
Share on other sites

"New HC implementation" sounds promising, but some more information (dare I say documentation) would be helpful. :)

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×