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We frequently have issueswith not being able to create groups.

 

 

Are you sure you're not playing a scenario where the mission-maker forgot to keep track of empty groups?

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Forget DX12, support Vulkan and make Arma Linux compatible, that is my wish. :wub:

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Added: An ability to sort Arsenal lists alphabetically or by a mod (actual implementation)

Nice ,but still the mod folders are needed in arsenal

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Nice ,but still the mod folders are needed in arsenal

 

My current Arsenal wishlist is:

  • Deferred loadout changes (Create a local dummy unit, display appearance it, on confirmation apply to the actual unit)
  • Partial loadout loading (i.e. Cases where you want to load a loadout which contains an item currently not available in the game/arsenal. No need to block loading of the entire loadout if the current instance of Arsenal is missing just the hat you saved)
  • Searching and filtering (i.e. Checkbox filters to only see RHS content, search bar so you can type in "Spar" and filter just those.)
  • Unrestricted item use (i.e. Put mags for weapons that you do not have in your backpack, put facewear in vest, etc.)

And a bit of a hail mary:

  • Implement Arsenal as gear selector on the briefing screen

Generally, the Arsenal UI as it is, feels more geared towards a lightweight "browsing" experience. When used in missions to bypass equipping people from crates, I find myself fighting it a lot.

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My current Arsenal wishlist is:

  • Deferred loadout changes (Create a local dummy unit, display appearance it, on confirmation apply to the actual unit)
  • Partial loadout loading (i.e. Cases where you want to load a loadout which contains an item currently not available in the game/arsenal. No need to block loading of the entire loadout if the current instance of Arsenal is missing just the hat you saved)
  • Searching and filtering (i.e. Checkbox filters to only see RHS content, search bar so you can type in "Spar" and filter just those.)
  • Unrestricted item use (i.e. Put mags for weapons that you do not have in your backpack, put facewear in vest, etc.)

And a bit of a hail mary:

  • Implement Arsenal as gear selector on the briefing screen

Generally, the Arsenal UI as it is, feels more geared towards a lightweight "browsing" experience. When used in missions to bypass equipping people from crates, I find myself fighting it a lot.

A lot of the things you want can be done with this little mod now. I know that is not the same as it being in the game-but might help for now.http://www.armaholic.com/page.php?id=25910

 

...I seem to be promoting this damn mod every day :) I just love it ..

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A lot of the things you want can be done with this little mod now. I know that is not the same as it being in the game-but might help for now.http://www.armaholic.com/page.php?id=25910

 

...I seem to be promoting this damn mod every day :) I just love it ..

 

Thanks, I'm aware mods for this exist. However why I'm saying this here is because an official, slick implementation, without having to think about adding mods is always better.

I'm on the edge of writing my own interpretation of Arsenal, if anything then out of spite for those issues. However, this recent change gives me hope that we'll see significant revisions to Arsenal.

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Are you sure you're not playing a scenario where the mission-maker forgot to keep track of empty groups?

 

Could you elaborate that? Talked to the mission editor, he did initialise the system as stated on the wiki.

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I would like to quote myself here, and ask developers to think about it, as i meet (i think not only me) this behavior way too often:
 

 

I will never understand the way how Ai commanding works in case of order "Take weaponX" - no distance given, no place given, nothing, you giving the order and your AI guy is disapearing somewhere in the bushes, then behind horizon. This need improvement. In () should be given distance from marked AI unit to action place so it should look like "Take WeaponX (50M)". That would be totally enough. Same for rearming, and all actions orders for AI. Its one missed place in upgrading the game from OFP.

plus reply from zooloo75
 

 

Yea, that and perhaps a visual indicator which marks/highlights the target on-screen.

Developers, please, consider this.
 

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I would be fine already with "mark solider, point at corpse" to get him to resupply.

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I would be fine already with "mark solider, point at corpse" to get him to resupply.

Exacly, something that gives you better control of orders you giving, not Stevie Wonders orders (no offence to Steve).

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seeing how the LOD stuff has been improved using shader magic i was wondering, if you guys have some new guys that are specialised in shaders and, if that would maybe allow a little rework of particle shading/lighting. just watched some videos and i must say especially on Tanoa the game just looks amazing but the bad particle lighting always pulls me out of it.

 

doesn't have to be anything super advanced using normal maps or volumetrics or anything. i just feel that something is wrong with how particles are lit. they always stand out so much from the ground behind them. maybe just some fix is needed. making it optional in the graphics settings could also take care of possible performance implications.

 

feels to me like this is a nice potential area of improvement still before a new engine or new iteration of it and a new game with it is attempted.

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The cause is found and this will be unified one way or another

 

Thanks for checking into that one.

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I've found a rather surprising bug. Taru Bench Pod is not available in the Eden editor. I thought a standalone version was simply omitted, but it can be seen in the CSAT showcase. It's probably still in the deprecated "empty" category and thus only accessible through the old editor. 

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Added: An engine implementation of the Stance attribute

 

What is this?

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there is a huge amount of these floating roots all over Tanoa:

 

http://steamcommunity.com/sharedfiles/filedetails/?id=737470233

 

 

i would suggest to extend the roots downwards inside the model by a lot. there's some crazy slopes on the map and the result is this issue being way too prevalent. looks unfinished.

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there is a huge amount of these floating roots all over Tanoa:

 

Yes, noticed those - reminded me of the roots on steep inclines in Arma 2 :) Be great to see those roots extended!

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Yes, noticed those - reminded me of the roots on steep inclines in Arma 2 :) Be great to see those roots extended!

Agree, or place all trees lower which is much faster move. But dont know how the other side would look like (this digged in terrain).

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Added: An ability to fill uniforms, vests and backpacks with any magazine in the Virtual Arsenal (Not just those compatible with currently selected weapons)

 

 

While I apprechiate the implementation, I don't think that should be the final solution. We still don't have the possibility to fix NVGs, GPS etc. and last but not least weapons into our vests and backpacks.

 

 

On another note, I just noticed that the normal Beret (Black) has a Elite armour value. Not clue what that's supposed to mean.

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While I apprechiate the implementation, I don't think that should be the final solution. We still don't have the possibility to fix NVGs, GPS etc. and last but not least weapons into our vests and backpacks.

 

 

I agree-but it is a step in the right direction. Still-in  he future it would be great to be able to put anything anywhere-instead of having to put NVG's on your head, you could put them in a backpack.Or if you are a sniper, you could stick an smg into the bag.I know it can be done now by dropping your weapon and ammo then going back into the arsenal for the second weapon, but it could be much easier.

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I noticed opening VA in some cases are deleting map from inventory.

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Does it at least default to the proper ammo for the weapon in the arsenal like it does currently, or will we have to now sort through it and find it?

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Does it at least default to the proper ammo for the weapon in the arsenal like it does currently, or will we have to now sort through it and find it?

There are separate tabs in the Arsenal for magazines for currently equipped weapons, and magazines for all weapons. In the same manner as the extra tabs for grenades, explosives and misc items.

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