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1.78 RC

 

Not sure whats going on with this

 

configfile >> "CfgActions" >> "UnloadUnconsciousUnits"

 

67868513A4F17C00C94A5E1F4D99AC120EE098A4

 

A27E5D7691789DDF55C225D969FE081EFCB484FF

 

 

 

A nice idea but not polished enough for 1.78 Stable.

 

In fact its very useful, just needs the scroll action text polished and also put a max radius on it (same radius as the "Inventory" action), and probably also ensure the vehicle isnt moving too fast or something.

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Please could we have the "left shift + left mouse click on map to add waypoint ingame" given a customisable keybind in the controls menu? I'm surprised that it doesn't exist there already.

 

Edit: Also would be great if we could customise the map line drawing keybinding in the controls menu as well.

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In a 3D look - change of a corner of weapon doesn't work for action of keys:

Gun Elevation Up

Gun Elevation Down

https://feedback.bistudio.com/T123383

 

 

 

Vehicle Optics - Stuck in full zoom

https://feedback.bistudio.com/T64247

All optical vehicle sights, where there is a smooth increase in Zoom, jams at the maximum magnification of the optical sight, after the combination - "key Zoom Up" optical sight + key Zoom Up from the first person" or "key Zoom Up" optical sight +key Zoom Up key 3D switching".

 

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Not sure if this is intended or not but a player that is enemy to civ will no longer be able to pick up anything on ground. the actions and icon to pickup only show when the players side is not enemy to civ units..  can be replicated using "setFriend" command.  

 

example:  

 Place a blufor unit in editor and drop something in your inventory to ground.. open debug console and put in  west setFriend [civilian, 0];

you will not see action or icon in center of screen to pickup anything.

 

Open debug again and use west setFriend [civilian, 1]; and you'll be able to pickup items again..

 

this only started happening as of DEV update 1.79.143636  on nov 20th 2017

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From Today's changelog:
Tweaked: The ambientFirefight function was expanded to be more versatile

WHAT is ambientFirefight?   I assume random shooting between opposing units, but what exactly does it do and how does it function?  Is this a scripting function to produce cinematic combat back and forth without all the casualties of AI actually shooting at each other?

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47 minutes ago, EDcase said:

I think that's an ambient sound generator.

Well, that will come in handy also.  I was just wondering how to do ambient battle sounds and weapon fire without actually spawning units.  Mainly to give players a sense that there is a large battle going on in the distance from their current location.

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Something's wonky with the way damage _unit is calculated...

 

I was making meself a small scenario leading a small AI squad today, and noticed one of my men was limping. Asked for a SITREP, none of my men reported any injuries. And of course, the option to heal him wasn't showing in my combat life saver orders menu. I remember discovering a few months ago that damage player could return 0, even with a wounded leg...

 

I'm definitely giving up on making scenarios involving players leading AIs - countless issues like this one are making it a less than enjoyable experience.

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20 hours ago, haleks said:

Something's wonky with the way damage _unit is calculated...

 

I was making meself a small scenario leading a small AI squad today, and noticed one of my men was limping. Asked for a SITREP, none of my men reported any injuries. And of course, the option to heal him wasn't showing in my combat life saver orders menu. I remember discovering a few months ago that damage player could return 0, even with a wounded leg...

 

I'm definitely giving up on making scenarios involving players leading AIs - countless issues like this one are making it a less than enjoyable experience.

 

https://community.bistudio.com/wiki/getAllHitPointsDamage

 

(damage <entity>) only returns overall damage, not hit point damage

 

["","neck","head","pelvis","spine1","spine2","spine3","body","","hands","legs"]

 

^ in that array, overall damage is the first "" one

 

Its just another AI weakness that it checks only general damage instead of hit point damage when determining whether to pop the "Heal" UI option. It was understandable prior to arma 3 1.50 when they created that command, but now its just the legacy/obsoleted nature of ArmA AI showing through. It would be a 2 minute fix, but that would be 2 more minutes than has been spent considering these things over the past 5 years.

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Quote

Tweaked: The visiblePositionAsl, modelToWorldVisual, worldToModelVisual, and getPosVisual script commands now return a more precise position (no glitches) for units in vehicles and in multiplayer environment 

 

Does it mean, that this is fixed?
https://i.gyazo.com/b1ba068b9bca3aafcff47b679d6d050e.mp4

 

*FeedbackTracker Link i found (incl. better Video-Example):
https://feedback.bistudio.com/T120060

Edited by dscha
TrackerLink added

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Not to mention first aid packs "damaging" other parts of the body in the past, when only one part was damaged. Haven't played properly in a while, but iirc when your leg was damaged and you healed yourself,  every bodypart suddenly had 0.25 damage...

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Yeah, it's like

_Unit setDamage 0.75;

was used, instead of just healing the broken HitPoint(s) to 0.75;

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41 minutes ago, dscha said:

Yeah, it's like


_Unit setDamage 0.75;

was used, instead of just healing the broken HitPoint(s) to 0.75;

 

It would be *such* an improvement if they slightly tweaked the mechanics here to more accurate simulation.

 

Firstly. A first aid kit, or field bandage, does NOT heal you. It stops bleeding. Why is this important? Well, so you don't bleed out before you can get to a field surgeon, or medic.

 

For some reason, in arma. This will magically fix you up to 0.75 hp. And if what @x3kj says is true, it will actually "damage" you if the generic health is over 0.75, but a body part is critical, allowing you to use a FAK.

 

 

 

How I think it could be improved without breaking the game:

  • Bleeding already exists in arma, but only at extremely low health, and is therefore rather uncommon to witness. I suggest tweaking when or how bleeding starts so that it either comes from a body part being critically wounded, or at a much higher "general health" %. Such as 50%.
  • FAKs stop bleeding. They remove adverse player-effects such as limping or increased aim sway. However, they do NOT improve your health. Realistically speaking, there's still a bullet wound in you, and you need more than a FAK and pair of pliers to get that fixed ;)
  • Medics fully restore health to 100%.

 

How will it effect gameplay? Firstly. Realism without ruining the arma experience. Did you know that the "MARCH" (or MARCH-ON) first-aid drill means Massive bleedings, Airways, Respiration, Circulation and Head/Hypothermia/Handling? This is a step-by-step procedure of treating combat casualties. Why do you think that M (massive bleedings) is first? It is found that this is the by-far most likely reason you will die in combat. Not by fatal headshot, not by respiratory failure, but by bleeding out. 

So what?

If you get hit in arma 3, you flinch. Big deal. You get hit again, return fire, flinch some more, shoot, survive. Now you are hurt. You are usually not bleeding, just hurt. You hear this by pain sounds and blurry vision. Fair enough, but there is an easy "arcade" fix. Use a FAK, which by the way you can take LOADS of in your inventory. These will return you to 75% health, guaranteed all the time. So you can take grenades, bullets, anything as much as you want as long as you live long enough to scroll mouse to "treat yourself" and voila, you are good to go!

 

There is absolutely NO sense of urgency here. No life-threatening feeling or "shock" of being hit. You simply bite your teeth and carry on, or die from the next shot. However, if you start bleeding, that's an urgent ticking bomb. You have to prioritize: Do I continue to engage the enemy, staying in the line of fire and risking myself bleeding out. Or do I run for cover, stop the bleeding, then return fire? It gives you a better sense of urgency. Also, it means you are in trouble if you run out of FAKs in combat. This, however, is where the medic comes in. The medic is only 25% useful in ArmA 3. It's kinda hilarious. He has many FAK's, but they all do the same as the other team members FAKs. 75% health. So the medkit is really only worth 25%. Wow. So the medical specialist, with medkit is only 25% more than the infantryman with his single FAK. This is greatly undermining the role of the Medic in arma3.

 

Also it's very arcade-ish if you think about it this way: If a bullet does 25 dmg, then 4 bullets = kill. With current FAK solution you could take 3 shots (25% hp left), then heal with FAK (75% HP). Take another two shots (25% hp), then FAK (75%). Another two shots (25%), FAK (75%). Get the picture? You have 7 bullet wounds, but you are still at 75% hp. From an inventory item that takes little to no inventory space and can be used by anyone on anyone. Heal yourself, your squadmates and all to 75%.

 

My suggestion? Let the FAK only stop bleeding and remove limping/horrible sway. Do not let it heal the soldier. This means that he can only stop the process of dying, but not recover from the damage to the health. This is where the Medic comes into play, or medical vehicles or buildings. These special items have the ability to restore the soldier to full health, just like before. 

 

To summarize: I suggest making the FAK work as a bandage. To stop bleeding. For this to be interesting, the damage threshold where bleeding begins, should be way higher. If any limb goes "red" it should trigger bleeding, or if HP falls below, say 50%. This will make the medic more relevant in many ways. 1: He has FAK's for the whole squad, and has to distribute them as the team members need to stop bleeding. 2, he is the ONLY team member that can restore health.

I also think it will create more interesting moments that are very immersive. Surviving an ambush, injured, having spent your first FAK, you find that you are still bleeding. It now becomes a life-or-death situation to scavenge for FAK's among the dead. It may also be a great reason to use medevac vehicles. To rush players to a nearby medic or medical facility in order to save the life.

 

It makes you prioritize differently, instead of "well. I have 6 FAK's left so I can probably survive for a lot longer anyways", you are now thinking. "Crap, I've been hit badly, luckily I managed to stop the bleeding, but I seriously need medical attention or the next bullet will be the end of me.".

 

It would play well both with and without incapacitated/revive mechanics.

 

Just think this is seriously overlooked. It would even work with vehicles. A bleeding pilot must land somewhere before he bleeds out, a driver hit during an escape will only get "so" far before bleeding out.. etc. 

 

 

If anyone thinks it will never work, just look at Squad. Each soldier gets a first aid kit to stop bleeding. After that, they rely on the team medic(s) to restore full health. Results? Immersive, teamwork inspiring and functional.

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On 24/11/2017 at 4:44 PM, fn_Quiksilver said:

 It would be a 2 minute fix, but that would be 2 more minutes than has been spent considering these things over the past 5 years.

Have you logged it on the feedback tracker? Otherwise how is the Dev team going to know about the issue.

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EXE rev. 143686

 

With the changes in sound configuration of various vehicles the MB 4WD lost all sounds.

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What are the changes to sounds? Do the tank sounds work like the Kuma's now?

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43 minutes ago, Night515 said:

What are the changes to sounds? Do the tank sounds work like the Kuma's now?

 

Kuma still sounds 10 times better.

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7 hours ago, R0adki11 said:

Have you logged it on the feedback tracker? Otherwise how is the Dev team going to know about the issue.

 

playing their own game is a start ;) its their after all, not mine

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5 hours ago, R3vo said:

 

Kuma still sounds 10 times better.

But it still does not sound even close to a Leopard II.

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3 hours ago, Beagle said:

But it still does not sound even close to a Leopard II.

 

Its not a Leopard II, its an MBT-52 Kuma

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It is a Leopard II, just like Panzer 87 is. It doesn't matter how you call it, it's the same vehicle. Militaries redesignate vehicles all the time. 

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9 hours ago, fn_Quiksilver said:

 

Its not a Leopard II, its an MBT-52 Kuma

Leopard-2-Evolution-AMAP-Armor-Overview.

 

The main point is that almost all vehicles of that size and weight use turbocharged diesel engines or gas turbines....the whine of the compressor is significant and omnipresent. I guess making such a sound is not easy because the rpm of the compressor is changing independently from the engine rpm since it is linked to exhaust pressure, not engine rpm.

 

 

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