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The sites work pretty good. Are there any configs for altering the dynamic patrols within the site and such? I've noticed that there is usually only 1 patrol.

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Is it possible at all to get a status on this problem? http://feedback.arma3.com/view.php?id=2766

There´s been a couple of attachment addons made, for example by Alwarren, which are near pointless because they can only mounted on very specific (in my case, none at all because I do not have any addon weapons that can take them) weapons and, importantly, on none of the default ones.

It´s been shown as reviewed for a while now, but neither here nor anywhere else we´ve heard anything about wether or not anything will be done about this.

Cheerio

InstaGoat

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Ever tried opening a car door with a hand full of RPG before?

Nah, neither have I BTW. :P

when i was a transporter,with sofas and fridges i coul--HAD-- to open doors myself, but just for the moneyzz...imagine there is a guy shooting at you and the only option to survive is to enter that vehicle, personally i would put that rpg over my shoulder and opened the door with my left hand...

edit: notice that english is not my first language

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Just noticed that my sniper is pulling out his pistol while still undetected on a ridgetop in full prone/stealth with enemies at 200m+ out. And yes he engaged with that once I gave hime the Open Fire command.

Made a ticket for this and AI using proper weapons for these types of situations in general http://feedback.arma3.com/view.php?id=8829

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Just noticed that my sniper is pulling out his pistol while still undetected on a ridgetop in full prone/stealth with enemies at 200m+ out. And yes he engaged with that once I gave hime the Open Fire command.

Made a ticket for this and AI using proper weapons for these types of situations in general http://feedback.arma3.com/view.php?id=8829

This ties in slightly with the tail end of the discussion in this thread: http://forums.bistudio.com/showthread.php?155262-Pistol-animation-is-bad&p=2402132#post2402132

No matter what the weapon is, a pistol shouldn't be pulled unless it's absolutely necessary, such as a primary weapon jamming or running out of ammo. Even with a huge .50 cal, estimated point of aim firing will always be more effective than pulling out a sidearm in nearly every situation. Voted on this ticket.

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This ties in slightly with the tail end of the discussion in this thread: http://forums.bistudio.com/showthread.php?155262-Pistol-animation-is-bad&p=2402132#post2402132

No matter what the weapon is, a pistol shouldn't be pulled unless it's absolutely necessary, such as a primary weapon jamming or running out of ammo. Even with a huge .50 cal, estimated point of aim firing will always be more effective than pulling out a sidearm in nearly every situation. Voted on this ticket.

Funny thing was first time I escorted that sniper outfit we crossed the ridgeline (above military base) but an unknown enemy patrol was literally 20-30m downhill and I was wowed by how fast the sniper unholstered his pistol and let in to them. Unfortunately he then seemed to always favor his pistol even without imminent threat and unnoticed :(

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am i the only one having issues with other players seeing eachother walking arround in underwear while they are actually wearing a ghilly/wetsuit added trought a '_player addUniform "uniformname";' command? :)

Edited by JoSchaap

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This is an outrage!!!!!

The most useable module in the game has been removed. 99% of my missions has been developed with these modules, now they are useless. Many hours of developing own missions are wasted.

These modules was, for my part (and i guess many others), one of the best features of the game.

I just don´t understand why.................................

Your only mistake is: you didn't considered this is an alpha and self made missions should be simplest as you can because in alpha stage except for the modules, your risk is also a classname change btw i suggest to try UPS script to replace skirmish modules

EDIT: or time to learn BIS_fnc_spawnGroup , BIS_fnc_taskAttack , BIS_fnc_taskPatrol and BIS_fnc_spawnvehicle ;)

Edited by Simon1279

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I am sorry if i was a bit to hasty to write the post, things seems a bit brighter today, did not mean to offend anyone.

Thanx for the feedback - the messages has been received - will reevaluate my understanding of a Alpha version.

Have already been looking/using BIS_fnc_spawnGroup and BIS_fnc_taskPatrol :)

With some practice i will be able to learn how to use them, personally i don't mind spending the time, and will take it as a challenge.

I still think it a shame/mistake to remove the Skirmish module. (Even a newbie has the right to an opinion?)

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99% of my missions has been developed with these modules

I guess it's time for you to learn new coding techniques :)

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I think it's both fair to say this is an Alpha and you cannot rely on the current state of the game and its content. But what is also true: we'd like modules to be eventually more usable to visually design scenarios and not have to script as much. Not everyone has as much time to invest and if we can assist them with ready-made modules, it will benefit everyone. Advanced users can still of course bypass modules and do it their own way :)

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I currently develop the new wasteland on DEV branch.

So every day its a challenge, to find out wich classnames got renamed/removed this time :P

but it does keep you involved with your mission files :D

I do wish that its more often announced if classes are renamed like the ammoclips, or guns use different ammo now :)

for example TRG ammo changed last time, but it wasnt in the changelogs, i had to figure it out when i was picking up mission spawned weapons and the ammo didnt fit :P

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got an update! whats new for today?? :D

Offtopic: I wanted to say: keep the updates coming! compared to arma 2 this has been such an improvement! ( sure it's still best to just ignore the AI because lets face that will never be good but for the rest its looking good).

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...we'd like modules to be eventually more usable to visually design scenarios and not have to script as much...

Yes please. Since ARMA2 I've wished more could be done with modules. To have a list of parameters that can be changed in the editor.

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Yes please. Since ARMA2 I've wished more could be done with modules. To have a list of parameters that can be changed in the editor.

Modules can already have custom parameters that are visually changed in the Editor UI in Arma 3 - not all (legacy) modules use it yet.

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DNA, do you know if the future idea for audio concerning helicopters has been decided. Are we going to get extra effects classes like the current land vehicles have?

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got an update! whats new for today?? :D

Offtopic: I wanted to say: keep the updates coming! compared to arma 2 this has been such an improvement! ( sure it's still best to just ignore the AI because lets face that will never be good but for the rest its looking good).

Here's the changelog, the big item for me personally being that apparently the "swapped combat pace and run when ADS with that special run animation" bug that made it to stable branch was thankfully finally fixed ("Aiming down in combat pace doesn't make player start running anymore") among other changes, such as destroyed vehicles' "light" (i.e. helicopter-on-fire) is now disabled underwater (otherwise you'd still be having helicopters catching on fire underwater), some breakable objects shouldn't be falling down without being touched anymore...

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From the changelog:

Fixed: MP - disappearing linked items when dragging from corpse

...corpses can be dragged? Or does this mean something else?

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From the changelog:

Fixed: MP - disappearing linked items when dragging from corpse

...corpses can be dragged? Or does this mean something else?

He means you look at the inventory of a corpse and drag the item into your inventory.

I'm pretty sure that's what he means.

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Does anybody else have problems in MP where sometimes you just cannot enter a vehicle? I'll get the inventory option on it, but I cannot enter it. No, it is not locked and no, it is not destroyed.

I'm really hoping BIS is just holding out on some of the more engine related fixes for Beta because it seems like only content related issues are appearing in the changelog and barely any engine related.

EDIT: don't bother replying if you're just going to say "It's an alpha" or "Alpha is focused on infantry". The ability to enter vehicles is a barebones basic in the series, it needs to be able to work.

Yes, GS, we see it occasionally, but only on Hunters. That's not to say it doesn't happen on other vehicles, but just that we have mostly hunters in our mission. We get a number of different occurrences, I'll try to detail them.

* A vehicle gets very lightly damaged and appears locked. Visually, it's undamaged, but no-one can enter it. Engineers don't get a repair option on it. Inventory works.

* A vehicle that has been airlifted (Domination airlift) appears partially sunk into the ground. It will drive, but very slowly and usually doesn't pull itself onto the ground surface.

* A player gets into a vehicle but the engine won't start. The steering works, but it won't drive. If he gets out, another player gets in and it will works normal.

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Yes, GS, we see it occasionally, but only on Hunters. That's not to say it doesn't happen on other vehicles, but just that we have mostly hunters in our mission. We get a number of different occurrences, I'll try to detail them.

* A vehicle gets very lightly damaged and appears locked. Visually, it's undamaged, but no-one can enter it. Engineers don't get a repair option on it. Inventory works.

* A vehicle that has been airlifted (Domination airlift) appears partially sunk into the ground. It will drive, but very slowly and usually doesn't pull itself onto the ground surface.

* A player gets into a vehicle but the engine won't start. The steering works, but it won't drive. If he gets out, another player gets in and it will works normal.

There we go, somebody has a good description of the issue.

I forgot to mention the latest was with a Hunter HMG, but I've noticed it with Hunters and AH-9/MH-9. Never with anything else, yet.

In my new mission, you have a crate which you "unpack". It basically creates a vehicle at the same position/dir after removing the crate. This sometimes has the vehicle hit the ground a wee bit, causing it to not be enterable. Vehicles are spawned local to the server.

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