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Can someone upload a video of the slo mo bug?

I really feel like I need to see it lol

(Oh no my posts didnt merge)

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Actually, you can be forced to walk sometimes if hit in legs in the game, but it seems very rare. It happens to the AI too.

This happens only when you're on really low health (I think less than 10%).

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MikeTim: Just place a missile specialist in the editor or someone else that carries a heavy load and start sprinting. View in third person.

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Yeah but I don't have the new devbuild now since they screwed up a bunch of stuff with mods, I changed back before they made this new stamina slo mo glitch and I dont really want to have to download it now.. :mad:

Haha :cool:

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Hold on. I made a video, I'l try to compress it and upload to utube :D

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Is it possible to add a "Fatigue On/Off" ability for Singleplayer? I thought it would be cool if the player could decide if he wants to run out of stamina...

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I don't think it's a glitch/bug. They can't play the same running animation at the same speed when the guy is moving slower. So only way is to slow down the animation too.

Or is it even slower than his movement speed? Then it's a bug.

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Is it possible to add a "Fatigue On/Off" ability for Singleplayer? I thought it would be cool if the player could decide if he wants to run out of stamina...

enableFatigue

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Hint: You can go deeper than 30m IRL with normal equipment, you just need to take extra precautions.

Well I didn't wanted to enter in the limit talk, but I have a friend that freedive up to 40-50 meters to fish, only with fins and weights ( he use to be the first corporal of one of my former units ). I remember him keeping the breath for more than 5 min in the barracks bed, to train.

In fact even a freak went 214 meters depth freediving... ( world record for now )

He reached a depth of 702.1 feet (214 meters), according to AIDA stats. To get a sense of the magnitude of his feat, imagine submerging a 58-story skyscraper and then swimming down to the first-floor lobby.

But Nitsch isn't satisfied with being the closest thing we have to a real-life Aquaman. He hopes eventually to descend to 984 feet (300 meters). That's nearly as deep as the most accomplished scuba divers in the world are able to go -- with oxygen

NOTE: If you are curious about the maximum depth that a man reached with artificial breathing, search for Chief Navy Diver Daniel Jackson from the US Navy ( 610mts )

Edited by MistyRonin
Adding note

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Your first statement disqualified you as a diver, the second one sealed it. No way that you have a divers license....

Hint: You can go deeper than 30m IRL with normal equipment, you just need to take extra precautions.

But I agree that the diving thing in Arma 3 is ridiculously underwhelming and unfinished.

However if you are interested in how this could be improved read my two threads here

http://forums.bistudio.com/showthread.php?156740-What-is-fundamentally-wrong-with-the-underwater-combat&highlight=diving

http://forums.bistudio.com/showthread.php?149102-Feedback-amp-Suggestions-Diving-and-underwater-combat

I know all of that all ready. you can dive to 30 meters for 22 minutes with out having decompression. My point was that they need to put limits to the diving (I don't thing its smart to put Decompression table because it will be to complicated ), because it's just doesn't feel realistic.

---------- Post added at 17:27 ---------- Previous post was at 17:22 ----------

Well I didn't wanted to enter in the limit talk, but I have a friend that freedive up to 40-50 meters to fish, only with fins and weights ( he use to be the first corporal of one of my former units ). I remember him keeping the breath for more than 5 min in the barracks bed, to train.

In fact even a freak went 214 meters depth freediving... ( world record for now )

NOTE: If you are curious about the maximum depth that a man reached with artificial breathing, search for Chief Navy Diver Daniel Jackson from the US Navy ( 610mts )

with out diving equipment you can dive very low because you dont have change of pressure in your lungs.

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Avrams i did a diving course in the army, the maximum we ever gone in infiltration mode was 8 or 10 meters, but we had training diving in 90 meters but we had to stay in a chamber for hours

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I think one of the things I miss the most is the light fading when diving deeper. You can dive to 100 m and still have the same light as just under the surface as it is...

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Regarding the depth discussions. Most of what are said in this thread are right, but people are talking about different situations regarding scuba gear/free diving. Free diving, really no known limits except time.

Oxygen: 100% oxygen, max safe depth ~6m. Air (79% N2 and 21% O2), max safe depth ~60 m (although the Nitrogen will probably give you Nitrogen narcosis somewhere between 30 and 60, depends on individual and situation. The "Martini rule" says "it's like drinking one martini every 10 m"). Trimix and other systems can take you much deeper, where decompression and gas mixtures comes into play.

Exposure over time is also a big factor.

The clue is the partial pressures of the gases. Oxygen becomes potentially dangerous at a pressure of 1.6 bar, and will affect the nervous system with all kinds of random results.

There was a quite elaborate dive-mod made for Arma2, don't know if it was ever released. I would also like a more simulated underwater experience, there is a big potential for a mod like that in A3!

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Andersson you're talking about diving module from feint, yes it was and he is working in the version for Arma 3

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Andersson you're talking about diving module from feint, yes it was and he is working in the version for Arma 3

Ah yes, Feint! Very skilled modder so I'm glad he is working on an A3 version :)

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He is practically re-working almost every mod of his for A3

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Would be definitely nice to have various settings (maybe slider) for fatigue, recoil and other similar stuff. Sometimes it could be nice to play with more heavy recoil/fatigue effects, sometimes less. Just like switching between 1st and 3rd person views and playing with skill settings. Personally missed much the heavier recoil in ArmA2 OA that were toned much down after many didnt like it.

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Question: do individual units have stamina?

That'd be certainly an interesting skill-parameter, especially for more persistent game modes, say, a resistance campaign, where your units could either gain stamina, or lose it, depending on various factors, or what not... Or just to model poorly/highly trained units.

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Thx dude. Works good :)

Would be definitely nice to have various settings (maybe slider) for fatigue, recoil and other similar stuff. Sometimes it could be nice to play with more heavy recoil/fatigue effects, sometimes less. Just like switching between 1st and 3rd person views and playing with skill settings. Personally missed much the heavier recoil in ArmA2 OA that were toned much down after many didnt like it.

Indeed, more adjustable settings with sliders would be great.

Question: do individual units have stamina?

That'd be certainly an interesting skill-parameter, especially for more persistent game modes, say, a resistance campaign, where your units could either gain stamina, or lose it, depending on various factors, or what not... Or just to model poorly/highly trained units.

This campaign would be epic then :cool:

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Question: do individual units have stamina?

That'd be certainly an interesting skill-parameter, especially for more persistent game modes, say, a resistance campaign, where your units could either gain stamina, or lose it, depending on various factors, or what not... Or just to model poorly/highly trained units.

Believe I read something about that as far back as OFP. That might have been for different units though, SFs having better stamina than regulars for example.

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Believe I read something about that as far back as OFP. That might have been for different units though, SFs having better stamina than regulars for example.

I'm pretty sure it was that way in A2

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Question: do individual units have stamina?

That'd be certainly an interesting skill-parameter, especially for more persistent game modes, say, a resistance campaign, where your units could either gain stamina, or lose it, depending on various factors, or what not... Or just to model poorly/highly trained units.

There is a skill parameter called Endurance - I believe it matches the description. However, it's not known whether it currently affects fatigue. Needs testing.

EDIT: it's said to be disabled in ArmA 3 on a linked subskill page

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Has anyone else noticed that gunshot sounds from AI are sometimes delayed? I haven't been able to consistently reproduce this so I haven't reported it yet, however it is really noticeable when an enemy AI is shooting at you rapidly and you kill him. Almost a half second after he dies, you hear his final gunshots. This is experienced at close to mid range, so its a bug, not the sound taking longer to travel to your ears.

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Has anyone else noticed that gunshot sounds from AI are sometimes delayed? I haven't been able to consistently reproduce this so I haven't reported it yet, however it is really noticeable when an enemy AI is shooting at you rapidly and you kill him. Almost a half second after he dies, you hear his final gunshots. This is experienced at close to mid range, so its a bug, not the sound taking longer to travel to your ears.

Are you using soundmods?

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