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Don't know if this is intended but the probability to play a closure sound is not certain

soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.33};

Would one of them need to be 0.34?

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Whereabouts, mate? I can't find?

Should be under under \Controls\Weapons.

There are three entries. IIRC they're called "Switch to Primary Weapon/Secondary Weapon/Handgun".

I've set mine up with [Left Ctrl+1] for primary, [Left Ctrl+2] for handgun and [Left Ctrl+3] for secondary (launcher)

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Should be under under \Controls\Weapons.

There are three entries. IIRC they're called "Switch to Primary Weapon/Secondary Weapon/Handgun".

I've set mine up with [Left Ctrl+1] for primary, [Left Ctrl+2] for handgun and [Left Ctrl+3] for secondary (launcher)

I see something similar, but that's a switch between primary and launcher, so it will go between the two on the press of the bound key. The way I read it I was hoping for i single key to go to primary and subsequent presses of that would be ignored.

---------- Post added at 19:16 ---------- Previous post was at 19:10 ----------

And I now notice that the key that is bound to launcher/primary/launcher actually does binos/primary/binos :(

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I'm wondering why the Carrier Special Rig (any Colour) weighs more than the Carrier GL Rig (any Colour) while it provides less protection and while it allows the wearer to carry a smaller load. Shouldn't it be that the more armor you walk around with the more it weighs you down?

Also, how is this still not a thing? http://feedback.arma3.com/view.php?id=13202

Remove the US flag patch, enable Insignia on that piece of armor and add flags to Insignia tab in VA. Done, everyone is happy.

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Have to ask.

Will we see texture files/templates for us to edit to use HiddenSelections for the new vests and rifles?

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I see something similar, but that's a switch between primary and launcher, so it will go between the two on the press of the bound key. The way I read it I was hoping for i single key to go to primary and subsequent presses of that would be ignored.

I guess I must have confused you by how I wrote the keynames - I was trying to remember their names off the top of my head but got them wrong. These highlighted ones are the keybinding options I was referring to:

http://i.imgur.com/HYkRB4Z.jpg

I guess the way I wrote it was more similar to the Switch Gun / [Launcher/Pistol] keybinds further down. My bad.

If I press [Ctrl+1] it'll only cycle firemodes for the primary weapon, not switch back between the primary weapon and launcher or whatever. Then if I press [Ctrl+2] I'll draw my handgun and subsequent presses of [Ctrl+2] will change the firemode of the pistol (not that the available BIS pistols have more than one fire mode).

I'm probably going to unbind the [;] key combos since they're pretty superfluous now, and if the vehicle weapon switching does eventually work in the same way I'll be able to unbind the [F] key as well.

Edited by da12thMonkey

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Like the new weapons and equipment. However I am a little disappointed that they put MX 6.5mm on the Heavy vest. I'm just guessing here, but I don't think that new vest is going to get much love from the community(in terms of retexturing) as those mags seem deliberately out of place with most mods.

Also, wished they would have revisited the Fighter chest rig, used by NATO Recon, as the front of it looks too bleh.

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If I press [Ctrl+1] it'll only cycle firemodes for the primary weapon, not switch back between the primary weapon and launcher or whatever. Then if I press [Ctrl+2] I'll draw my handgun and subsequent presses of [Ctrl+2] will change the firemode of the pistol (not that the available BIS pistols have more than one fire mode).

.

I so want this in stable branch! It's everything I'd hoped for and subsequent presses cycle firemodes too. Excellent. I'm assuming the MX GL will cycle through it's UGL firemode too?

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Like the new weapons and equipment. However I am a little disappointed that they put MX 6.5mm on the Heavy vest. I'm just guessing here, but I don't think that new vest is going to get much love from the community(in terms of retexturing) as those mags seem deliberately out of place with most mods.

Also, wished they would have revisited the Fighter chest rig, used by NATO Recon, as the front of it looks too bleh.

I'm glad they added the 6.5mm mags to the front as it now matches AAF's style vests where their 5.56mm for the Mk20 mags show.

Is anyone able to confirm if both the Slammer/Slammer UP and the Kuma tank turrets are incorrectly billowing white smoke from the center of the turret after firing rather than from the barrel end? T100 seems fine.

Also, the Shadow LOD for the new ghillie suits is incorrect - shows up with a boonie hat instead of what it should be.

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Thx so some of the configs are wrong then. Ex:

class StandardSound : BaseSoundModeType {
   begin1[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG_01_short_01", 1, 1, 1200};
   begin2[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG_01_short_02", 1, 1, 1200};
   begin3[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG_01_short_03", 1, 1, 1200};
   soundBegin[] = {"begin1", 0.33, "begin2", 0.33, "begin3", 0.33};
   class SoundTails {
       class TailForest {
           sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG_01_tail_forest", 1, 1, 1800};
           frequency = 1;
           volume = "(1-interior/1.4)*forest";
       };
       class TailHouses {
           sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG_01_tail_houses", 1, 1, 1800};
           frequency = 1;
           volume = "(1-interior/1.4)*houses";
       };
       class TailMeadows {
           sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG_01_tail_meadows", 1, 1, 1800};
           frequency = 1;
           volume = "(1-interior/1.4)*(meadows/2 max sea/2)";
       };
       class TailTrees {
           sound[] = {"A3\Sounds_F_Mark\arsenal\weapons\Machineguns\MMG_01_Navid\MMG_01_tail_trees", 1, 1, 1800};
           frequency = 1;
           volume = "(1-interior/1.4)*trees";
       };
   };
};

Edited by Das Attorney

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Well I'm glad it's not just us that get it wrong from time to time :)

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Guys, should be the weapon deployment working already or is it to be released yet? I have noticed there are key bindings in options but it does nothing.

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Weapon resting yes, recoil overhaul yes. Bipods no, probably closer to April when Marksmen gets released.

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Like the new weapons and equipment. However I am a little disappointed that they put MX 6.5mm on the Heavy vest. I'm just guessing here, but I don't think that new vest is going to get much love from the community(in terms of retexturing) as those mags seem deliberately out of place with most mods.

Also, wished they would have revisited the Fighter chest rig, used by NATO Recon, as the front of it looks too bleh.

All the NATO gear could use touching up; I get the feeling their stuff was among the first assets made for the game, meaning they're probably four or five years old at this point. There is a noticable difference in texture quality between NATO, CSAT and AAF uniforms.

Does nobody else think the new vests look silly? It makes the TL and Grenadier look like they're in the Hurt Locker. Frankly I think the only guy who should be wearing that vest is the Explosives Specialist, and he doesn't even get one. I wouldn't care about this at all if the new vests hadn't been made default. I just think they look really out of place. Also, the texture on the MTP version is horrible, so at least that wasn't chosen for default.

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All the NATO gear could use touching up; I get the feeling their stuff was among the first assets made for the game, meaning they're probably four or five years old at this point. There is a noticable difference in texture quality between NATO, CSAT and AAF uniforms.

Does nobody else think the new vests look silly? It makes the TL and Grenadier look like they're in the Hurt Locker. Frankly I think the only guy who should be wearing that vest is the Explosives Specialist, and he doesn't even get one. I wouldn't care about this at all if the new vests hadn't been made default. I just think they look really out of place. Also, the texture on the MTP version is horrible, so at least that wasn't chosen for default.

Yea i got the same feeling - it would fit into Heavy Grenadier if A3 had one with XM25 :D

BIS should really find a better sample of MTP camo , because even that MTP camo on weapons looks like a cheap overlay

Edited by RobertHammer

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Yea i got the same feeling - it would fit into Heavy Grenadier if A3 had one with XM25 :D

BIS should really find a better sample of MTP camo , because even that MTP camo on weapons looks like a cheap overlay

Agree they seem a little over the top for default loadout. Would think the 2 new NATO ones (minus the groin and bicep armour) would fit better with the current ones still available and agree the Explosive specialist is sensible to use one of them.

I love the extra additons just think some tweaks would be great.

Cheers

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3. Ghillie suit models don't cover the rear part of the vests well; when lying down, the effect of the ghillie is diminished due to the protrusion.

Another minor nitpick is that the snipers cast the wrong shadow. It shows like a marksman with a bonie hat.

I really like how effective the new ghillie suits are against FLIR. Now it is very very hard to find someone using FLIR if he is prone and haven't fired the sniper rifle like a machine gun so the barrel is glowing hot. I have not tried how effective "FLIR hiding" is against the AI yet but hope it works also against them.

BTW: Love the attention to detail on the new weapons, wheatering and sign of wear does alot!

/KC

Edited by KeyCat

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Agree they seem a little over the top for default loadout.

I don´t see problem with these vests. Vests like these are pretty common already, in 2025 heavier protection of soldiers could be norm. Just for example this vest wants ACR as standard.

http://www.armadninoviny.cz/domains/0023-armadninoviny_cz/useruploads/images/fenix_protector_combat.jpg

http://www.armadninoviny.cz/domains/0023-armadninoviny_cz/useruploads/images/vystava_future_forces_11.jpg

Not to mention last year russians started buying Ratnik komplet for shooter, paratroopers, operation of portable rocket launchers, machine gunners, driver or explorers.

http://www.armadninoviny.cz/domains/0023-armadninoviny_cz/useruploads/images/rusky_vojak_budoucnosti.jpg

Edited by strangere

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I don´t see problem with these vests. Vests like these are pretty common already, in 2025 heavier protection of soldiers could be norm. Just for example this vest wants ACR as standard.

http://www.armadninoviny.cz/domains/0023-armadninoviny_cz/useruploads/images/fenix_protector_combat.jpg

http://www.armadninoviny.cz/domains/0023-armadninoviny_cz/useruploads/images/vystava_future_forces_11.jpg

Not to mention last year russians started buying Ratnik komplet for shooter, paratroopers, operation of portable rocket launchers, machine gunners, driver or explorers.

http://www.armadninoviny.cz/domains/0023-armadninoviny_cz/useruploads/images/rusky_vojak_budoucnosti.jpg

I wish they had those rigging belts though, I mess them from the Carrier Lite.

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I don´t see problem with these vests. Vests like these are pretty common already, in 2025 heavier protection of soldiers could be norm. Just for example this vest wants ACR as standard.

[/url]

Hi

I think it's more that when the rest of the squad is wearing the original plate carriers the new units look out of place. It looks like it's based on current IOTV so obviously rooted in even current reality. Again just my opinion and always happy with more content!

cheers

[/url]

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In Sitrep 00097 it reads:

As mentioned in the livestream, the last work on AI Suppression (for Marksmen DLC), is about to be released on Dev-Branch. Now that AI can detect projectiles flying near them, and avoid crossing impact zones, they will also receive an accuracy penalty. When under fire, the AI's 'dynamic aiming error' is increased, making them less quick and accurate in their reaction.

Will that also be available for players in the form of an event, for example, so we can attach a handler to it?

Regards,

Alonso.

Edited by [BW] Alonso

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Alonso;2898830']In Sitrep 00097 it reads:

As mentioned in the livestream' date=' the last work on AI Suppression (for Marksmen DLC), is about to be released on Dev-Branch. Now that AI can detect projectiles flying near them, and avoid crossing impact zones, they will also receive an accuracy penalty. When under fire, the AI's 'dynamic aiming error' is increased, making them less quick and accurate in their reaction.[/i']

Will that also be available for players in the form of an event, for example, so we can attach a handler to it?

Regards,

Alonso.

No, this is bad idea. It punishes those who know how to react under fire, so more trained players would essentially loose their edge in combat due to artificial balancing. Suppression for players should always be along the lines of keeping your head down while getting shot at as to not get it shot off. When that happens, the player looses accuracy anyway, as they are forced to re-attain their target to engage.

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No, this is bad idea. It punishes those who know how to react under fire, so more trained players would essentially loose their edge in combat due to artificial balancing. Suppression for players should always be along the lines of keeping your head down while getting shot at as to not get it shot off. When that happens, the player looses accuracy anyway, as they are forced to re-attain their target to engage.

Exactly.Supression comes natural - meaningful death, scary whizzing sounds of bullets.

Blury screens shaking those things are all too artificial and don't really happen.I admit in tunnel vision

but in video game it feels too uncanny in my opinion.

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