chortles 263 Posted February 16, 2015 would weapon fatigue be introduced so you cant hold up very heavy weapns forever?The devs have yet to indicate public interest in such a change... my personal guess being I suppose "in favor of giving LMGs high enough base climb/etc. to penalize standing shooting"? Share this post Link to post Share on other sites
astrell 3 Posted February 17, 2015 The optic from the strider goes up and down way too fast. Should take around 5 seconds to move out completely. And the heat signature is way too big. The optics are cooled and have no big heat source at all. Share this post Link to post Share on other sites
SaOk 112 Posted February 17, 2015 Saw the livefeed got new function. Would it be possible to set the livefeed size too? I havent used that feature since the livefeed-display is so tiny. Had it attached to chopper to show units/vehicles on ground, but its very hard to see anything. Share this post Link to post Share on other sites
Brisse 78 Posted February 17, 2015 This entry into the field manual has been bugging me for a while guys. I think it's meant to say "blanks", not "tracers". Share this post Link to post Share on other sites
somesangheili 111 Posted February 17, 2015 Sorry but could you guys add the dev branch change log right after releasing the update? Or at least within an hour? It's kinda annoying having to wait like 5 hours after each update just to find out what has changed or added... Or does the change log take time to compile or something...? Share this post Link to post Share on other sites
enex 11 Posted February 17, 2015 Sorry but could you guys add the dev branch change log right after releasing the update? Or at least within an hour? It's kinda annoying having to wait like 5 hours after each update just to find out what has changed or added... Or does the change log take time to compile or something...? Dna is on vacation that's why changelog gets updated later.It's temporary. Share this post Link to post Share on other sites
somesangheili 111 Posted February 17, 2015 (edited) Dna is on vacation that's why changelog gets updated later.It's temporary. Oh wait i just remembered he's usually the one who compiles the change log....silly me. Edited February 17, 2015 by JHard Share this post Link to post Share on other sites
Brisse 78 Posted February 17, 2015 Added: Supersonic crack in 3D & flying bullets sound Is it just me, or are the supersonic cracks way to quiet now? It seems like you can't hear it unless the projectile almost touches your ear. Share this post Link to post Share on other sites
oukej 2910 Posted February 17, 2015 Is it just me, or are the supersonic cracks way to quiet now? It seems like you can't hear it unless the projectile almost touches your ear. It's an improvement of the technology, but the whole package is WIP and requires also re-adjusted samples. To be deployed soonâ„¢ ;) Share this post Link to post Share on other sites
Brisse 78 Posted February 17, 2015 Exciting stuff indeed :) Share this post Link to post Share on other sites
R3vo 2652 Posted February 17, 2015 I noticed an issue with the Arsenal. If you add an Arsenal to an ammobox with 0 = ["AmmoboxInit",[this,true]] spawn BIS_fnc_arsenal; the following error appears. BIS_fnc_baseWeapon CLASS %All not found in CfgWeapons. The appearing of the error could easily be hidden, since it does not do any harm ( so far I understand) _cfg = configfile >> "cfgweapons" >> _class; if !(isclass _cfg) exitwith { [color="#FF0000"] if(_class == "%ALL") then {}; // I think this should solve the issue[/color] if (_class != "") then {["Class '%1' not found in CfgWeapons",_class] call bis_fnc_error}; _class }; Share this post Link to post Share on other sites
lexx 1331 Posted February 17, 2015 Fixed: Reverted unnecessary connections for cutscene animations What exactly does this mean? Is this related to e.g. the following problem? --> soldierA switchMove "Acts_NATOCommanderArrival_Commander_6"; waitUntil {!(animationState soldierA == "Acts_NATOCommanderArrival_Commander_6")}; hint "animation finished, play next one!"; soldierA switchMove "Acts_NATOCommanderArrival_Commander_7"; ... Last time I checked, the second animation and the hint wouldn't be called, as the waitUntil never finishes, because the animation "is stuck" at the end / will never be recognized as finished. I workarounded this with using the sleep command, but that's very... not good, imo. Share this post Link to post Share on other sites
killzone_kid 1326 Posted February 17, 2015 What exactly does this mean? Is this related to e.g. the following problem? --> soldierA switchMove "Acts_NATOCommanderArrival_Commander_6"; waitUntil {!(animationState soldierA == "Acts_NATOCommanderArrival_Commander_6")}; hint "animation finished, play next one!"; soldierA switchMove "Acts_NATOCommanderArrival_Commander_7"; ... Last time I checked, the second animation and the hint wouldn't be called, as the waitUntil never finishes, because the animation "is stuck" at the end / will never be recognized as finished. I workarounded this with using the sleep command, but that's very... not good, imo. Still freezes, but you can try something like this: [color="#FF8040"]soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_6"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] soldierA [color="#191970"][b]removeAllEventHandlers[/b][/color] [color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_7"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] soldierA [color="#191970"][b]removeAllEventHandlers[/b][/color] [color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_8"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] soldierA [color="#191970"][b]removeAllEventHandlers[/b][/color] [color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_9"[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter Share this post Link to post Share on other sites
gabravo2005 40 Posted February 18, 2015 (edited) Delete post please..... Fixed the error..... Not a Dev Branch error Edited February 18, 2015 by gabravo2005 Tested Vanilla Game Share this post Link to post Share on other sites
R3vo 2652 Posted February 18, 2015 Still freezes, but you can try something like this: [color="#FF8040"]soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_6"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] soldierA [color="#191970"][b]removeAllEventHandlers[/b][/color] [color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_7"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] soldierA [color="#191970"][b]removeAllEventHandlers[/b][/color] [color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_8"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]addEventHandler[/b][/color] [color="#8B3E2F"][b][[/b][/color][color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b],[/b][/color] [color="#8B3E2F"][b]{[/b][/color] soldierA [color="#191970"][b]removeAllEventHandlers[/b][/color] [color="#7A7A7A"]"AnimDone"[/color][color="#8B3E2F"][b];[/b][/color] soldierA [color="#191970"][b]switchMove[/b][/color] [color="#7A7A7A"]"Acts_NATOCommanderArrival_Commander_9"[/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color] [color="#8B3E2F"][b]}[/b][/color][color="#8B3E2F"][b]][/b][/color][color="#8B3E2F"][b];[/b][/color][/color] Made with KK's SQF to BBCode Converter This looks tedious for just a walking animation. Share this post Link to post Share on other sites
killzone_kid 1326 Posted February 18, 2015 This looks tedious for just a walking animation. I know, right, how many times one can Ctrl+V before getting all tired. Share this post Link to post Share on other sites
DancZer 65 Posted February 18, 2015 This looks tedious for just a walking animation. Using "setVariable", "switch" and one event handler would me much simple. Share this post Link to post Share on other sites
SaOk 112 Posted February 18, 2015 Dev-builds have worked else stable so far, but few latest crash always when exiting the game. Here is the dumps: https://www.dropbox.com/s/0iz25h0ibvm142l/Arma%203%20Crash%20Dumps%202015-02-18.7z?dl=0 Fault address: 02933D2C 03:00100D2C G:\Steam\steamapps\common\Arma 3\arma3.exe Share this post Link to post Share on other sites
Jona33 51 Posted February 19, 2015 Anyone else having a problem using freelook when diving? Looking up or down will actually move you in that direction, freelooking to the sides works as normal. Share this post Link to post Share on other sites
CaptainAzimuth 714 Posted February 19, 2015 Anyone else having a problem using freelook when diving? Looking up or down will actually move you in that direction, freelooking to the sides works as normal. So if I look up, my car will start going upwards? (Lol, I know what you mean) I'll see if this is an issue in a minute. Share this post Link to post Share on other sites
Jona33 51 Posted February 19, 2015 So if I look up, my car will start going upwards?(Lol, I know what you mean) I'll see if this is an issue in a minute. Only diving, but that gives me an idea..... :D Share this post Link to post Share on other sites
enex 11 Posted February 19, 2015 I'm still unsure what changed with Recoil Overhaul. "mechanic more fluent by correcting some existing behaviour" What existing behaviour?How is more fluent? Share this post Link to post Share on other sites
roberthammer 582 Posted February 19, 2015 (edited) New recoils look good , weapon resting works but it works automatic when you go prone or when you are near the object only? and some indication that weapon is rested would be nice too btw bipods aren't in yet right? Edited February 19, 2015 by RobertHammer Share this post Link to post Share on other sites
royaltyinexile 175 Posted February 19, 2015 (edited) I'm still unsure what changed with Recoil Overhaul. [...] What existing behaviour?How is more fluent? Apologies for the confusion, we outlined this in a bit detail in the previous BRITREP: As we mentioned in our Scanning the Horizon blog post, there are some changes in store for weapon recoil. Let's take a quick look at what's involved. Overall, our team want to improve the look and feel firing a weapon. The goal is not to make it more difficult; rather, more natural: a mechanic that rewards the intelligent use of stance, movement speeds, and combat behaviour. This involves correcting some existing behaviour, such as the muzzle rise, introducing new configuration options, such as lateral drift, and visualising more fluent kickback. You can try it out for yourself now... :cool: automatic when you prone or near the object only? [...] some indication that weapon is rested would be nice too Yup, we're still considering this. In the first instance, we wanted to see if the mechanic could be intuitive enough on its own right (i.e. the reduced sway, etc, is enough to signal that you're benefiting from being 'rested'), without any additional UI clutter. btw bipods aren't in yet right? No, not yet, this should be rolled out together with 'Weapon Deployment', which needs a little more time in the oven. Best, RiE Edited February 19, 2015 by RoyaltyinExile Share this post Link to post Share on other sites
byku 13 Posted February 19, 2015 Like it a lot :). Although Zubr recoil on the soldier looks awkward :P. Share this post Link to post Share on other sites