Jump to content
darkwiiplayer

My suggestion / Opinion compilation

Recommended Posts

So I've had a few ideas over the last few hours and I decided to just make a forum post about them and see what other people think.

 

1. Now that Arma 3 supports loading vehicles in other vehicles, I think the device tempest should be exchanged with the possibility of loading a device (preferably only the sling-loadable device) onto a tempest and probably into a blackfish/xi'an too. I've been wanting to make a "steal the device" type mission for a while now, but I'd want players to be able to choose between sling-loading the device out, or just driving it across the map, and maybe even flying it away by plane. Scripting all this would be way too much work when I can just make another "clear the base" type mission instead.

 

2. I've wanted to add an option to add a parachute when releasing a sling-loaded object for a while now, but the only real option there is is the ropeBreak event handler, and that wouldn't just trigger when releasing a sling-loaded object. To give an example, imagine the server was also running a mod to allow refueling while flying and used ropes to make it more realistic; now let's assume a huron done refueling and is suddenly hanging from a parachute because event handler. Wouldn't that be funny? No it wouldn't. BIS please add some sort of hook to run code (only) when sling-loading or releasing a vehicle.

 

3. As most mission makers (should) know, background music is vital to create intense and entertaining combat scenarios, specially in missions that are more linear and tell a story (not so much in sandbox type missions). Until now the best way I've found to do this is to add a trigger around target areas and start playing music when the player side is detected by the enemy side (or the other way around, depending on the situation). This is kind of limited though, and I've had this idea that one could calculate how much bullets are flying by a player, average that over a minute and boom! choose the music according to the resulting value. But then I remembered: SQF. But I don't think this idea should be dismissed this easily, and maybe it could be added into the engine to be a bit less resource-intensive. It would be really great to have a function like `<unit> getCombatIntensity` that spits out a value (maybe a float?) representing how much is going on around that unit at that moment. Maybe also add some information about the average distance, direction and type of the enemy fire (as in, different music for urban combat than for a tank shooting from 2km away) and this would be a great tool for almost movie-quality situational background music. Not to mention the other uses, like dynamically subtracting score in a stealth mission if a player is getting into larger firefights, or telling a player to retreat when they are being surrounded (in other words, when the game detects incoming gunfire from multiple directions).

 

Do your thing, BIS, make it happen and make it great! :)

 

Note: I may add more things later on, but for now that should be all.

Share this post


Link to post
Share on other sites

Please sign in to comment

You will be able to leave a comment after signing in



Sign In Now

×