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mr.g-c

Suggestion-list for the final arma patch

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Only a very small part of my wishlist:

- no more flying tanks

- AI infantry should be able to walk through doors or narrow walls, which i can smoothly pass with an UAZ

- up-to-date linux server files

- working admin commands restart/reassign

- a simple scripting command which give you an array of all human players on server. playersNumber is a good beginning, but sometimes not helpful. To put a trigger over the whole island is a solution but not really practicable

- T80, M2A2, Jeep

wink_o.gif

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Remember one of the latter patches for OFP meant that you could run the game without the disk in the drive? That would be cool, albeit somewhat impractical with the various copyright protections used with ArmA... Still, a man can have his hopes biggrin_o.gif

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Quote[/b] ]Remember one of the latter patches for OFP meant that you could run the game without the disk in the drive?

Welcome back to earth ch_123 welcome.gif

While you have been on your mission to Mars this has already been implemented with the latest beta patch.

I don´t think it would be a very good idea to reintroduce a DVD-check once more. I can see burning villages, rioting housewifes and guys diving into their litterbox to find that damn DVD again whistle.gif

Quote[/b] ] I don't see why they should be ignored for this one. There are several problems that can be fixed through config changes.

Additionally to this is should be a vital interest of BIS to keep Arma unified and optimized with the patch. A different set of configs apart from a producer-granted approach is always the second-best choice when it comes to MP playability and compability.

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I don´t think it would be a very good idea to reintroduce a DVD-check once more. I can see burning villages, rioting housewifes and guys diving into their litterbox to find that damn DVD again  whistle.gif

Just a matter of convenience, discs have a funny habit of getting misplaced. On the other hand, I didn't know that it had already been implemented in the patch, guess I need to RTFM goodnight.gif

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i believe that all 'beta' patches do not require CD/DVD for copy protection... but all 'official' patches will require the CD/DVD to be in the drive.

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i believe that all 'beta' patches do not require CD/DVD for copy protection... but all 'official' patches will require the CD/DVD to be in the drive.

No. Previous beta patches needed the DVD.

They have already said that the copy protection will be removed. No need for speculation icon_rolleyes.gif

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Now i wonder what of these suggestions here have been incorporated into 1.11 ? My two suggestions from the first post certainly not.. sad_o.gificon_rolleyes.gifbiggrin_o.gif

Regards, Christian

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Now i wonder what of these suggestions here have been incorporated into 1.11 ? My two suggestions from the first post certainly not.. sad_o.gificon_rolleyes.gifbiggrin_o.gif

Regards, Christian

This topic is full of a wide range of suggestions that span the entire spectrum from "reasonable" to "hilariously inappropriate". While your two suggestions (first: reasonable, but unlikely - second: unreasonable, extremely unlikely) may not have happened, a quick look at the first ten or so posts reveals quite a few things that were infact changed in 1.11 as compared to 1.09.

Whether they were changed because of the posts in this specific topic, though? That's a different question...

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Ok I have a realistic suggestion...

FOR THE LOVE OF GOD, make it possible to disable vehicle commanders voice without disabling every other voice.

I'm somewhat tired of hearing: FORWARD, LEFT RIGHT, STOP, SLOW FORWARD FAST, LEFT LEFT LEFT RIGHT STOP, LEFT RIGHT, STOP, SLOW FORWARD FAST LEFT RIGHT, STOP, SLOW FORWARD FAST LEFT RIGHT, STOP, SLOW FORWARD FAST.. etc.

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It's highly imperitive for me that you guys fix the squads. A lot of the time I tell my guys to hold fire and someone will just carry on blazing away. I can hit the hold fire command 50 times and he'll still not do a thing.

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Here's the best suggestion yet:

MORE THAN ONE CONTROLLER INPUT DEVICE!!!11

I mean c'mon how hard can that really be?

I second this post! Without multi-controller support I can't fly AND use the throttle, OR switch to driving a car AND use my pedals with my steering wheel. I have to choose only one controller, and either way it's hard to fly/drive without a steering wheel/joystick/pedals. Blah! Please oh please fix this!! mad_o.gif

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It's highly imperitive for me that you guys fix the squads. A lot of the time I tell my guys to hold fire and someone will just carry on blazing away. I can hit the hold fire command 50 times and he'll still not do a thing.

When they know that they have been seen by the enemy, they will open fire. So when they disobey the hold fire command, your cover has already been blown.

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5.Fix bikes: they can be shot up (3-4 shots) so that the looks changes to the destroyed texture but it can still be used. It takes a few more shots to actually destroy it.

6.SPR has no muzzle flash when not looking through the optics.

8.Fix the comand option not working in the BMP-2 commander position (very old bug)

9. Give the player the option to holster a handgun... like A.I. can do it since 1.0

12. Prevent vehicle explosion just because they are stuck in the water.

13.Free mouse control on vehicles and commanding cursor

16. All grenade launcher armed vehicles JUMP when firing the grenades.

20. You cannot command the AI in a driver pos to turn the engine off. Command needed, seeing how the AI recognizes a tanks faster with engines on.

21. AI still cannot drive down a straight road without going off it many times.(while having cars in a squad, following column formation, down a road they stop several times)

Looks like convoy behaviour needs to be tweaked, because they seem to follow infantry logic or something.

25. Tanks still flip after colliding with a rock or something similar.

27. Going from crouch to run and then straight to prone makes the player go to a sprint anim and only then into prone. I believe this also happens with a few other anims. Pretty annoying, has got me killed a couple of times now.

28. Mouse aiming is jerky on the X axis.

29. SelectPlayer doesn't work on Dedi MP.

30. Turret and chassis do not seem to be connected and thus the turret can turn unrealisticaly fast.

How to repro:

Get in the editor, get a tank, make it target something, drive full speed towards that thing and thun turn quickly. The turret stays right on the money.

List modified for 1.11b.

I'd need conformation for the following:

7.I would say tweak the Stryker, so that transportMaxMagazines is set to 100 (same as M113) and transportMaxWeapons is set to 20. These entries are missing for the Stryker, making it inherit the values from the Car class, which is 50/10 I believe.

22. Sounds for some users(including me) start clipping after a lot of sounds appear and then some don't play at all, starting with the player.

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Quote[/b] ]28. Mouse aiming is jerky on the X axis.

Suma already posted that he was able to reproduce the bug and will look into it

Suma:

Quote[/b] ]I have just check the issue and I think I am able to reproduce it (your video helped a lot, so that I knew what exactly to look for). What I see is with high enough display resolution the smallest step we are able to do with mouse with default settings is larger than one pixel.

This increment is constant in screenspace for all zoom levels, there if you jump two pixels in one zoom level, you jump two in all zooms (this actually means you move your weapon smoother when zoomed, as pixel represents a narrower angle then)

Default behavior for Windows applications to accommodate for both slow and fast mouse movement is to use acceleration (very detailed description is available at http://www.microsoft.com/whdc/device/input/pointer-bal.mspx). We currently do not use any.

The options you currently have:

1) If you decrease x sensitivity, you decrease this step as well, however you need to move your mouse more then when turning.

2) When you zoom, you increase the movement precision. The cursor still jumps the same offset on the screen, but this corresponds to a smaller real weapon movement

I will check if we can introduce some pointer ballistics to allow for a smoother movements without hindering the overall aiming speed.

This one

Quote[/b] ]

13.Free mouse control on vehicles and commanding cursor

would be so awesome if it was finally fixed or made a selectable option in the controls options menu. It would make steering and controlling vehicles so much better and fluent. I would definately cry tears of joy if it was embedded. confused_o.gif

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I think the mouse control issue is not with the autocentering but rather the missing floating mouse in vehicle when commanding like helicopters. In OFP you could select a team member and the mouse would float and you could command them to target this and this tank, now you can only do this by tabbing.

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I think one thing is related to the other as there still seems to be a mousepointer but it´s not visible anymore as it gets resetted or autocentred automatically and this would certainly look odd when visible. So giving back the pointer would also mean getting rid of autocentre. It could also mean giving back the ability to direct onboard cannon of the Kamov.

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According BI Wiki:

Quote[/b] ]Joystick/Driving Wheel

Compatible Joysticks and/or driving wheels can be used with ArmA for optimum control and enjoyment. ArmA supports only one sticka at the time

I suggest use of at least TWO devices. Many would wish to use pc wheel pedals as a rudder, and others would use external throttle controller.

Quote[/b] ]it automaticly selects the controler with the most buttons.

One big WTFZOMG! That's most stupid thing i ever saw. External devices got id's, so programmers should have access to both anytime, but despite that my PC Wheel has "more buttons" than a joystick, thus i need to dig every time in the endless cave behind my desk, to unplug wheel, to let ArmA use Joystick banghead.gif

That's awful. I can select a Joystick as a default controller, but it changes literally nothing, because wheel has more buttons overall.

"Yay! It has more buttons, so we'll force him to use wheel instead, since we don't want him to be over buttoned by others"

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RE: Request I saw for unique names for all items in editor.

My thoughts, sounds pretty friggin tedious. My idea, maybe "tweaking" the editor by adding a tiny preview window showing a pic. of the placed item in the "Insert Unit" window?

And one "tweak" I'd really like to see is the ability to (in script) respawn / revive killed units. It would be quite usefull for dedicated servers with long-running co-op missions as I've noticed some reports of there being a max-limit of sorts as to the total # of spawned units per mission.

By enabling recycling of the killed units it would then be possible to have more of a perpetual war as opposed to 2 or 3 hr. co-op's being interrupted for a restart so theres something to shoot at.

It would open many world's of possibilities for mission makers and endless hours of fun from within a single mission / perpetual world. And even if the idea get's no consideration for the final patch, I'd hope it at least get's looked at for ArmA2. thumbs-up.gif

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Go ahead and delete this post, should I prove a complete idiot by commenting on something I haven't even checked (still using 1.08).

Minor issue: remove the weapon from the "Independent - Spy" character model's thigh holster. Would help those that want a generic "operator" type feller in missions and don't want to use the fairly kitted-out mercenary models or 3rd party mods. Current implementation hurt immersion a bit.

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And one "tweak" I'd really like to see is the ability to (in script) respawn / revive killed units. It would be quite usefull for dedicated servers with long-running co-op missions as I've noticed some reports of there being a max-limit of sorts as to the total # of spawned units per mission.

There is only a limit to the total number of groups in a mission, something like 144 or more. It is enough and more can be spawned as they die with scripts.

I know some zombie scripts had a problem with zombies that would stop spawning after a while. That was just due to bad scripting - new groups were constantly being created but old ones were not deleted. And that resulted in the limit being hit after a while.

Quote[/b] ]

My thoughts, sounds pretty friggin tedious. My idea, maybe "tweaking" the editor by adding a tiny preview window showing a pic. of the placed item in the "Insert Unit" window?

I don't see that happening. It's quite a bit of tedious work, and wont be needed in the long run with the 3D editor in development for ArmA 2.

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Quote[/b] ]

I know some zombie scripts had a problem with zombies that would stop spawning after a while. That was just due to bad scripting - new groups were constantly being created but old ones were not deleted. And that resulted in the limit being hit after a while.

Thank you for the clarification Sir, thumbs-up.gif

Quote[/b] ]

I don't see that happening. It's quite a bit of tedious work, and wont be needed in the long run with the 3D editor in development for ArmA 2.

Oooooh, will it remind me anything of the IL2 Sturmovik Editor? Really loved the mechanic's of that one, nice gui. biggrin_o.gif

Now I'm excited.

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Make the mute option on the "P" screen also mute custom sounds from that player.

Add a seperate volume slider for VOIP (seperate it from AI voices).

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