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Everything posted by the_one_and_only_Venator
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AttachTo static AI weapon glitch/bug
the_one_and_only_Venator replied to grandbravo's topic in ARMA 3 - DEVELOPMENT BRANCH
The good thing about the metal barrel is that it is not affected by gravity but still is 'simulated enough' to not cause problems with AI attaching turrets to it. Try to put the barrel inside whatever object you want to attach sth to (e.g. carrier, bunker) and then hide it by using the eden special state. Then place the turret where u want it and use the mentioned attachToRelative function together with nearest object and classname of the barrel to make it copypasteable. That works fine for me. I can place turrets where I like. Just make sure the eye point is not within an object or it will probably not fire or detect anything. -
AttachTo static AI weapon glitch/bug
the_one_and_only_Venator replied to grandbravo's topic in ARMA 3 - DEVELOPMENT BRANCH
You can attach it to a metal barrel and then hide that. that has something to do with the type of what u attach it to. -
Some Weapons Iron Sights are off target
the_one_and_only_Venator replied to the_one_and_only_Venator's topic in ARMA 3 - DEVELOPMENT BRANCH
The SPAR series got already fixed in the latest Dev Branch. Thanks for that, that's great! -
Some Weapons Iron Sights are off target
the_one_and_only_Venator posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Dear Developers, I have to report an issue that I recently found with a few iron sights of the weapons in the game. A few weeks ago I reported an issue with the Zafir's iron sights that the shots were going high all the time. I guess that the iron sight is not properly centered and therefore too low. The Zafir is actually not the only weapon having these issues, that cause the weapon to reliably miss their intended target on all ranges when zeroed correctly. This issue is not a problem at all if any sight item is used on the weapon. It is just the iron sight model that seems to be off. I found a way to highlight the issue using the laser attachment. The laser pretty much always points directle to the middle of the screen and the shot will pretty much perfectly hit the laser spot when zeroed correctly. So the sight should be exactly on the spot. Here is a list of weapons where the sight is severely off: MX - sight too low MXM - sight too low (but less than MX) Rahim - sight too low Sting 9mm - sight too low Zafir - sight too low Protector 9mm - sight too high SPAR16 - sight too high (and covers too much of the picture anyway for a tactical sight imho) SPAR17 - sight too high (and covers too much of the picture anyway for a tactical sight imho) This is an annoying issue since you practically can not rely on your weapons sights. Since this is kinda important in a combat situation this should be fixed. Please Developers, take the weapons to the table and fine tune the sights so they are on target. Thanks in advance David / Venator P.S.: Example pictuers of what it looks like I did test a lot of vanilla weapons. I may have overlooked some though. Some also dont have the ability to equip the laser for good pictures Most weapons seem to hit fine. -
Some Weapons Iron Sights are off target
the_one_and_only_Venator replied to the_one_and_only_Venator's topic in ARMA 3 - DEVELOPMENT BRANCH
I also created a ticket on feedback tracker: https://feedback.bistudio.com/T150898 -
Proxy Magazines (improvement suggestion)
the_one_and_only_Venator posted a topic in ARMA 3 - DEVELOPMENT BRANCH
Dear Developers, the introduction of proxy magazines was a great addition to the game. It finally allows to load weapons with visually diffrent magazines. This introduced great possibilities for addon makers as well. You can now combine diffrent weapon and magazine models so e.g. an AKM with a 5.45x39 mag from the AKS makes an okay AK-74 without having to add new model files to the game. It also makes the AK-12 chambered in 5.45x39mm possible. But this is also where it might be possible to improve on it. The magazines use a point of reference where they are attached to the weapon. This point currently is the end of the magazine well on the weapon. Because of the weapons being quite dirrfent in regards to their mag wells this results in very diffrent locations of the reference point on the magazine, especially regarding the height. Because of that it is quite impossible to do some rechambers of weapons using vanilla magazines. If e.g. I would want to rechamber an AK for 5.56x45 the magazine would stick out of the top of the weapon because of the ak's mag well being well shorter. The sollution to this problem is imho quite doable: Moving the refenrence point away from the mag well and to the forward top end of the magazines where the round gets fed into the weapon. Like it already currently is on the AK mags. That way every magazine would sit on a realistic height due to the round being fed on the same position for all variants and all calibers. This of course would require reworking some of the models to a minimal degree, namely moving that reference point. This would make this great feature even better and more usable for addon makers. Thanks in advance David / Venator P.S.: It would also be nice to have proxy mags on the Rahim. Since it is the only weapon using its mag there should be no clipping issues. I'm also dreaming of proxy mags for SPAR-17 and MK-I but that might be hard to do and harm cross compatibility of the mags... -
Proxy Magazines (improvement suggestion)
the_one_and_only_Venator replied to the_one_and_only_Venator's topic in ARMA 3 - DEVELOPMENT BRANCH
I thought this would be just like with SPAR-17 and Mk-I I do understand though that this is low priority. I just feel the game is entering a state where nothing severe is gonna be changed but some small tweaks and fixes are still gonna improve the experience. -
Proxy Magazines (improvement suggestion)
the_one_and_only_Venator replied to the_one_and_only_Venator's topic in ARMA 3 - DEVELOPMENT BRANCH
Thanks for answering. I guess it would be a lot of work indeed to make it all compatible again. Can we maybe have proxy magazines for a few other weapons though? Weapons like Katiba, Rahim, CMR-76, Cyrus and MAR-10 should be doable without significant issues. Is there maybe also any way to make Mk-I or SPAR-17 work? I would love that. -
Hello good people, after a lot of great additions to the game one thing always kind of bothered me: The position of the optics on the SPAR-16 family of rifles introduced wit APEX DLC seems to be very far forward. While I understand why it could make sense to put some collimators further forward it doesn't really make sense with optical sights. It also just looks off somehow. Would it be possible to put the optics further back (like the SPAR-17 already has)? That would really please me and (imho) just make it a lot better looking. Thanks in advance, David / Venator
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General Discussion (dev branch)
the_one_and_only_Venator replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Issue Report: The iron sights of the Zafir 7.62 mm are off. Specifically the front sight is too low. By about one width of it. This results in shots going too high no matter of the distance when zeroed correctly. On 300m you miss like 0.5-1m but on greater distance this is going to be even more noticable. From 500m up you actually start hitting with the sight zeroed to 300m... -
SPAR-16 Optics position
the_one_and_only_Venator replied to the_one_and_only_Venator's topic in ARMA 3 - DEVELOPMENT BRANCH
Some Screenshots: -
Jets DLC - MIM-145 lock on via Black Wasp
the_one_and_only_Venator replied to EnTekker's topic in ARMA 3 - DLC
MIM145 is not able to lock onto ground targets. With the VLS it should work. -
I have wondered for a long time now. Can you actually retexture the hull of the USS Liberty? I mean apart from the obvious numbers, flags and nametags. Can I change the hull and deck colours? I have figured out where the textures are and that it would be neccassary to retexture all those hull part model objects. But they dont seem to have any hiddenSelections. Can that be done?
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A workaround would be to use the player only for Zeus and use an AI unit as the main character. You could then use Zeus to control it. Or you use playable characters that you can switch between (using default U) although that messes with their AI once you played as them as well I think.
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General Discussion (dev branch)
the_one_and_only_Venator replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
I don't know what caused that but the latest update to stable branch kind of broke my game. It does still work just the time it needs to start the game is ridiculous. It takes ages and when in main menu it freezes for a couple of seconds. After that it seems to work fine. -
Thank you for adding the texture templates for some of the contact stuff. I really like being able to retex it.
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General Discussion (dev branch)
the_one_and_only_Venator replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
There is still the problem with the floating wreck of the Mora. At least on latest stable branch. -
ARMA 3 Addon Request Thread
the_one_and_only_Venator replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Isn't this already a vanilla feature? -
General Discussion (dev branch)
the_one_and_only_Venator replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
I agree. We need proxy magazines even for weapons that apparently make no sense since there is only one type of magazine. For better mod compatibility 😀 -
ARMA 3 Addon Request Thread
the_one_and_only_Venator replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Has anyone ever tried making an M4 style carryhandle and front sights as an optic one could attach to the Spar-16 rifles to kind of recreate an M4 with them? And if not could anyone make it? Or is there maybe a tutorial on how to make 3d models for arma for a complete newbie because I never did 3d modelling before? -
fixed Please correct the error of the player automatically getting up, after firing from the launcher
the_one_and_only_Venator replied to mickeymen's topic in ARMA 3 - DEVELOPMENT BRANCH
No, why only one fire mode? There are situations where you don't want the top-attack mode... You may just switch firemodes back to default to avoid this bug... (if that works that is...) or just switch to rifle before going prone. -
How can i aim gunners gun in attak helicopter?
the_one_and_only_Venator replied to boss642296's topic in ARMA 3 - QUESTIONS & ANSWERS
You need to be the gunner to turn the gun. Otherwise you can just give targets to the gunner. -
Accidentally overwrote a main game file, need replacement.
the_one_and_only_Venator replied to Dallas Medina's topic in ARMA 3 - QUESTIONS & ANSWERS
Maybe delete that one file and then try verifying game files. For adding new flags to the destroyer just add a little custom addon folder and adjust the path when using the flags. Or put them into the mission folder for easier use in MP so not everyone has to have your custom addon.- 1 reply
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Contact Expansion Asset Feedback
the_one_and_only_Venator replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
Wouldn't complement the Promet well then... 🤣 -
Arma 3: Community wishes & ideas- DISCUSSION
the_one_and_only_Venator replied to Maio's topic in ARMA 3 - GENERAL
I guess it is not possible to put any object outside of the actual map. The terrain there may also be randomly generated.