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meowcat

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Posts posted by meowcat


  1. 7 minutes ago, R0adki11 said:

     

    Are you using any mods? Or is this only Arma3 Vanilla? 

    Arma3, no mods.

    The coaxial mgs and commander mgs sound like there is no audio shielding by the enclosed space. Crew inside the tank should only barely hear it.

     

     

     

    Ds50mJ8.jpg

     

     

    rTuLbbj.jpg


  2. I dont see any logic reason for varsuk commanders not being able to hold their rifles? Is it because the animator is so proud of the guy holding on with both hands to the hull that they skipped rifles because of this?


  3. I would like to point out two very bad screw-ups in the tank dlc.

    1. Why can commanders who are turned out on a Slammer use their rifles and commanders in the varsuk can not?
    2. Why is the recoil when firing a rifle while turned out  (on a not moving tank) so savagely exagerrated? Logic would dictate that a person in an opened tank hatch has many ways to stabilize their own body and the gun while firing. But the Marksman DLC weapon resting fails to work here.


  4. No, they could simply use the exact vehicle in its exact state as the wreck and darken the texture a bit. This is a far better solution than swapping the model. Even if it explodes, a tank that actually resembles the original vehicle and its turret rotation is better than a metal low poly box.


  5. The vehicle itself should be the wreck, this is a far more realistic thing than swapping it for a wreck model. I mean your argument is to choose the option that is 50% worse to prevent a situation that would be only 5% worse. An exploded tank that looks like the actual tank with the turret on the same position is a far better solution that this primitive operation flashpoint tradition of swapping the tank for a low poly wreck that of course can not be anything else than the same thing for all dead tanks of the same type.


  6. Why can't the vehicle itself be the wreck? Like, if the vehicle is wrecked, instead of swapping it for a crude wreck, just let the  vehicle in its current state remain. This way it would seamlessly  and gradually transfer from working condition to destroyed, often with no way to tell from a distance, which would also increase realism
    @Asheara


  7. {
    	_x addEventHandler["FiredMan", 
    	{
    		params["_unit","_weapon","_muzzle","_mode","_ammo","_magazine","_projectile","_vehicle"];
    		_sphere = "Sign_Sphere10cm_F" createVehicle (getPosATL _projectile);
    		_sphere attachTo[_projectile,[0,0,0]];
    
    		_delete = [_sphere,_projectile] spawn {
    			params ["_sphere","_projectile"];
    			waitUntil {sleep 1; vectorMagnitude velocity _projectile <= 0.01};
    			deletevehicle _sphere;
        }
    	];
    } forEach allUnits;

    I have tried converting it into foreach so it can be applied for all units at once, but it wont work. No error at all.

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