roshnak
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Everything posted by roshnak
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Framerate should really not be dependent on the server. And if that's the case then I would argue that it is evidence of a pretty major design flaw.
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Arma has a really retarded always on autopilot system where it tries to automatically coordinate turns for you among other weird and frustrating behavior. It's been in the game since opflash and can't be disabled. If you fly in third person with your hands off the controls you can frequently see all the control surfaces wobbling around like crazy. Or you can just watch the joystick jiggle around in your hands. While I'm complaining about things, the amount of time I'm flying with the flight path marker above the gun cross is pretty messed up, too. Planes have a crazy amount of lift in the Arma series. P.S. The Buzzard sounds pretty awesome.
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It wasn't like two years ago when they announced it as a feature.
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I'd be happy just to know if Java is still going to be in the final release.
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I like this idea, but if it's implemented wrong it would just result in people scoping in and out to reduce sway again.
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Taking the scroll menu to the chopping block
roshnak replied to CiberX15's topic in ARMA 3 - GENERAL
Be careful that you don't accidentally detonate explosives instead of opening the door to your car? -
ARMA has a bad animation system? This is news to me!
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Hey, remember when there were mass graves in Arma 2? Edit: Oh yeah, and a severely beaten woman. It's cool though, because she couldn't hold a gun.
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Diving Mod idea - ACE implementation?
roshnak replied to sproyd's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Is the air tank not strapped to their chest? -
"Authenticity" and Editor placement woes...
roshnak replied to reclusive7's topic in ARMA 3 - BETA DISCUSSION
A lot of niche game communities like this one have an overabundance of defensive fanboys. Also, I'm pretty sure a lot of the stuff that looks like it should be BLUFOR is going to stay OPFOR because it is the future and stuff. -
Walking animations MUST be changed: BI Please read
roshnak replied to CombatComm's topic in ARMA 3 - BETA DISCUSSION
Uh... -
Looks pretty great for a flight sim engine. Also OFP was way uglier than that.
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Arma 3 Community Alpha - Announcement!
roshnak replied to royaltyinexile's topic in ARMA 3 - GENERAL
I was more replying to the guy's implication that he would rather wait and get a bug free release, which is pretty much the opposite of what an alpha is. -
Just to be clear: Not one single piece of information in this thread has been confirmed by anyone that actually knows anything, right?
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Arma 3 Community Alpha - Announcement!
roshnak replied to royaltyinexile's topic in ARMA 3 - GENERAL
It's an alpha, dude. It's not supposed to be polished. -
Well, it's the difference between ARMA and say, Counter-Strike, really. Not the CS is a bad game; I like it. But in ARMA, the bullets come from the barrel of your gun and follow a realistic trajectory. Where the gun is pointing gives a rough indicator of a shot's impact point. In CS, the bullets come from the center of your screen and where your gun is pointing has no bearing on the direction of the bullets, with the expanding crosshair (and memorizing impact patterns) being the only indicator of hit location. CS feels like playing as a walking bullet hose. ARMA feels like playing as someone holding a gun. I assume that the goal of ARMA is to make you feel like you are inhabiting the world that you are playing in, and authenticity of weapon behavior is a large part of achieving that effect.
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Sounds to me like weapon shake is simulated by an expanding cone of fire rather than bullets going where the gun is actually pointing, but I could be misreading it. I don't think there should be a cone of fire ever, even when hip firing, aside from the general inaccuracies of the weapons.
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I would love to have an option to COMPLETELY disable head bob, because when I run things do not shake around like that. Also, it makes me feel kinda sick.
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I'm hearing a lot of things that sound like a cone of fire... which I'm a huge fan of - in games that aren't ARMA. Can someone (who actually knows, preferably) please tell me that I am hearing things wrong and that weapons still shoot where they are pointing? I know it's pretty late in the development cycle, but what I would really like to see is the weapon sights misaligning during turns/movement, making holo sights useful as the crosshair would continue to point where the bullet is going.
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ShackTac Fireteam HUD (STHUD)
roshnak replied to dslyecxi's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You don't need the server keys unless you're running a server, but the files from that folder go in they go in the "Keys" folder. -
Framerate-Friendly Island - porting stuff over?
roshnak replied to Helmut_AUT's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes. -
That's exactly what I needed, thanks for the help.
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Edit: This belongs in missions/scripting. I would erase it, but for some reason I can't do that even though the thread has no posts. Whenever I create a vehicle in a multiplayer game with createVehicle there is a ~10 second delay before I can interact with it (it is rendered and can be destroyed, however I cannot drive it or stow weapons to it / take weapons from it). In order to ensure that this wasn't simply the result of a buggy script, I tested it in a quick mission with a radio trigger that spawns a vehicle. This resulted in the same delay. In addition, there seems to be an even longer delay before items added to the vehicles with addWeaponCargo are accessable to players other than the host (createVehicle is only being executed on the server and addAmmoCargo/addMagazineCargo are being run on all clients). Is this a normal issue (I would assume not, since numerous Google searches have produced nothing) and are there any known workarounds?