Deadfast
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Everything posted by Deadfast
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There is no need to have two threads discussing the same thing. I moved the poll to the previous thread and I will close this one. Unfortunately everyone will have to vote again :(.
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Under the right (or wrong) conditions you can also sprain your ankle, doesn't mean every second soldier should be jumping around on one leg.
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And therein lies the problem. Right now the conditions are right 50% of the time.
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You're not going to get many light sources if your head is in the way.
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There is, however, ui.pbo which has $PBOPREFIX$ of \ca\ui in A2.
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What Graphic Card for my new i5 4570?
Deadfast replied to DocSnug's topic in ARMA 3 - TROUBLESHOOTING
Moved to a bit more appropriate section IMO. I recently upgraded to i5-4870K and GTX 760 and I'm rather very happy with it. -
I've renamed your thread to be a bit more descriptive ;).
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You do realize different employees do different things? There are better ways you can provide feedback than shouting in random threads.
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Hacks being distributed in an addon, what to do?
Deadfast replied to Scerius's topic in ARMA 3 - GENERAL
Well, the mission designer can put anything he wants to in his mission. The only recommendation is to only host missions from trusted sources (to make sure there isn't a backdoor that would allow its creator from cheating) and play on trusted servers (to make sure the admins aren't cheating). Considering there is no difference between hax scripts and actual scripts there will be nothing BattlEye can do. -
Why is the inventory screen so small
Deadfast replied to doveman's topic in ARMA 3 - QUESTIONS & ANSWERS
As Greenfist said, the inventory dialog and the UI in general scales based on what interface size you have selected in the options. This is the same behavior as in A2. -
Arma 3 Engine - What would have been a better option and what can we learn?
Deadfast replied to squirrel0311's topic in ARMA 3 - GENERAL
This isn't true. If the helicopter went any faster than extremely slow everyone would die. -
Disapointed with the FULL RELEASE content (re-made)
Deadfast replied to Tyl3r99's topic in ARMA 3 - GENERAL
You're not buying a tailored suit, you can want anything in the world, the developer has no obligation to do it. -
Considering it would require a complete rewrite of the rendering part of the engine the chance of that is same as the change of switching to OpenGL. Very small.
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So Arma 3 is out now, does it set the standard for future releases in the series?
Deadfast replied to pd3's topic in ARMA 3 - GENERAL
You see nothing wrong with this. No words. Yes, I see absolutely nothing wrong with that. Defending the animation set up from the previous games of the series (which I all played) as having inertia is simply being oblivious to the fact the animation transitions were badly set up. You never felt in control of your character. I distinctly remember playing a coop mission where 90% of injuries weren't due to enemy fire but people falling off roofs because of uninterruptable transitional animations. -
Better yet: this addEventHandler ["killed", setAccTime 0.2; {0 spawn {sleep 0.6; setAccTime 1}}] This ensures the slowmo applies immediately, even if there is some lag. Also, keep in mind that sleep is affected by slowmo which is why 0.6s will actually be 3s.
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Change player class in mission
Deadfast replied to engima's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You can just give the player a different uniform/vest/backpack/helmet nowadays. -
Initializing a global variable
Deadfast replied to Lysandius's topic in ARMA 3 - MISSION EDITING & SCRIPTING
if (isNil "taggedUnits") then {taggedUnits = []}; taggedUnits set [count taggedUnits, this] -
Don't forget the user reviews though! Ones like:
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Please remember that if you have a problem with a post you should use the report button. Do not hijack the thread and start insulting right back. You know who you are ;).
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It would certainly be easier to do that, the question is how difficult would be to set up the old skeleton with the new clothing system (because we certainly don't want the exact same clothing). Then there is also an issue with the fact that "upgrading them a bit to use weapons" means producing more than 4 times as many animations as there currently are (new sets for rifle, pistol, launcher and binoculars).
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It's not that simple. Somebody then also has to take that raw data, clean it up, modify it so it loops correctly, export it to the game's native format, set up all the animation transitions and action maps (no small feat, trust me).
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Accuracy depends on the config parameter called dispersion.
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Lap Counter, etc. for Racing Mission?
Deadfast replied to SG_Smokintodd's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I take it this is supposed to be MP compatible? -
Considering weapon switching on the move is in VBS and has been for a while, the engine is clearly capable if it.
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It has been nearly 35 years since Intel 8086 was introduced. Guess which CPU your current one is based on? Bottom line, just because something is old doesn't mean it should be immediately disposed off.