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Everything posted by roguetrooper
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www.dll-files.com
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Player can't crouch/lie with rebreather in water
roguetrooper posted a topic in ARMA 3 - BETA DISCUSSION
A player unit with a rebreather can't crouch or lie in water where he can stand with the head above the water level. He behaves like a non-rebreather-unit and stands up automatically again (for non-rebreather-units it's ok). This seems to be a bug or a not considered feature. -
I can't select the difficulty any longer. When I play in editor preview mode, previously I could change the difficulty (options - game - difficulty). Whatever I select now, it automatically resets to 'recruit'. I have no chance to play on another difficulty level (though you can set all parameters to 'hardcore' in recruit as well, but that's not the point).
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Inventory should show how many items of a kind at all
roguetrooper posted a topic in ARMA 3 - GENERAL
Next to the item amount number in the inventory there should be the total amount of this item in brackets next to it (the sum of all your containers). Hmmm, or maybe not... RL browsing in your vest for grenades does not reveal the amount of these grenades in your backpack... But on the other hand the other HUD elements reveal you anyway how much you have in total (magazine HUD shows total amount of magazines and grenades, action menu shows for explosives). -
Inventory should show how many items of a kind at all
roguetrooper replied to roguetrooper's topic in ARMA 3 - GENERAL
For example by clicking on the vest slot you do NOT see the amount of the same items in the backpack (regardless whether it's realistic or not, you do NOT see the total amount). But as I stated in my initial post, this might be ok. Instead of showing the amount right to the item, it would be even more realistic when each item would be displayed separately (as a single item) without the amount next to it. When you browse your backpack in RL you also don't see a single item with a total-amount-value next to it. So the current inventory amount display is somewhere inbetween totally realistic and totally unrealistic. -
What is Alpha and What should I Expect
roguetrooper replied to rss334's topic in ARMA 3 - BETA DISCUSSION
Even in alpha status Arma's main feature is the EDITOR, not any campaigns or out-of-the-box missions. Steam tells me that I have spent over 70 hours on Arma III... of which 99% took the editor (and scripting). THE SHOWCASES. LOL! The editor is the best showcase you can get. -
When it comes, I hope that it won't be a magically instant action. In RL it also takes a minute or so (taking out the bullets and press them into the new magazine). Since Arma is a military simulation focussed on infantry (BIS' own statement), all the RL details concerning infantry weaponry should be considered.
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What is "super AI" in the difficulty settings? Somehow it's a mystery since Arma 1. 1.) Does it provide more skills/intelligence than a maxed out AI skill slider? 2.) Does it overwrite the AI skill slider? 3.) Does it influence all units of all sides on the map? 4.) Does it apply to units created on the fly with "createUnit" before they are given a skill with "unit setskill x"?
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There should be more filters for containers: "Items" should be split up into: items (GPS, NVG, supressors etc) clothing helmets bags Maybe "explosives" could be an additional filter for mines and satchels.
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Eventhandler "hit" should trigger on allowDamage-false-things
roguetrooper posted a topic in ARMA 2 & OA - SUGGESTIONS
It would be nice if the eventhandler "hit" would trigger on units/vehicles/map-objects that are set to "allowdamage false". -
What would an insurgency in 2035 look like?
roguetrooper replied to Freighttrain4's topic in ARMA 3 - GENERAL
The best thing about it is the controller :D -
Why can't I put my binoculars on my helmet during the day?
roguetrooper replied to lokoroth's topic in ARMA 3 - BETA DISCUSSION
I don't know why so many people complain about the binoculars handling. Complaining about non-instant-binoculars seems to me like complaining about recoil when shooting... In real life it also takes more than half a second to lower/shoulder your weapon, take out (or from hanging in front of your chest) the bins and move them to your eyes. Also the other way round. But indeed the bins could be attached to your helmet instead of the NVG (not instantly within 0.0001 seconds when pressing the key or the menu/icon/whatever). Further, activating and deactivating the NVG and bins (already on your helmet) should have a short animation (raising hand to helmet... yeah, programming/manpower ressources...) and delay the actual vision according to the animation. Somehow it's also too arcadish to de/activate NVGs by mental powers (no animation, no delay). You can de/activate it while running, within vehicles while both hands on steering wheel or cannon. -
In comparison to Arma 2 an AI-mortar with AI as groupleader is able to fire at all at least. Yet there seem to be some problems. The mortar gunner does not fire (appropriate targets in appropriate range) when there are other weapons in his group or when he does not have a direct line of sight to his target. Testing scenario: * player (infantry) * hostile mortar 400m away * mortar grouped with infantry unit which stands near the player * infantry can see the player and can report an enemy to his mortar * no line of sight between player and mortar When the infantry has a gun, the mortar does not fire at all at the player. The mortar ONLY starts to fire when 1. the infantry has no gun and 2. the mortar has a direct line of sight to the player (which isn't very 'mortarily' at all).
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03/27: missing trigger surface texts and command menu texts
roguetrooper posted a topic in ARMA 3 - BETA DISCUSSION
Is it just me or has the patch from 03/27 brought a bug concerning missing trigger surface texts in the editor and missing text in the ingame command menu? -
I haven't participated in a MP game yet (only editor and solo). Is there "real" physics in MP? I don't know how it is actually calculated, but isn't there some kind of randomness involved? Or does a physical event with given start conditions always perform and end up in 100% the same way? Do two players in the same MP game see exactly the same? Is it controlled by the server? Maybe it does not matter in what actual way a pile of bones and meat falls to the ground (shot soldier). But imagine a soldier standing very near at the edge of a building/bridge - when there is randomness involved, he might fall off the building or not. Or persons or objects blown away by an explosion - in MP the world must (should!) look the same for all players. When all physically calculated events are globalized by the server, hasn't there an insane amount of data to be send over the network? When all clients do it on their own, do all players see exactly the same world (damage, position and direction of physically influenced objects)? Is physics disabled in MP and replaced by standard animations and procedures?
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Can't BIS programm it in a way that if a PhysX card is detected all the pyhsic calculation are done by it?
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helicopters don't explode when crashing into ground
roguetrooper posted a topic in ARMA 3 - BETA DISCUSSION
At least at the current dev-state (March 24) helicopters don't explode (any more?) when they crash into the ground. Just place a flying helicopter in the editor with this flyinheight 500; driver this setdamage 1; They just hit the ground like a stone without exploding. Further, the main rotor of the KA-50 keeps spinning while the helicopter lies on the side. -
This had been an issue for many years. Some time ago it was fixed for Arma II (they said), but even afterwards I've experienced the loading screen for 10+ seconds while the mission is already running (with a SSD drive and 16GB DDR3).
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helicopters don't explode when crashing into ground
roguetrooper replied to roguetrooper's topic in ARMA 3 - BETA DISCUSSION
The current non-explode behaviour when more or less "falling" down from half a kilometer (or more) is definetly no step into the right direction. Also the KA-60 lying on the side after having "fallen" from far above with its main rotor still spinning... (Btw. I know, helicopters don't "fall" down, even with the engine not working the main rotor spins and prevents the copter from falling like a stone). -
Has the uniform handling been changed or is it just a bug? 1. "adduniform" does not add an uniform any longer (to a unit that wears none) 2. When you place a soldier with default equipment on the map, his uniform slot is empty, but the 3D model wears one. Further, hintsilent format ["%1",uniform player] does not show a hint at all.
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patch 21/03: uniform handling changed
roguetrooper replied to roguetrooper's topic in ARMA 3 - BETA DISCUSSION
At least it seems now that any side can be equipped with any uniform. Not ingame by taking it from a box or dead unit, but by script with adduniform. -
[210.6MB]Update changelog? 21-mar-2013
roguetrooper replied to EmirSc's topic in ARMA 3 - BETA DISCUSSION
For the dummies amongst us: how do find and install (in detail) the updates for the Arma III Alpha steam version? -
Awful ai cant hit me at any distance while i running . Omg its year 2013, not 1993
roguetrooper replied to ihatecheaters's topic in ARMA 3 - GENERAL
Bullshit. Put this setskill 1.0; into the init-line of the enemy (rifleman, no machine gunner necessary). -
Editor: markers visible without curser in marker-mode
roguetrooper posted a topic in ARMA 3 - GENERAL
Could we please have markers in the editor being visible all the time, no matter in what mode (unit, group, trigger...) the cursor currently is? There might be a box to un/check whether markers are visible, independent from the cursor mode. -
Since Arma 1, and probably also before, the aiming sight of GLs has been useless. It's still a matter of guess what you will hit.