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roguetrooper

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Everything posted by roguetrooper

  1. roguetrooper

    New terrain reveal - Tanoa

    Will there be a Tanoa-Beta in 2015? Or even an Alpha even earlier within this year? The video at least looks quite playable. The new vehicles (civilian little airplane in the video, that speed-boat thing on a screenshot) seem to be awesome, but in my opinion they could be handed in later, if this speeds up the release of the map itself. Holy shit, BI, you can't release this video and tell us that we have to wait seven (?) months!
  2. Is there a way to make the respawn parameters in MP maps selectable? Usually they have to be defined within Description.ext: Respawndelay = 3; Respawn = 3; RespawnVehicle = 0; RespawnVehicleDelay = 3; As far as I know, this file does not allow scripting code, such as RespawnDelay = paramsArray select x; Respawn = paramsArray select y; Nor is it possible to define these parameters within another sqf-file (?)
  3. Yes! Please have a unit RUNNING with a PISTOL/revolver NOT hold the pistol with both hands. Holy shit. That looks so rediculous and unreal. Arma II did it right. Why the heck won't it be changed in Arma III eventually? For WALKING in a ready-to-fire-posture it is ok to hold a pistol with two hands. But not for running. Try it yourself, even if only with an item about the size and weight of a pistol. Try to RUN while holding it with BOTH hands. Rediculous, arcadish nonsense.
  4. roguetrooper

    Script for how much time left?

    Thanks for the replies so far. The lobby parameters in my map allow to define the exact start time of my map (throughout the whole year). Definable variables are minute (0-55 in 5-min-steps), hour (0-23), day (1-31) and month (1-12). At the very beginning of the map the server sets the date with setDate [date select 0, _month, _day, _hour, _minute]; according to the lobby parameters. "_month" is "paramsArray select x" and so on. Further, the mission duration can be defined (also paramsArray select x) Known (and variable) values are: ingame start time and mission duration. It should be possible somehow to let a player know at any point of time how much minutes are left before the mission ends (e.g. ingame mission start time was 23:30, mission duration is 60 min, player joins at 23:49 ingame time, player should get message "mission ends in 41 minutes"). But as said, I just don't get it.
  5. How would a script look like that informs a player (JIP and right from mission start) by hint (or globalchat or cuttext) how much time is left until the mission ends? (a message like "MISSION ENDS IN 41 MINUTES" when he joins the game). It should also be compatible to all daytimes of mission start and end. E.g. the mission starts at 0:30 and ends 01:30 the next (ingame) day. Been thinking about this every now and then for months but I just don't get it :-/
  6. Don't know whether the engine supports it. However it would be great to be able to fill the virtual environment map with water (sea level above ground definable). createWater 20; could create an ocean with a sea level of 20 metres above the ground.
  7. roguetrooper

    Grass concealment and stances

    In the Arma series grass has always served two purposes: * singleplayer: eye candy * multiplayer: a disadvantage for the one lying in grass (it blocks the view for this person but this person can be seen by others from far away, since the grass is not rendered).
  8. Is there a way to simulate a defective rebreather without removing it from the player? So that the value of "getOxygenRemaining" drops over time as if the player wouldn't wear a rebreather?
  9. roguetrooper

    Suggestion: filling the virtual environment with water

    Indeed, for scuba scenarios. Unfortunately the ceilings of many buildings are not solid and you can swim through them from beneath and many objects have no textures on their downside (since they usually stand on solid ground). I don't think that these two issues will be 'fixed' at all.
  10. You still can't lie down or 'dive' in shoulder-high water; even when you wear a wetsuit and a rebreather. The character still stands up immediately automatically as if he doesn't wear a rebreather. Is there any chance that this will be fixed? How hard can this be?
  11. A player commander of a tank with AI-gunner and AI-driver should have more control over the turret. Often the AI-gunner moves the turret in a stupid, unpredictable and uncontrollable way. When you roll over a hill and you know there is a target behind, you want the turret already being turned to the front (which is practically impossible or a matter of great luck). Or when you move through a town... it's impossible to keep the gun directed forward. The whole tank gets stuck (house corners, street lamps etc) because the AI-gunner feels the need to turn around in a random way.
  12. roguetrooper

    More control over tank turret please.

    Personally I'd like to exchange Carts and Zeus for proper tank controls (AI turret/cannon issues and AI driver issues with player commander).
  13. I don't know where to post this question. Which is the correct PlayWithSix install method when you want to play Iron Front Steam vanilla (incl. D-Day) in Arma 3 Steam (vanilla)? PlayWithSix offers these options (amongst others): Iron Front in Arma 3 -@IFA3 Full Conversion 9.0 Iron Front in Arma 3 STANDALONE -@IFA3SA Full Conversion Iron Front - ARMA 3 Modset3 mods
  14. roguetrooper

    What do you want to see in the expansion?

    Proper tank handling. Somehow like Take on Helicopters for Arma did, just with tanks: * realistic and detailed interiors for various positions * AI drivers just do what they are ordered by a player commander, no matter whether it is 'good' for the tank or not * binocolars can be used from a turned-out commander position (useful for older mod-tanks)
  15. roguetrooper

    Still horrible tank controls

    Being a player commander in a tank with AI crew is still horrible. 1. The AI gunner moves the turret randomly around. There must be a way to force the AI gunner to turn and hold the turret/cannon into a definable direction. It is almost impossible to come out of cover with the cannon already pointing into a certain direction. 2. Why can't the AI driver drive the tank as if a player was driving it? When he gets the order to drive at full speed backward - then just the heck do it. Just drive into the direction you are ordered. Even if there is a wooden shack or mesh fence or even a bush or pebble! Why is it impossible to implement such things?
  16. roguetrooper

    Still horrible tank controls

    Only partially useful and not exactly what I'm aiming at. There doesn't seem to be a way to keep the turret directed 'forward', i.e. always directed to where the tank is driving (in narrow streets AI gunners fumble headlessly around and make the cannon stuck in things).
  17. roguetrooper

    Still horrible tank controls

    AI driver under AI commander... mkey. But why is it absolutely impossible to make an AI driver steer the tank as if a player was pressing a key (forward, backward etc)? When the player commander switches to the driver's position, the tank also just moves backwards as longs as he presses the key, no matter whether there's a pebble, a big rock, a house or a cliff. I really don't understand why the 3d model (with AI driver in it) can't move as if a player was pressing a key.
  18. roguetrooper

    2000+ Hours

    Nice. 8000+ in EverQuest 2
  19. Unfortunately some ceilings of some buildings seem to be not "solid". You (players and AI) can swim through them from below, such as "Land_WIP_F". Any chance that it will be fixed (for all buildings)?
  20. Since this DLC is about helicopters and roping... the wanted feature of roping down humans (players and AI) was not implemented?
  21. roguetrooper

    Jurassic Arma - Raptor Pack

    Most awesome! It should receive some final polish and make it's way into an official flawless addon (with credits and money to the developers).
  22. In a MP map I want to delete weapons that currently lie on the ground. Unfortunately this also closes player inventories. _list = nearestObjects [center,["WeaponHolder"],400]; {deletevehicle _x} forEach _list; Does anybody know a way to keep currently opened inventories open? (Remember: MP map, a simple distance check to "the" player wouldn't make sense).
  23. Thanks for your reply, but unfortunately "WeaponHolderSimulated" does not remove any equippable item on the ground at all.
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