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Everything posted by Sniperwolf572
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Weapon Resting & Deployment Feedback
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
That's just grasping at straws to validate the prone-no-bipod deployment. Prone already gives plenty of benefits even without being deployed. You get inherent benefits from prone while you aren't rested (as you did in every single iteration of the game) and you already get additional benefits from prone when your elbows are on the ground which was implemented with Marksman. If you want to drag the backpack into this, then I'll agree, only allow it if you have a backpack in your inventory, and it's visually represented to illustrate what you are doing. I don't understand why is it so hard to understand that "Weapon Resting", which is passively enabled when you're prone already takes care of all the possible "I hold my gun really well/I support myself with my elbows/etc." cases because by design it already takes into account where your elbows are. If you move them too far up, you lose the benefit of "Weapon Resting". Try it yourself, whenever you're prone, and there's a dotted line under the stance indicator, you're gaining extra benefits for the fact you're "Weapon Resting", just like you do when you aim over a cube, etc. We're already aware this was done by BI's design, we're arguing to change only the "prone-no-bipod-in-the-middle-of-the-road deployment" it because right now, it's a badly designed feature which takes away from other well designed features in the game that have come over the year and it looks weird to boot. -
CBA - Community Base Addons - ARMA 3
Sniperwolf572 replied to vipermaul's topic in ARMA 3 - ADDONS & MODS: COMPLETE
PWS seems to have added it as a non-stable release, so it doesn't update unless you specifically force the version, even from what I understand, this release of RC6 is a stable one. -
Weapon Resting & Deployment Feedback
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
The BI weapons themselves have these problems, even the bipods sink or hover on object surfaces, there's no need to pre-emptively compensate for it. From what I can tell, this positioning algorithm is still being worked on, so memory points should be placed where they actually make sense. I don't know when you made those changes with memponts, but the "sinking into ground" should be fixed even if you placed mempoints where they actuallymake sense, at least it was on a recent dev push. From what I can tell, they're currently working on tweaking offsets based on the angle your weapon comes into contact with the surface. You can observe this by aiming on a window and then aiming up and down repeteadly, you'll notice a distinct shift in the rotation point at around the point where the weapon starts aiming downwards. -
Feedback tracker administration
Sniperwolf572 replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Now they are. :)- 275 replies
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- administration
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Weapon Resting & Deployment Feedback
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Keep in mind the weapon resting and weapon deployment are distinct features. As BI toots it, weapon resting is using your body in combination with the surroundings to provide a more stable shooting platform, this is where what you are saying comes in. It already works that way as a part of weapon resting without a keypress and if you aim towards the sky when prone, your elbows/arms lift and you lose this benefit. You are more stable in prone by default because this is the default behavior. I do not know of a way to unstable myself from prone while aiming parallel to the ground without doing something dumb like purposefully lifting my elbows to the sides, like chicken wings. Weapon deployment is actively bracing a weapon against something that is not your body and creating a contact point between your gun and something that is not your body. I'm saying that that without bipods, resting is as far as prone should go because it already does what both you and Brisse are illustrating. -
Weapon Resting & Deployment Feedback
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
It wouldn't work when your weapon doesn't have a conveniently positioned magazine, when the magazine isn't long enough, when it doesn't have a magazine, when it is an internal magazine, when it's a bullpup rifle, etc. Basic stability like "I'm prone and bracing myself against the ground" or "I'm holding my weapon in a really special way against the ground" is already accounted for in the default prone behavior and additionally benefits are also given by weapon resting. -
Weapon Resting & Deployment Feedback
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
This is apparently intended, but I'm of the same opinion as you and would like this to be reconsidered. Their logic is that you are somehow bracing your weapon to become even more stable. What is nonsensical about this is that you already have an inherent stability boost by the prone stance, and on top of that, 90% of the time you also have the weapon resting boost when you're prone, and then, somehow, without any support, you are able to enter into an even further state where the deploying also gives you benefits. As it is currently, prone deployment without bipods doesn't look good (clench buttocks to become deployed) and doesn't play good (making other features irrelevant due to the fact you can do it wherever you please with no adverse effects) and doesn't feel good (you're pivoting around a non existant fulcrum). -
Marksmen DLC Weapon Feedback
Sniperwolf572 replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
This is intended. It's how the Helicopters DLC worked. Those watermarks are there to provide you incentive to buy the DLC, but still let you use them if you are forced to by the mission. The more you use it, the more intense those watermarks become. You can also try them out in the Arsenal, watermark free. -
On Battlefield forums, Battlefield is the best, on CoD forums, CoD is the best, on Insurgency forums, Insurgency is the best, on Red Orchestra forums, Red Orchestra is the best. Hopefully you see where I'm going with this.
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Scripting Discussion (dev branch)
Sniperwolf572 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Since "disableAI" is already in the whitelist, can we also have "enableAI" whitelisted?- 1481 replies
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VhC, Vehicle Customization (dev branch)
Sniperwolf572 replied to Tom_48_97's topic in ARMA 3 - DEVELOPMENT BRANCH
If I'm reading some parts of the docs correctly, this should mean that we now have the native ability to define vehicles through the config in a way where you have to open the doors to get in, using lockCargo and lockCargoAnimationPhase? For example, the side doors of the Blackhawk have to be open to get inside. Would this be possible to extend to other positions in a vehicle like drivers, gunners, commanders and turrets?- 47 replies
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Weapon Resting & Deployment Feedback
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
It is a bad thing, it's disorienting and feels like you're not in control. If it wasn't, we wouldn't be talking about it. :p -
Community Texture Templates.
Sniperwolf572 replied to slatts's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
You can apply custom materials to hidden selections with hiddenSelectionsMaterials/setObjectMaterial. -
Weapon Resting & Deployment Feedback
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I have this strange feeling it's tied to the leaning mechanic. -
ACE3 - A collaborative merger between AGM, CSE, and ACE
Sniperwolf572 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
AGM handled it well. By default in vanilla, all Arma infantrymen get a mandatory FAK. Whenever AGM detected a FAK in a units inventory, it split that up into some morphine and bandages. Lack of basic medical equipment like that shouldn't be an issue if the ACE3 medical system treats them similarly. -
I gave it a shot for a few builds after it was pushed on the dev branch, but I couldn't get it to work either.
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New Keybinding System Concerns
Sniperwolf572 replied to PTV-Jobo's topic in ARMA 3 - DEVELOPMENT BRANCH
They don't need to put it back, they need to make sure you can combo mouse and keyboard input (MB4+A, MB5+Mousewheel Up, etc) like you can already with the keyboard input. (W+S, LCTRL+C, etc). That way, you'd be able to do what you want to do even with the current control separation scheme. There's a ticket on the FT in regards to this since the moment A3 Alpha started, 2+ years now. There are more game functions that suffer from not being able to keybind them this way than just stance modifiers. Things like zeroing, newly implemented turret raising and lowering, etc. -
They seem to work fine for me. The keys that control that used to be hardcoded, but recently they've changed them to actual keybinds you can change. You can find the entries in Configure > Controls > Keyboard > Command. Make sure they're bound there for you.
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Not quite. Everon, Malden and Kolgujev were the main meat of CWC. Nogova was the main meat of Resistance that came with it. Fourth island that came with CWC was Desert Island and that served the same purpose for OFP as Rahmadi, Utes and Stratis serve for their respective games, as a small and light terrain that would load up quickly when you first started the game. Zargabad was a special case because it was made such due to the dense urban setting which RV historicaly doesn't deal with too well. Stratis had another benefit, as it did serve as a much better test bed for the Alpha/Beta and an incentive for early access purchase than a flat gray box like VR would ever have been. Even tho currently, VR is the best example of a small fast loading terrain to make use of as the initial loaded in terrain.
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If attachTo is used as the ticket reads (and the video seems to support it), then this is the regression Arma 3 introduced with attachTo. All children objects of an attachTo connection inherit the render (and probably simulation considering your ticket) update rate of the parent. In addition to that, they also inherit some other properties, like the destruction type, so you can have pancake-high objects if they're attached to things like tents, etc. Relevant ticket here with another repro: http://feedback.arma3.com/view.php?id=10177
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Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Ok, the dev branch build that was pushed today seems to have fixed this issue and now only a single magazine is discarded if you attempt to play a gesture during a reload. I can't recall if it did this before or not, but I'm fairly sure it did. Either way, for the purposes of this mod, it's not a big of a deal and maybe even kinda a logical drawback. -
AAF bipods seem to have a problem with the shadows. (Line shadows across the back that cut in to and out of the backpack shadow) Edit: Obligatory ninja'd
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Sometimes it just looks slightly supernatural. :D
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Question to all - what volume do you play at?
Sniperwolf572 replied to megagoth1702's topic in ARMA 3 - GENERAL
Before you get a bunch of answers, your poll has a logic problem, you might want to adjust it. 20%, 40%, 60% and 80% users can technically pick any of the two categories and the results for you will be skewered to a 40% range. (You are the example, you could've picked 2 categories. :p) My volume usually sits at around 33%. -
Marksmen DLC Weapon Feedback
Sniperwolf572 replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
Not only that, what's up with the tip of the muzzle in that picture?


