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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    Switching weapons on the move

    Updated to version 1.4.5. Links/changelog in the first post. Mostly a minor patch to make sure this plays nice with FFV.
  2. Sniperwolf572

    General Discussion (dev branch)

    Video I mentioned is below, might still be processing. As said, this is all random occurence, I haven't found a way to reliably reproduce this. Notice: 0:00 - 0:13 - Water footsteps muffled, going to third than first person fixes this 0:13 - 0:35 - Regular footstepps muffled intermittently 0:35 - 0:43 - Third person and back, footsteps start to behave normally 0:43 - 0:52 - UI sounds getting muffled, listen to the clicks, first one sounds normal (click on the back button) all following are muffled, last click is easiest to hear muffled as the other sounds get muted 0:52 - 1:04 - Footsteps again getting muffled randomly, more muffled than not. Best example of this problem with footsteps.
  3. Sniperwolf572

    General Discussion (dev branch)

    Even the UI sounds can get muffled. Uploading a video now.
  4. Sniperwolf572

    General Discussion (dev branch)

    From what I can tell, it's been split into 4:
  5. Sniperwolf572

    Community challenge as advertising

    Yes, pictures of new content, a slight glimpse into the future for a game you're interested in is exactly the same as unsolicited spam for penis enlargement pills. FPDR
  6. Sniperwolf572

    General Discussion (dev branch)

    That is exactly what I'm saying the major problem with it is. Middleware type addons would not be needed if attachments used the same system as mag groups. Only verbal/written agreement is enough. I'm not saying it magically solves the problem when things are not included. I'm just saying it's more convenient for the original author to follow community standards when it doesn't mandate usage of a middleware addon. I'm sure we can agree that it's much simpler to agree on, for example, "MAG_<caliber>_<well>" or something than it is to have a middleware addon which must be running for anything to happen and whose author must keep on updating the addon itself to keep up to date with all the needs for different combinations.
  7. Sniperwolf572

    Arma 3 - Marksmen Community Challenge

    I'll bite and be the guy who repeats this for the millionth of time. People who work on various parts of the game are not the people who show you screenshots, organize events like this and do the PR for the company. It's like complaining to the hotel maid that the food during the breakfast was undercooked.
  8. Sniperwolf572

    General Discussion (dev branch)

    Yep, I'm aware. Sadly the implementation there is lacking compared to magazine groups. With magazine groups, you can do this... // Weapon config magazines[] = {"TEN_testMagGroup", "my_nonexisting_mag_group", "RHS_STANAG", "BIS_STANAG"}; ... // Magazine config magazineGroup[] = {"TEN_testMagGroup", "certainly_nonexisting_group", "AGM_STANAG"}; ...seemingly without a care in the world. No need to worry about which addons are loaded or not and think about having to create separate extra .pbo's for compatiblity with other mods. While the attachments way of doing it is the reason we have a JAM type addon and extra compatibility config .pbos for almost every mod out there. :(
  9. Sniperwolf572

    General Discussion (dev branch)

    And attachmentSlotGroups while you're at it! :icon_twisted: I know, I know ... :band:
  10. Sniperwolf572

    Development Blog & Reveals

    Hellish, Middle Earth realm? North pole?
  11. Weapon initSpeed multiplier? Improved recoil? AI suppression?
  12. Sniperwolf572

    General Discussion (dev branch)

    Interesting. No more need for per weapon hardcoded magazine classnames? :butbut:
  13. Sniperwolf572

    Arma 3 - Marksmen Community Challenge

    He's a godsend compared to the "SHIT YOU MISSED!" rangemaster on the Khe Sanh. :D
  14. Sniperwolf572

    Arma 3 - Marksmen Community Challenge

    What's sad is that only 56.2% of people who own the game actually ever played it, if I'm correct in assuming the "This Is War" achievement triggers when you start any mission.
  15. Sniperwolf572

    Weapon Resting & Deployment Feedback

    Thanks for the information and insight. I'm going to wait until deployment is available to provide more feedback, because without it, important context is lost. I feel like any feedback made so far has been put into question due to the fact that deployment probably encompasses more aspects than, at least I, have assumed it does.
  16. Sniperwolf572

    General Discussion (dev branch)

    One of the oldest tickets in the Feedback Tracker, two years old almost, with an id in double digits has been in the feedback tracker even pre-alpha in regards to the improving the keybinding experience. http://feedback.arma3.com/view.php?id=96
  17. Sniperwolf572

    Weapon Resting & Deployment Feedback

    I believe he means the pivot point for horizontal weapon rotation will change to where "bipod" is when you're deployed, but vertical weapon rotation is still going to be in your shoulder. Fingers crossed it's not going to end up awkward looking, but probably is. For horizontal weapon rotation when deployed, they can just slide you around, but vertical would require animations so it looks appropriate, and you know what that means.
  18. Sniperwolf572

    Tools Development Branch Discussion

    Would it be possible to fix the Object Builder/Buldozer environment editor time of day setting? Currently opening the Environment Editor and trying to change the time makes bulldozer produce siezure inducing flashing.
  19. Sniperwolf572

    Weapon Resting & Deployment Feedback

    Oh, don't get me wrong, I've only used the fulcrum as an example/argument why resting should be available when your weapon is next to a vertical surface but you aren't. And I'm not considering animations of course, merely analyzing the feature as is. As bad benson said, if it stays like this where any point of a vertical surface is restable, the feature, in my opinion becomes overly "exploity", for lack of a better word and other features lose legitimacy. My argument is that only thing needed to counter fatigue or sway would be any kind of vertical surface, no matter it's length or your point against it. Middle of a broad side of the barn becomes a tactical advantage in regards to weapon stability as much as a chest high wall, a table, a window sill. Free weapon resting is available at any point. Long hallway is stable central merely if you stop moving. Etc.
  20. Sniperwolf572

    Recoil Overhaul Feedback

    Hopefully I understood it correctly.
  21. Sniperwolf572

    Weapon Resting & Deployment Feedback

    Good argument, I can probably see that recoil reduction could stay in it's "rested" state, but sway reduction would be denied. My initial thinking was that all benefits are affected, only the "value" of it is decreased the longer you are not stationary. For example, let's assume variable "restEffect" to be at 1 when resting is fully active and 0 when it's inactive. For the sake of the argument, imaginary numbers below. Moving a few degrees, fast, (high force - short time) would bring the value to around 0.5 and then it would start to go climb back to 1 after you've stopped and are being still or moving slowly. Moving a lot of degrees, fast, would bring the value to 0, effectively removing the resting state, but when you stop, it climbs back to 1 again. Moving a few degrees, slowly, would barely bring about any change to the number, maybe 0.85 or something. Moving a lot of degrees, slowly, would eventually get you to 0, but it would be slowly deteriorating over the course of your movement. As you can see, the "more intense" the action, the more severe the consequences on your rest state. Either way, I believe there are more severe issues with the resting currently than this is. So, if I'm understanding this, regular MX can be deployed? If so, I'd certainly make resting provide much less benefits than it currently is.
  22. Sniperwolf572

    Weapon Resting & Deployment Feedback

    Simple solution is to determine the "force" of the movement and reduce the benefits by a factor of it and the duration of movement. When the gun is steady, return the benefits. For example, imagine you have a situation in that video, where restable surfaces are all around you. If you move slow and steady, you lose benefits slowly until you lose them completely, and if you stop moving you regain in a certain amount of time. So, if you rotate slowly around an axis where everything is providing you cover, continuous movement would result in you losing the benefits after a few seconds of moving instead of keeping it at all times. If you do it fast, you lose them instantly. Similar logic as with the inertia you applied to the camera, except for the resting benefits, and it's no longer a vector but a float.
  23. Sniperwolf572

    ASR AI 3

    If I remember correctly missionNamespace getVariable ["bis_fnc_moduleRemoteControl_unit"] contains the unit that the curator is controlling.
  24. _bsec = _curBombtime % 60;
  25. Sniperwolf572

    General Discussion (dev branch)

    I can see the arguments of both sides. The problem is that those error messages are incredibly intrusive, especially when you have no clue what they mean and when they show up but aren't fatal. Binary, either they're on or off is not a solution, because the problem is the presentation of those script errors not the presence of them. A simple "console" type of a scrollable dialog that you could open with a keybind that would show you the output of the .rpt within the game would be an ideal solution, and could be active in the main branch as well.
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