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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    Jets DLC Official Feedback

    I've replayed the showcase today (dev branch). I've noticed the same behavior, but I can move after the guy giving you the briefing stops talking.
  2. Sniperwolf572

    Arma 3 dev team decreasing?

    1.) Senior Leads moving onto other projects that are not public for a while now. What are we on now, like a third or fourth Arma 3 project lead? 2.) Second wave of DLC's post-expansion to smooth out the money income 3.) Enfusion engine has been in the pipe and public knowledge for what feels like forever now 4.) Public admittance of people moving to other projects. Artists clearly busy with something else if B01 did the art. 5.) More community people being hired/injected into the Arma 3 sunset-period dev team "Gee, I wonder what's going on" said nobody who can read between the lines.
  3. Sniperwolf572

    Scripting Discussion (dev branch)

    Haven't had much time to respond to that, but that was exactly the problem! Thanks for this info that this was documented. As for the center of mass, it can be retrieved and set if necessary.
  4. Sniperwolf572

    Helicopter camera

    I'm one of the people who would love to see the camera like in that video as an option for planes, but neither 1.68 nor 1.70 come even close to what is shown in the video. ¯\_(ツ)_/¯ And let's not even talk about the unpredictable freelook behavior when vehicles are anything but relatively flat that's been there since OFP. Want to look back-left? Tough luck, you're banked somewhat, so you're limited to looking front-left.
  5. Sniperwolf572

    Scripting Discussion (dev branch)

    Can we please get some docs on the new force and torque functions that were recently added? Some yuuuuuge numbers are needed to get any kind of effect from them, I'm concerned I'm using them wrong.
  6. Sniperwolf572

    Malden DLC 2035 - Official Feedback Post

    I love it as well, and I've spent countless hours on the original Malden. I never thought I'd compose a sentence like this, but the usage of rocks on Malden 2035 gives it so much detail, it's amazing.
  7. Sniperwolf572

    Limits of terrainIntersect?

    It's probably a precision thing, especially on larger maps, the floating point precision goes whack the further something is from [0,0,0], you can even see your weapon and attachments shaking in your hands. Since the Z offset is underground by so little, you could always try getPosWorld to get the position of the center of the vehicle instead of it's position on the ground. It should compensate for the lack of precision.
  8. Sniperwolf572

    General Discussion (dev branch)

    Love the effort put into Showcase VTOL. Showcase Jets, eat your heart out.
  9. Sniperwolf572

    The all new: Ask a moderator about the forum & rules

    Is it intended that we can no longer create or reply to threads in Arma 3 - News as we could before?
  10. Sniperwolf572

    General Discussion (dev branch)

    I completely agree with you, unit type AND position (Grenadier - <Vehicle> Cargo, Crewman - <Vehicle> Commander) if in vehicle should be indicated. However to nitpick, apart from the 3den update, I'm not sure this has changed recently.. Before 3DEN we never had the ability to actually affect the classes of the crew itself, and you used to put units in crew positions via scripting, therefore the units were out of the vehicle before mission start and shown correctly. It's probably a pain in the ass and defeats the entire purpose of 3den, but I guess it can be replicated if critical by placing units outside the vehicle and scripting them into position?
  11. Sniperwolf572

    [MELB] Mission Enhanced Little Bird

    For controlling the camera and flying, the best solution I've found is to fly from the co-pilots seat.
  12. They've accounted for this. In addition to changing which panel is showing, panels can also have modes. GPS panel allows you to switch between rotating and static modes, and other panels like radar lets you toggle range, camera panels let you toggle vision modes if available, and so on. The only thing that I would add is another keybind so you can move through the modes in both directions.
  13. Sniperwolf572

    Malden DLC 2035 - Official Feedback Post

    If the real locations were used, then Malden is on the west coast of Greece, Kolgujev is west of Morocco and Everon is in the top part of Adriatic sea near the top of the Croatian coastline. So no flying over Russia, just over the Mediterranean sea and a bit of Africa. It's been a while since OFP, but I believe all islands point to the same location in configs, somewhere off the coast of Italy, towards France. Either way, it ends up in the Mediterranean sea by both data points we have.
  14. Sniperwolf572

    General Discussion (dev branch)

    Fixed length loading, described in the above post, is back. The repro mission above no longer repros it, but can be reproed anywhere on main Tanoa airport. Since this magically goes away in builds every time after I report it without any return info from whoever fixes it, does anyone know what causes this in the models in the first place? I've always suspected it's something to do with textures/materials/material maps. Can we make some kind of a test/linter into BI tooling so this does not happen in the future?
  15. Sniperwolf572

    Jets DLC Official Feedback

    Meh. It's effectively 5-10 minutes of content. I had more fun challenging myself to land on the carrier while the arrestor cables mechanism is temporarily broken than I had with the entire mission. Some details:
  16. Sniperwolf572

    General Discussion (dev branch)

    What would be the use for us anyway? What we need we already have with dependencies in the mission.sqm that existed since OFP. And then there is Steam/Launcher stuff that warns and downloads for you. It's not like any one of us will publish a new paid DLC tied to Arma 3 on Steam. And it's not like it makes sense to include a scenario in paid content that requires purchase of yet another paid content. "Oh, we've set Showcase Jets on Tanoa, so you just bought Jets DLC to get it, but you can't play it, even though you bought it, because you also need to buy APEX. Lolololololol!".
  17. Sniperwolf572

    Jets DLC Official Feedback

    I noticed a small problem with the ejection mechanism when you have your "Get Out" and "Eject" bound to single and double tap of a key, i.e. "Get Out" being "V" and "Eject" being "Vx2". When are on the ground stationary, and double tap to eject, you will eject in your seat, but not be attached to the parachute when it deploys and will freefall to the ground. Using the Eject action in the action menu works as it should. I'm assuming this has something to do with the first key press initiating the "Get Out" action, and then second one initiating the "Eject" action.
  18. Sniperwolf572

    Scripting Discussion (dev branch)

    Just to also make sure it's clear if it isn't already: private ["_a", "_b"]; _a = 1; _b = 2; is the same as private _a = 1; private _b = 2; The only difference is the ease of use. It's shorter by a line and you don't have to keep track of and remember your private variables in an array at the (usually) top of your file. Additionally, params will also make your params private, so instead of: private _a = _this select 0; private _b = _this select 1; You can just go: params ["_a", "_b"];
  19. Sniperwolf572

    Scripting Discussion (dev branch)

    The difference between private and non private is basically enforcing the variable to be contained to the scope and the child scopes. When a variable is "private" in a scope, it can't modify the parent scope, and will not automatically "inherit" the value from the parent scope. Example A - parent _cash gets modified: _cash = 10; call { _cash = 20; }; hint str _cash; // Will hint: 20 Example B - parent _cash remains as is due to private: _cash = 10; call { private _cash = 20; }; hint str _cash; // Will hint: 10 Example C - same as example A, except that this piece of code will not modify the parent scope if this piece of code was executed from another call that also contained a _cash variable: private _cash = 10; call { _cash = 20; }; hint str _cash; // Will hint: 20 In simple terms, when you declare something private, you're protecting the current scope and the parent scope: This variable will not inherit the value of a variable with the same name from the parent scope Assigning a value to this variable will not change the value of the same variable name in the parent scope
  20. Sniperwolf572

    Scripting Discussion (dev branch)

    In your case, the call is just a child scope of the current scope you're running in. The child scopes inherit variables from the parent scopes. If you want to prevent it, make _cash private in the inner scope. _cash = 10; _showcash = { private ["_cash"]; hint str format ["You have: $%1",str _cash]; }; call _showcash; // Will hint "You have: $", quite useless as _cash inside _showcash can never be assigned a value // Making it useful _usefulShowcash = { private ["_cash"]; _cash = _this select 0; hint str format ["You have: $%1",str _cash]; }; [5] call _usefulShowcash; // Will hint "You have: $5" [_cash] call _usefulShowcash; // Will hint "You have: $10" This is the reason you'll usually see functions/scripts with large private declarations for the variables they plan to use at the start of the file like this. private ["_varA", "_varB", "_varC", ...] This is to isolate the variables in the inner scope from parent scope "leaking" in. There is also "recently" discovered syntax that people have switched over to using: _cash = 10; _showcash = { private _cash = _this select 0; // "Recent" syntax hint str format ["You have: $%1",str _cash]; }; [20] call _showcash; // Will hint "You have: $20" Which is basically declaring it as private and assigning a value to it.
  21. Sniperwolf572

    Jets DLC Official Feedback

    Noticed two issues with F/A-181: - Flaps indicator arrow on the display in the plane doesn't animate as expected, as you lower the flaps, the arrow moves away to the right. - Script errors in tailhook up and tailhook down. The arresting cables USS Freedom (tried in the Fighter Jets showcase) no longer seems to be stopping planes, or I keep missing them. Even with the landing autopilot, you end up driving overboard. Known issue I guess. Loading a save game where the gear and flaps were down, gears and flaps raise up when the save game is loaded.
  22. Sniperwolf572

    Jets DLC Official Feedback

    From what I can tell, those errors seem to be the coming from scripts in the mission you are playing and not from any BI content.
  23. Sniperwolf572

    Jets DLC Official Feedback

    This also sounded so wrong to me, but I'm no expert and probably have no clue what I'm talking about here. The 100% throttle seems more like a suggestion rather than what the engines are actually trying to do. Not sure if it's a side effect of the sound produced or something else, but the planes feel and sound like they're not even trying during some situations at 100% throttle.
  24. Sniperwolf572

    Dynamic Vehicle Loadouts feedback

    You can make things invincible with a click of a button in 3DEN, does that make people think the game is stupid unrealistic crap? Or do they go "hey mission maker, this unit can't be killed, can you fix/change that?".
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