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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    13€ DLC, hefty price for 2 choppers

    There is no nostalgia, and your fact is wrong. Even if the DLC gating was the same as in Arma 3, the content you "unlocked" with any one of those DLC's was vastly superior compared to what Helos is so far. Free features on the other hand, were underwhelming, but you never felt like it was paying a tax on free features you already had.
  2. Sniperwolf572

    13€ DLC, hefty price for 2 choppers

    Very well put, echoes my thoughts on this subject precisely.
  3. Sniperwolf572

    General Discussion (dev branch)

    Basically it's just textual metadata that they use to export to wiki so they don't have to manually type it out. It can be helpful as a quick documentation reference, not much else. Sample from "O_G_Offroad_01_F": features = " Randomization: Yes, 12 skins, disabled by: this setVariable ["BIS_enableRandomization",false];<br /> Specific skin may be set by: this setVariable ["color",X]; (the number ranges from 0 to 11)<br /> Camo selections: 2 - the body, wheels and accessories<br /> Script door sources: None<br /> Script animations: HideDoor1, HideDoor2, HideDoor3, HidePolice, HideServices, HideBackpacks, HideBumper1, HideBumper2, HideConstruction<br /> Executed scripts: \A3\Soft_F_Bootcamp\Offroad_01\scripts\randomize_colors.sqf<br /> Firing from vehicles: Positions 2 to 5<br /> Slingload: Slingloadable<br /> Cargo proxy indexes: 1 to 5 ";
  4. Never. If they need money to develop new features, they can do a kickstarter or something if they're so desperate for the money instead of adding it as tax on the DLC content. As for the bugs, small team at Introversion that's making Prison Architect did a "bug bash" where they focused for a month on solely on fixing the community reported issues instead of pushing their own agenda. I quite like the idea and would suggest that BI do the same every now and then.
  5. Sniperwolf572

    13€ DLC, hefty price for 2 choppers

    Most people can also flush 5€ down the toilet, doesn't mean that it's money well spent. And objectively, that's the point of the thread. Currently the apparent difference between flushing 13€ down the toilet and buying Helo's DLC for that price is access to 2 helicopter pilot seats and a scenario or two.
  6. Sniperwolf572

    Scripting Discussion (dev branch)

    Floating point math is their doom, not just division. :p In your case, multiplication works, but for example, here's addition and multiplication going wrong: I believe "ok, close enough" method is the only "safe" solution if you need to compare such floats.
  7. Sniperwolf572

    Scripting Discussion (dev branch)

    If I remember correctly, the value of varA isn't even 0.0004, it's just what's shown to you when represented as a string. @Das Attorney: Try the same in your browser JS console, which has similar issues. The result is something along these lines, and hence the issue, except the console here shows you the actual value it came up with instead of what Arma's string conversion gives you: Depending on needed precision, you can still get around it by doing something like: _varsEqual = ((abs (_varA - _varB)) < 0.000001);
  8. Sniperwolf572

    General Discussion (dev branch)

    You can, they've just changed the default keybind for that preset.
  9. Sniperwolf572

    13€ DLC, hefty price for 2 choppers

    Oh, don't mind me, I'm just mocking the price of the DLC too. :p You should still be able to place them in the editor. AFAIK that's how Karts works. You can even plant yourself as the driver. So if we look into it a bit further, you're technically paying for a removal of annoyances on your screen and the get in pilot action for 2 helicopters and some scenarios (time trials?). Honestly, If I didn't have all the DLC already, I'd have no reason to buy it.
  10. Sniperwolf572

    13€ DLC, hefty price for 2 choppers

    Don't worry guys! You're saving so much on the game itself! They're only charging you 44.99€ for the game (even less if you preordered!!!), which is like value of 7 helicopters. But instead, you get the entire game minus 2 helicopters! :dance1:
  11. Sniperwolf572

    Firing from Vehicles feedback

    Stop undermining my efforts to push your agenda. ;)
  12. Sniperwolf572

    Firing from Vehicles feedback

    More reasons to give into Smookies demands, I'm guessing the angles are going to have to be severely limited in the trucks to fix this: Hummingbird and offroad exhibit model "flattening" when turned to their max angles while in the weapon lowered state: Anyway, due to the way animations are handled, even if you can change the limits to +-360 degrees, this feature is effectively limited to +-180 degrees because no anim will ever look good beyond that point. They barely look ok even on 180.
  13. Sniperwolf572

    Arma 3 Helicopters DLC Discussion (dev branch)

    What a price when you have no idea what you will get for it? I'm pretty sure anyone who knew about the price didn't think it'd be 2 choppers. I wouldn't expect dismounting inside. It would cause too many bug reports for BI. I'd be surprised if it even has a roadway lod and an user openable cargo ramp. It'll probably have the same treatment as the Mohawk.
  14. Sniperwolf572

    Firing from Vehicles feedback

    What does DayZ have to do with anything that's being talked about here? And what's wrong with talking it up? It's a great feature that so far works well, except for animation and arbitrary restrictions which result from sweeping awkward things under the rug instead of actually resolving them. "This apartment is amazing, but there's a bloodstain on my floor. I'll just put a carpet over it" type of resolving problems. EDIT: And the well timed post that popped up above mine is what I'm talking about. Pretty sure he's talking about this, and not a BI title.
  15. Sniperwolf572

    Firing from Vehicles feedback

    This sounds like an improvement to the current system. Would it be possible to do the same, but in a way that when you hit the limit of one rotation angle, to switch to a new state which takes a new set of angles, thus making this smoother than WASD? At this moment, me and BB are looking into a scripted solution to both normal and personTurrets animations that follow your rotation. Maybe that will convince the "higher ups" to greenlight the improvement in the anims system which is sorely needed for multiple features. To be honest, I preordered the DLC bundle, and I'd still wait additional months if necessary just so we can have a feature that's not being bogged down by animation system limits and not done to 80% of it's capacity. I mean, I'm not sure if this made any good ammo in agruments for improving the anim system, but I hope it did. Maybe next proof of concept will do the same.
  16. Sniperwolf572

    Firing from Vehicles feedback

    Fully aware, as I said, it's the first thing that comes to mind that I could accomplish without even having to touch the engine and purely from my own resources, as was the case with the switching weapons and moving. You're the one with the expertise on this to suggest the proper solutions for your own work. :) Will making more funny pictures help change their mind? ;) @ Men higher up: Consider yourself prodded by a cattle prod! Allow Smookie to dazzle us damnit!
  17. Sniperwolf572

    Firing from Vehicles feedback

    Yep, that's it. I'd just love it if BI could dig in and make this feature more complete than it currently is in regards to animations and limits. It's getting silly how often we hear about features being halfway done due to the exact same reasoning as Smookie gave us, now to the point that I'm imagining that the following scene is very common over there: Anyway, yeah, that could literally fix things like these (left side gunner, also happens for the right side gunner) by doing the right thing, instead of just arbitrarily limiting angles because "that looks bad, so we'll just limit the feature": Just imagine that guy actually dropping his legs in all the room in the boat and turning for a much more sensible and stable firing position or the guys that are sitting to actually shuffle around a bit to provide cover to the right instead of being hard locked to the left.
  18. Sniperwolf572

    Firing from Vehicles feedback

    While talking about manned turret animations last night (like for example the gun boat rear gun), I suggested a system where there would be a single gunner anim with multiple keyframes (let's say 60 keyframes for a gun that turns 60 degrees). Each keyframe would relate to each degree the turret is offset from the center. Vertical could still be controlled by the IK. This could also be a solution to the person turrets. Animations could be switched with the stance keys to achieve "ducking behind the tailgate" and such situations and enable more freedom of movement. Technically, this could be "guerilla scripted in right now" (albeit with multiple static animations instead of a single multi-keyframe one) and I would do another proof-of-concept for it in a heartbeat if someone provided me with anims I could use. I'm not sure what DICE did for BF2, but to me it feels like a similar solution to what I'm proposing (watch the boat front gunner): EDIT: For the FFV, maybe multiple "lower poses" can be tied to the relative rotation of the passenger? Switching between them when tresholds are met. If any of the above could be done, then even the animations that exhibit the most deformation and unnaturalness, the boat lying ones, could be made to look awesome even if they had 360 degrees horizontal rotation.
  19. Sniperwolf572

    Advanced Helicopter FDM Feedback

    The convention in Arma is that "Eject" does that when you do it in a vehicle instead of "Get Out", but it seems like "Eject" is disabled even when on the ground for pilots of helos (works on on planes and other vehicles). You might want to file a bug for that on the FT if it doesn't already exist. Ejecting on the ground for such purposes should still work even if "Eject" mid air is disabled.
  20. Sniperwolf572

    Firing from Vehicles feedback

    You don't have to have a full truck, you can be the only one in it and still shoot. FFV cargo slots are not exactly same as the regular cargo slots. You can precisely choose between FFV cargo slots, just like you can with turrets on the Ghosthawk, etc.
  21. Awesome trailer, nice to see all this stuff in motion. Yeah, it implies that the release will happen before October 28th, which we already knew. :p
  22. Sniperwolf572

    General Discussion (dev branch)

    Yeah, the shaking is headache inducing if you even dare to go slightly faster in a chopper.
  23. Sniperwolf572

    Firing from Vehicles feedback

    These are the vehicles that I've so far found spots that you can fire from: - Littlebirds (All benches) - Offroad (People in the rear area) - Faction trucks (2 people closest to the rear of the truck) - Rubber boats (All cargo) - Hellcat (2 slots on the benches)
  24. Sniperwolf572

    General Discussion (dev branch)

    Rubber boats, trucks, Hellcat also seem to be configured for shooting.
  25. Sniperwolf572

    ArmA 3 Menu User Interface Discussuion

    The mockup design looks very nice (excluding the exit modal UX). :D Main menu should already be moddable, like the rest of the game. You might not be able to add new features like the steam friends and whatnot, but the look should all be in the data open to modding. Many total conversion mods altered main menus since early days of OFP. Not that radically, but I don't see any large hurdles stopping anyone from doing so. Main reason nobody has ever done an extensive mod of it is probably due to the high effort - low reward thing. Main menu is rarely a focus point and it's basically a crossroad to get you your favorite thing to do.
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