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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    General Discussion (dev branch)

    Friday is usually not a good day to release patches, if there turns out to be any mess created by them either it ruins the teams weekend, or you wait till Monday for it to be corrected.
  2. Sniperwolf572

    General Discussion (dev branch)

    They said this week in the BROREP, so the only day left to make that true is tomorrow. But I wouldn't hold my breath for it until the next week.
  3. Sniperwolf572

    General Discussion (dev branch)

    I made one recently for various issues with fall detection in the game with a bunch of repros: http://feedback.arma3.com/view.php?id=20752
  4. Sniperwolf572

    Scripting Discussion (dev branch)

    Well timed! I was just wondering last night why this wasn't the case. :)
  5. Sniperwolf572

    Audio Tweaking (dev branch)

    I don't think they ever removed any sound functionality itself, it just seems like they went with a clean slate for A3 and never got around to recording/configuring all sounds. A buttload of things like that have blank sounds.
  6. Sniperwolf572

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

    The plugin just visually resizes the images that are over 600px in width so that they do not break layout. It does not actually do anything to the images like resampling or whatever, it just visually resizes them, it's still the same picture. I.e. if the picture is over 100kb, it's still over 100kb, etc.
  7. Sniperwolf572

    AI Discussion (dev branch)

    I agree, this is the main thing that makes the AI appear "dumb" to me. I know under the hood that they are taking a million things into consideration to plan their actions, but when they execute movement, they always seem to be undecisive and they needlessly change direction as if going: Ok I'm going to go there! Wait! This might be a better path. TUUUUUURN NO NO THIS THIRD ONE IS. TUUUUUURN oh wait, the original one was actually a better path. TUUUUUURN Go to 2. They eventually get there, but it's like watching a driver deal with over and understeer and constantly fail at it by overcompensating. I'd say strafing at times would also be a much better option for the AI rather than going to a spot then turning or moving and turning in a radius. A separation of AI aiming vector and AI movement vector could also make them appear so much less dumb and prepared, but I believe this is too much to consider before the issue above is somehow dealt with.
  8. Sniperwolf572

    General Discussion (dev branch)

    That seems ok, I can access it fine so you can scratch that off the list. :) By access I mean that there are circumstances when you can access a file on the web but others can't, even if it is there. For example, you might have a web server that only allows your IP to connect or such so your game could load the file, but for someone it couldn't. :)
  9. Sniperwolf572

    Scripting Discussion (dev branch)

    Please allow us to toggle "automatic freefall/drop" on a per unit basis. Main gripe: http://feedback.arma3.com/view.php?id=20752 Reasons for inclusion: Preventing freefall is useful in a lot of cases where you might have units suspended in air or simply playing different animations than the freefall while freefalling, even if the above issues did not exist. Sample usage: // Disable freefall _unit freefallEnable false; // Check if freefall is disabled _freefallState = freefallEnabled _unit;
  10. Sniperwolf572

    General Discussion (dev branch)

    What is the URL to it? Best way to make sure it's not an access issue is that one of us confirms that they can access it.
  11. Sniperwolf572

    Arma 3 Helicopters DLC Discussion (dev branch)

    My gut feeling is that the last set of seats near the ramp will probably be "shoot out of the vehicle compatible".
  12. Sniperwolf572

    Happy Birthday Arma 3!

    There should be a CROWS turret sticking out of it. ;) :cheers:
  13. Sniperwolf572

    Scripting Discussion (dev branch)

    Another thing that would be nice to see: // Get the delta time between two frames _x = diag_deltaTime;
  14. Sniperwolf572

    Sling Loading Feedback

    Best feature ever?
  15. Sniperwolf572

    Sling Loading Feedback

    You can even snap the ropes individually. :O
  16. Sniperwolf572

    Audio Tweaking (dev branch)

    Here's another one to add to the list. Parachutes produce no sound.
  17. Sniperwolf572

    Getting Hacked by watching a Youtube clip

    Fear mongering and this is the key to understanding why it is: So, basically, this is a machine that an ISP has to physically put in place and allow it for it to "work". Such wow, much scare. Considering traffic goes and comes trough your ISP anyway and they can see/shape your unencrypted traffic as is without mumbo jumbo machines if they want to. There's plenty of ISP's that insert warnings/ads into websites that come to you for whatever reason already (example). The equivalent is: YOU CAN GET POISONED BY EATING AN APPLE! (As long as someone down the line who interacted with it puts poison in it.) I can spy/infect on any unencrypted traffic on my work network too, but that would require me to be an asshole and to have a motive to do so. So it boils down to "Do you trust your ISP with unencrypted traffic?" (Or any computer that traffic goes trough). Much more viable attack vector is to simply disguise a malicious ad and plant it in the ad system. Something which happens quite a lot today, but it's dependant on the people curating the ad services letting such malicious ads through. No need for "applicances" or cooperation from the worlds internet providers. Just simple old timey deception. Funny cats on YouTube are as safe as they ever were. Because it's BS.
  18. Sniperwolf572

    Scripting Discussion (dev branch)

    Quick scripting command suggestion that I can't believe still doesn't exist: // Get an array vehicles passengers _passengers = cargo <object> While there are workarounds (crew - others, crew with cargoIndex >= 0, etc.) and whatnot for this, it would be nice to have this command as we already have getters/setters for drivers, gunners, commanders, turrets, etc. so we can avoid the formalities.
  19. Sniperwolf572

    Scripting Discussion (dev branch)

    It does, along with certain other things, try it. That's why the two of us suggested it.
  20. Sniperwolf572

    Fatigue Feedback (dev branch)

    This is not a good argument pettka due to the fact that there is a stance indicator in the game, and it's there for a very good reason for it, which you guys rationalised yourself in a SITREP/SPOTREP after community feedback. Same reasoning can be applied to this. The data the stance indicator gives can be seen much more easily (compared to fatigue) by looking, it does not require "estimating" or "feeling". Yet the stance indicator is there because it's overly cumbersome to look at your own body to know what stance you are in. It's information you are aware of inherently by being a human (aka "feeling"). Following that logic, a fatigue indicator of sorts would make even more sense following that logic, as that's the information you can only receive by "feeling" and not by looking. As a human, by "feeling", you have a decent gauge on it, but you can't "feel" the avatar you are controlling. The indicator itself does not need to be in the realm of precision such as "53.5005005% stamina left", which as you say is not something you can accurately quantify even by "feeling". But there should be an indicator that lets you estimate if you can make a run for the next building and still be effective versus waiting just a few more seconds. Currently you can measure the frequency of your weapon sway (what if you are not carrying a weapon?) and the frequency/loudness of your breathing (is the sound playing at 50db or 55db? I remember when I was 50% tired, this sounded much louder, have i turned my volume down?), which in no way come close to the precision of estimation of tiredness you can get by just being a human being and "feeling". Vignetting/color alteration is also another too coarse of an indicator (Is this pixel #BADA55 or #BADBAD? Maybe it's dark so I can't see that the edges of my screen are dark, etc.).
  21. Sniperwolf572

    Scripting Discussion (dev branch)

    While we're waiting for that, showHUD might be a temporary, overkill workaround? Edit: Ninjad
  22. Sniperwolf572

    Audio Tweaking (dev branch)

    That Hollywood squeal should stay Zeus only. A click or a ruffle would fit much better for the actual NVG's.
  23. Sniperwolf572

    Feedback tracker administration

    Have been closed.
  24. Sniperwolf572

    Discover, Play, Promote missions and mods withSIX

    I understand, thanks. :)
  25. Sniperwolf572

    Discover, Play, Promote missions and mods withSIX

    Hey guys, I'm trying to sort out a custom repo for my group, as we use some addons that are modular in the way of deleting .pbos and a few of our own addons not for public. These are the things that I've done or tried so far: Downloaded the Six Updater Used the repo manager to create and set up a repo Created repo is on my local webserver (Tried with admittedly version of Apache higher than recommended, also tried with NGINX) Entered the path to config.yml into PWS The mods configured show up in the PWS repo (should mean it can read the .yml fine) Mods fail to download, when clicking install on the mod itself the button turns gray for a millisecond and then it's back to the green "Launch" button. Found no relevant information in the logs Scoured the documentation Added YAML MIME types I need some help here figuring out what I'm doing wrong, if anyone is willing to lend a hand. PWS not supporting HTTP only as the documentation seems to be old? Latest NGINX also not compatible? PM's or Skype (my username) if that's better than this thread.
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