-
Content Count
3304 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by Sniperwolf572
-
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Keys addon rearranges and renames the current binds, but there is no way for us to add new, native ones. I'm not sure I understand you, but I'll try to reply. :( If there is a way for modders to integrate the mod into the AGM keybinding menu, I do not plan on doing it, as the addon works as long as the two keybinds do not conflict. If the AGM guys want to integrate this in their mod, they are free to do so, the code is public for anyone to use. -
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Yep, that's the general idea of the ticket. :) -
Switching weapons on the move
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Just tried it out. It's working, but for you it's probably conflicting with the AGM keybindings. In the AGM options keys "1" and "2" are used for "Select Pistol" and "Select Rifle" (Why they decided to add even more keybinds for this, I have no idea). If you are using keys "1" or "2" in any combination to trigger my switch, it will be overriden by the AGM function. You either need to change the binds in the AGM for their actions or change the keybinds for "Use Action 17/18" so they do not conflict. As explained above, it works fine alongside it as long as you steer clear of the keybinding conflicts. My stance on who can use the code, how and for what reasons, is still the same as in the initial post. And for my own selfish reasons, if anyone would like to improve the sad state of the custom keybinds, please show and voice your support for this ticket and this one, so we, both modders and users, can finally have a unified and a sane way to deal with keybinds in RV. -
Just to report that I've kept trying over the course of the weekend, haven't had any luck so far.
-
It was always possible to animate people in vehicles.
-
I can somewhat confirm this. It crashes for me if you try to start the game while an addon is updating and you decide you want to unload it instead of waiting. Sometimes it says that Steam is in offline mode during this.
-
If you're on the dev branch, it should be in your Arma 3 folder under the name arma3launcher.exe. As said in the dev branch changelog, it won't appear as a Steam option while launching until it hits the stable. No worries as far as I'm concerned, well deserved weekend. :)
-
Bootcamp / VR Discussion (dev branch)
Sniperwolf572 replied to LuLeBe's topic in ARMA 3 - DEVELOPMENT BRANCH
5 missions. -
Bootcamp / VR Discussion (dev branch)
Sniperwolf572 replied to LuLeBe's topic in ARMA 3 - DEVELOPMENT BRANCH
Bootcamp campaign, for what it is, is awesome. Hope we see more Conway in the future. -
The Launcher seems to get stuck on updating, thinking the addon content is still downloading while the Steam window shows it as done, so it's unable to launch the game with any Workshop addons selected there.
-
It would make so much sense if it was exported in the format it's stored in the profileNamespace, possibly wrapped in a function that applies the loadout to a unit. For example: [<array of gear>, <unit>] call BIS_fnc_applyLoadout
-
When you call it in the debug console, it will crash, while spawning it will not. I'm not sure about other locations. Usually when you call certain things from the debug console the game crashes, for example, I reported a similar issue in the beta with the strategic map.
-
For anyone interested, "bis_fnc_saveInventory_data" in profileNamespace contains the data for loadouts saved in the Arsenal. Here's a sample with two saved loadouts. The soldier telemetry is great, it's a shame that there's no "range" type of environment with range markings and whatnot to facilitate proper weapon testing. Something like they showed back when we were getting the first glimpses of Arma 3 at an E3. The scattered soldiers don't really provide much information. .
-
The other sides are the skybox, true to it's name this time. :p Try flying on the VR map with no objects, messes with your head.
-
It would be great if you could call up Arsenal within editor in the unit window so you could avoid going back and forth between the Editor and the Arsenal, even if it only pre-filled the init field with the gear code, but I don't think they'll go that far. Fingers crossed tho. :)
-
Fair argument, and yes I agree, Arsenal will use it, but I see no reason why they'd gimp it so that saved loadouts are only used within the Arsenal itself. It would needlessly prevent good stuff resulting from loadouts being available to scripting and a really good, built in alternative to mods that provide such features, etc. Either way, I'm 99.9999...% sure it's saved to profile namespace. From there it can be read by script even if BI doesn't provide relevant functions.
-
Look at the screenshot, save and load buttons would be redundant in addition to the import or export if it only did import/export: Save - Saves the loadout, probably with a name/icon to the profile space so it can be later loaded by script ([] call BIS_fnc_getAllLoadouts, [this, 0] call BIS_fnc_applyLoadout) / module (Place it to access a menu that lists saved loadouts and lets you apply them)/whatever. Load - Loads one of the saved loadouts Export - Exports the loadout into script solution so you can just dump it in the unit init or share with others Import - You can dump the export here if you got it from someone else They're making a functional feature instead of simply a mission maker assist by spewing out code.
-
I don't think they'd ruin their own missions by making it available at all times. Dibs on a placeable module that lets you enable it in your mission if you'd like. This is also going to simplify testing assets in the editor. No need to rummage through ammo boxes or know classnames.
-
Not only export and import, but it seems like it will be able to save loadouts to profile so any mission/mod could use it as a built in LEA kinda thing.
-
Weapon inertia handling change sound great, hopefully it will also play great. "Turn-fast-weapon-lags-behind" thing could also be implemented on certain first person turrets (whenever you're not controlling it through a display) and 100% of the 3rd person turrets which are also a pain in the ass if the turret is slow. The idea of the Bootcamp prologue is awesome, and I love even more MGS nods that SOMEONE seems to be injecting into the game. Virtual Arsenal sinks my identical personal project of similar intentions, and it's great to have it in game in official capacity. Looks like there'll be an option to try out your stuff something like in GRFS/GRO. One thing I'd like to see, completely unrelated to this, in the future is 3D models of displaying inventory items (with 2D fallback) so we can say goodbye to the ugly white attachment placeholders and the requirement to have a million different images representing each combination.
-
And they start with a game which takes exactly a weekend for the novelty to wear off. :p
-
It's a very simple explanation. It's largely because of the AI, with additional design concerns for MP/PvP. AI because they don't have advanced detection behavior to account for such cases, and it would probably take plenty of time to implement. Result without accounting for the AI would be them just ignoring you as if you were setCaptive'd or treating you like any other enemy. If you watch the video where Ivan demonstrated it at E3, I think, you'll see the former. Design because in PvP MP you could easily pretend to be the other army or get teamkilled. There are no telltale signs that would give you away IRL. You don't speak much differently, faces do not have to stand out due to the custom nature of faces. It would be akin to TF2's spy, but without the ability to friendly-fire hostility check or bumping into each other to check for collision. If anything, it would require different mechanics and adjustments to the current side mechanics.
-
A.C.R.E - Advanced Combat Radio Environment for Arma 3
Sniperwolf572 replied to noubernou's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Crowdsource it and deal with the more important things like beeps. :p Surely we can get someone to do it for you. ;) -
I'm sure even if you completed them and they were broken, you'd retroactively get them anyway when they get fixed.