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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    Arma 3 Region Restriction

    I understand, it's frustrating when 3 months after your purchase, additional limits are imposed on what you bought. Contact BI support and see how they can help you solve this, forums and forum staff can't really help you there much except serve as a soapbox.
  2. Sniperwolf572

    Arma 3 Region Restriction

    Steam allows this, but they shouldn't be blamed for the fact that BI added these modifications to the BI's Arma 3 Russian retail package five months ago. "onlyallowrunincountries" and "PurchaseRestrictedCountries" are self explanatory. If you check the history, package was created 8 months ago and restrictions were placed 5 months ago. So they either forgot to add it when they created the package or the feature did not exist then. Either way, SteamDB for the win.
  3. Sniperwolf572

    The A-164 WIPEOUT Fixed Wing Aircraft

    Just shows how many things they did right. :D
  4. Sniperwolf572

    The A-164 WIPEOUT Fixed Wing Aircraft

    What? You mean that "fake CCIP" that merely drew a line from the center of the HUD to the little circle that estimates where your plane will fly to (don't know the technical term for it)? It does that in Arma 3 planes when bombs are selected too. Only proper implementation of CCIP in Arma 2, if I remember correctly, was by Nou.
  5. Sniperwolf572

    Switching weapons on the move

    I've just installed Sakura's addon and tried it alongside the latest version of this addon. There don't seem to be any conflicts and weapon switching works ok here. Make sure that the addon is actually loaded, it's been the reason why it doesn't work in majority of cases so far. "Use Action 17" and "Use Action 18" should be bound to any key that doesn't come in conflict with other infantry action (TAB+1, Shift+1 are only examples, you can use something like Mouse 4 or whatever fits you). "Use Action 17" mimicks "Weapons > Switch gun / handgun" and "Use Action 18" mimicks "Weapons > Switch gun / launcher". Therefore "Weapons > Switch gun / launcher" and "Weapons > Switch gun / handgun" should be irrelevant and unbound (or at least bound to keys that do not come in conflict with UA17 and UA18).
  6. Sniperwolf572

    ArmA 3 Achievements

    Good candidates are: One for each official SP showcase Complete X amount of workshop missions (Perpetual deployment?) Complete all patrol missions in the campaign (Boy scout?) Showcase Helicopters speed run (Hermes?) Get all the "excitement sentences" in a single "Showcase: Fixed-Wings" run (wipEout 2035?) Visit all chapels on Altis in a single "Game Over" run (Pilgrimage?) Score all bronze/silver/gold on each of the shooting drills
  7. Sniperwolf572

    "X-Cam" and "DAC" Project

    Nice work as usual Silola Fun fact and a possible reason for this "professional deformity" and a nostalgia trip. :p Way back in very early OFP versions (<= 1.46), only commands that dealt with damage were misspelled, you can still find them on the biki. getDammage and setDammage. Later on damage and setDamage were added, but you can still use the misspelled versions even in Arma 3. EDIT: Damnit, didn't notice Burns' post. :rolleyes:
  8. Sniperwolf572

    Development Blog & Reveals

    Seriously? "Defenders jumping in"? Supporter or not, he's right, it did say that. If you're concerned that there won't be any, going by how Win played out, I wouldn't bet on it.
  9. Sniperwolf572

    The A-164 WIPEOUT Fixed Wing Aircraft

    There is no native support for such things in configs as there is for tracers, as far as I'm aware. Scripting on the other hand, sky's the limit. But don't expect BI to do that.
  10. Sniperwolf572

    The A-164 WIPEOUT Fixed Wing Aircraft

    There are config entries in the magazine which determines which bullets show the tracer. This is how the 5.56 mag is defined: class 30Rnd_556x45_Stanag: CA_Magazine { // Only the important bits ammo = "B_556x45_Ball"; // Ammo that the mag uses tracersEvery = 0; // 0 means no tracers every X rounds, 1 would mean tracer every round, 2 would mean tracer every other round, etc. lastRoundsTracer = 4; // How many rounds at the end of the magazine show the tracer // ... };
  11. Sniperwolf572

    General Discussion (dev branch)

    You can only disarm placed explosives if you have a toolkit.
  12. Sniperwolf572

    Switching Units in ARMA Editor Preview

    Team switch only works and has only ever worked, if the units you want to switch to are set to "Playable".
  13. Sniperwolf572

    Why are much more people playing Arma 2?

    More people owning the game moved the weekend peak by at least 5k active users. I doubt they ONLY sold 5k copies during that time. During that time, the number of people who own the game probably rose dramatically. I wouldn't expect this baseline to shift down. Then Zeus hits the dev branch and it almost doubles the January average for two weekends. Now I'd rather expect this two week jump to go down towards the January average. As with most games, new patches/features/expansions usually increase the amount of players playing the game to see what's new.
  14. Sniperwolf572

    Why are much more people playing Arma 2?

    Annual Steam winter sale on Christmas. Then February 15th saw the release of Zeus on the dev branch.
  15. Sniperwolf572

    Scripting Discussion (dev branch)

    [team1] spawn fctPara
  16. Sniperwolf572

    Scripting Discussion (dev branch)

    Spawn it instead of calling it. You can't sleep in the non-scheduled environment.
  17. Sniperwolf572

    Switching weapons on the move

    I have not tried to make this work in Arma 2, but off the top of my head, Arma 2 lacks certain commands and features that make direct porting impossible without redoing it as an Arma 2 specific version (handgunWeapon, functions library postInit, etc). But these should not be showstoppers as it can probably be worked around. The main things it depends on is, if the gesture system works the same way as it does in Arma 3. You're welcome, glad it makes the game more enjoyable for you! ;)
  18. Sniperwolf572

    Thief 4: Yet another console port turd

    Therefore his opinion is null and void. :j:
  19. Sniperwolf572

    AI Discussion (dev branch)

    Inability to strafe when necessary (they turn like vehicles, only raraly strafe when adjusting to the edge of cover) and they almost never fire while moving when appropriate. I believe those two things could improve the way AI "appears" incredibly.
  20. Sniperwolf572

    Development Blog & Reveals

    What doesn't look like Arma 3? The image in my post? It's been lifted straight from the Eurogamer video where they are playing Arma 3.
  21. Sniperwolf572

    Development Blog & Reveals

    Not true. Avatars and player names are colored either blue or green, depending on that players status (green = ingame, blue = online, but not playing), other things are plain white (chat text, announcements, misc notifications, achievements). Simply looking at the video shows that it's an achievement, no need for silly speculation. First line is "Achievement Unlocked!", and I couldn't tell what the name of it is. "S..... < I'm out of here"
  22. Sniperwolf572

    Titanfall

    That's the key thing. You might not find anything interesting in this game, and that's ok. Anyway, to answer your question. I was positively surprised during the beta. I fully expected the full shitty CoD experience with big robots, but found something else. The main point that made me change my mind is the way the movement is done. If you just run about the ground and pretend it's CoD, then it's going to be even worse than CoD. But once you gain your "Pilot legs", the game opens up to be something truly different, to the point I really didn't even care about my own Titan. I glided the environment and snapped people's necks. It was easier than it will be due to people acting like it's CoD. I was a menace to enemy titans who acted like they triggered a god mode when they were in the titan, only to be obliterated by my pistol when I jumped and wrecked their core with my handgun. There were people who unlocked the Titanfall's sniper rifle. Those people were useless and blind, camping on spots and roofs. Their problem was that there was no chokepoints and enemy can literally come from any direction at any time. You got to the tower via stairs and expect everyone to take that route. That's cute. Additionally everyone can (optionally) have brief "cloak", which you can actually see if you pay attention or if you charge straight at someone thinking you are fully invisible. You can wall hang for a limited amount of time, where you can use TF2 Demo tactic where you set up an ambush by placing sticky bombs above doorways or around corners, except here, you are the sticky bomb. Anyway, this is a really good "impressions" video which mirrors my own, and he's way better at explaining what potential some see in this game.
  23. Sniperwolf572

    Development Blog & Reveals

    There's no difference between any Steam overlay toasts. The default is bottom right and is defined in one of the Steam style files. From there, each game can override the location of the toasts so it doesn't interfere with important UI elements or they can just leave it at the default from the style file. You just played different game where they defaulted all toasts to the top right, where it probably does not interfere with any UI elements. For example, Payday 2 uses the top left corner, as it's the least important corner of the screen in that game. Arma 3 uses the bottom right, the default, as it also contains no UI elements by default, unlike the top right (weapon, ammo, stance, etc.), top left (vehicle info) and bottom left (commanding ui) corners.
  24. Sniperwolf572

    Scripting Discussion (dev branch)

    Yep, I'm aware that this is much different and involved than adding a few commands and might not even be something you specifically would handle. The feature request itself is a benefit across the board for the users and those who make mods. :) I appreciate your initiative to take a look and involve others anyway. ;)
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