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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    Dynamic Vehicle Loadouts feedback

    If we were talking about some menu was for in-game use by players, I'd agree. Also, one can't stick a rocket launcher in a units uniform with script commands either, so I hope you see the inconsistency. Either way, I see where you're coming from, I'd just rather advocate for the mission maker than either realism or balance in this case. However, in my opinion, that's a weird precedent to set in the 3DEN editor as stated above. They might as well argue that you should not be able to give BLUFOR soldiers OPFOR weapons in the 3DEN without scripting commands and so on. It's like making this awesome tool for people who can't script and then purposefully limiting it, why should I be able to put 10 nukes on a plane that can't carry it IRL, but a person who might not know how to script can't. This kind of thinking removed buildings, ruins and such from editor since OFP, and that was put in with 3DEN because someone at BI came to their senses. They encourage battle buses, sci fi mods, insane game modes, and all kinds of creativity. What's a DIY plane loadout compared to that?
  2. Sniperwolf572

    Dynamic Vehicle Loadouts feedback

    Speaking as a person who is capable to script anything I can think of, I'd also rather have it unrestricted in editor when there's already a system for it. If it's a problem of cluttering the UI by default, a simple "enable all weapons" checkbox allows for advanced usage on demand. If we go by the argument presented, then why have anything related to pylons in the 3DEN at all? You can move and rotate objects by script commands, you can place units in vehicles by script commands, etc. It's not like the person modifying the mission in 3DEN is unable to make an any loadout he wants anyway. It's like saying, you can damage a unit to 80% in the editor, but if you want to kill it, use setDamage. In the end, 3DEN is a tool that was made and exists for convenience of the mission maker. And all the "omg realism" claims also go out the window, it's not like the planes would go on combat missions without ammo and collect powerups to replenish their stores by flying through rings in mid air, but 3DEN allows for it, why not complain about that? Should 3DEN allow for only balanced or realistic scenarios now? A warning that goes "You placed 2 BLUFOR units, you must place 2 OPFOR now"?
  3. Sniperwolf572

    Fixed Wing Flight Model (dev branch)

    It's all fine and dandy until you start moving the camera around, then it becomes super annoying. Look left, do a roll, camera snapping like mad all over the place.
  4. Sniperwolf572

    Fixed Wing Flight Model (dev branch)

    Yep, tho I think I did it with a human so it wouldn't stutter like that, can't recall. It's not like an official option for this in the game would stutter, this is just a hack to get the effect we want.
  5. Sniperwolf572

    Fixed Wing Flight Model (dev branch)

    It's nice, tho I'd love it if it would be possible to add an option to have a completely fixed camera in relation to the plane. I made a an issue with a demo of it somewhere on the feedback tracker ages ago, but can't find it for some reason, but basically it was: Attach a human to the plane at desired offset Hide human Switch only the camera to the attached humans perspective
  6. Sniperwolf572

    Base Weapon Config Attribute change?

    Weapons that have baseWeapon defined and are different from their own class name will not show up in Arsenal. To solve this, set the baseWeapon on your weapons to be the same as their class name. This is basically done so that Arsenal can filter out weapon classes that are just Weapon+Attachment, and so that anyone who needs to know what the base weapon of a weapon is can get that info. The classes you inherited from probably used to have no baseWeapon definition, and now they do, so your class names no longer match the base weapon and they're hidden in the Arsenal. // Will show up in Arsenal class MY_Gun { baseWeapon = "MY_Gun"; }; // Won't show up in Arsenal class MY_Gun2: MyGun { name = "Woop"; }; // Will show up in Arsenal class MY_Gun3: MyGun { baseWeapon = "My_Gun3"; };
  7. What I believe he is saying is that radar isn't checking each frame for targets in it's detection radius, so depending on the configuration of the animation source you attached your radar detection radius to, you have a good chance of radar not working as intended. For example, let's assume you have targets all around you at every degree, and your radar detects everything in 180 degree radius. The radar might be spinning fast enough, where you will always see targets in front of you, but never behind you due to the timing of the target updates and rotation of the detection area, even tho you will see the radar cover every direction. Theoretically this could happen even with turret mounted radar if you flick the detection radius fast enough.
  8. Sniperwolf572

    Server monetization program

    You're missing incredibly large amounts of finesse and details that are necessary to sell something to someone. That's why everyone accepts donations and Patreon support instead of directly charging for addons/videos/whatever. And that's why selling access to servers is causing such an issue here.
  9. Sniperwolf572

    Server monetization program

    This is exactly what I was talking about, and I'm incredibly glad that GabeN understands this. No community can be expected to deal with "Here's a permission to release your mods for money" on their own. There are so much support that needs to be provided for the authors and the consumers. If Valve is having issues with this, as the premier company that started making money instead of games, what chance do you think BI has? When Valve says that mod makers are getting paid in their games, it means that they almost work as external partners with Valve, and Valve themselves controls the process of vetting, release, sales, QA, support and post-release guarantee that the thing you paid for isn't going away.
  10. Sniperwolf572

    Server monetization program

    I voted no for all three things. My stance is, just like modders passively invest their resources into making free mods, so should the server hosts invest theirs into free servers. If BI wants to monetize servers, the stipulation should be 100% vanilla content that BI makes, or actually getting hands on with all the dirt and consequences of monetizing brings into such a multifaceted community where one thing affects a dozen others. Maybe that would encourage them to actually make content people want to play instead of going "Hey everyone we make a sandbox where you can do anything ... as long as you make it". Besides, can you imagine the opposite scenario where monetization of the servers was prohibited, but monetization of addons was permitted? And then the server host makes a mod for $5 that you have to have to play on a free server? Sounds like shit? Damn right. With that said, the simplest solution if you are not comfortable in a world where people will take things you made and make them into other things for other purposes you do not like is not to release them. Anything you release to public can and will be remixed into something you don't like without your permission, no matter the license, price, protection or whatever. You are not living in a world where things like this can be controlled, someone is always bound to get fucked over one way or another, someone will always find a better scheme to take more money for less time invested. You can lawyer up, defend it all you want. You might win a battle, but you'll never achieve the state where no things will remixed. So there are 3 ways to look at it: 1) Release stuff and don't concern yourself with what happens to it 2) Make money out of your skill with more reliable means 3) Give yourself an ulcer fighting windmills
  11. Sniperwolf572

    Structures - Ambient Occlusion Improvements

    What you should do is side by side or a match cut comparison, as any changes here are impossible to judge especially with such a subtle effect. If you showed me any of the pictures in the first post on their own, I'm sure I'd go "this is how ArmA looks, what's different?". Honestly, as much as the two images in the original post are showing a stark difference, I can't even tell the difference when I'm ingame and looking at the same window. I guess my mind just goes "this is what it always looked like" while on the other hand, I know that building interior light levels were always insane in ArmA and it seems impossible to create darkness inside a windowless room no matter how hard you try.
  12. Sniperwolf572

    Audio Tweaking (dev branch)

    One look at the video he posted explains the issue. In the video, there are two separate "sound effects" being played: 1.) The object being destroyed (windows getting smashed, rubble falling, and so on) 2.) The explosion of the explosive (the big boom) that caused the object to be destroyed The problem is that you can hear the destruction effects instantly (which means the sound incorrectly "travels" at the speed of light) and you hear the explosion sound a bit later (which means the sound correctly travels at the speed of sound)
  13. Sniperwolf572

    General Discussion (dev branch)

    On a slightly different note. Tanoa seems to have that horrible bug with the "Fixed length loading time". I'm not sure how to describe it. The loading time always seems to last ~15 seconds, and finishes in 15 fixed chunks, no matter if it's the first time loading, or millionth. This used to happen with specific rifles, and the devs have fixed it for those weapons. I'm assuming it has something to do with one or more of the common models on the island, although I have no clue which one as it's not as simple as removing a rifle from a soldier in the previous case. I'm sure it's something on the island, and not any kit on the rifleman as this does not happen on Stratis/Altis, and the distance from the shore plays a role. The only place I've found on Tanoa so far where the loading time will not be problematic, is if I place myself in the top right corner of the map. I've even narrowed it down to the two locations right next to each other that exhibit and don't exhibit this problem, only a few meters of separation. Anyway, repro: 1) Download the repro mission from here. 2) Set view distance and object view distance to 3000 (Other video settings might play a role I guess, I'm not sure) 3) Just in case, load the mission in editor, and preview it once. 4) Switch the player to be the unit closer to shore (marked with "Slow loading" marker) and preview, observe that the loading time goes in 15 increments of ~1 second 5) Return back to the editor and switch the player to be the unit further away from the shore (marked with "Quick loading" marker) 6) Preview and observe that the loading time is almost instant (might vary depending on your machine I guess) 7) Repeat steps 4 to 6 any number of times and you should experience the same results As this is affected by view distances, it's very important to set the view/object distance to 3000 for the repro to work, otherwise the "problem radius" moves. Hopefully, this should be easy to find, as the object should lie somewhere in the band where the 3000m circles around two units do not overlap.
  14. Sniperwolf572

    General Discussion (dev branch)

    What I meant, but missed to state in my example, is that the handgun is in your holster at all times. Loaded weapon does not mean that the weapon is in your hands. Besides, they already account for even lesser things like weapon raised/lowered in the fatigue mechanics themselves, and even more minor things in sway/recoil mechanics.
  15. Sniperwolf572

    General Discussion (dev branch)

    It's a bug. Otherwise it's unintuitive on so many levels. There is no point arguing that "I'm lugging around this heavy thing". Start simple. Does it make sense that a guy in a uniform, a handgun in a holster and a single magazine should be heavier if the magazine is loaded in the holstered handgun, instead of sitting around in one of his pockets. No it doesn't. If anything, it's probably easier to just carry the mag in the handgun and not shuffling around in the pocket. Arguing that this is desired behavior is like saying that the weight of the uniform should decrease if it was a really comfy uniform. And besides, what happens when you ... put the loaded weapon in the backpack?
  16. I think the default keybind is Ctrl+R, if it isn't, there is an entry in the keyboard controls that you can set up, it might not yet be localized. You can only do it on vehicles that actually have that capability.
  17. Sniperwolf572

    Lost the ArmA 3 hype

    In my opinion, I would call all those as narrative failures. BIS "original" universes (excluding OFP, because as you say, it pulls heavily from the real life narrative which many already have predefined views on) have absolutely no reason for you to get attached to them in any way or to care in any way. Dramatic things happen for the momentary set piece value and that is it. They're not books or stories, they're amusement park rides. The stories end on cliffhangers that are not even acknowledged by the participants of those cliffhangers, the various "named bads" have absolutely no purpose to them except to have a name, and so on. I don't buy that the setting automatically disqualifies connection. Arma 1, 2 and 3 have various levels of "authenthic setting", yet here we are, still applauding "Cold War gone hot on random islands nobody ever heard about" setup. But then, for example, you pick up Mass Effect, and by the end of the line, you are extremely attached to the universe, the squad, the ship. You pick up XCOM which does a piss poor job at storytelling, but it ends up creating narrative moments for your team where you actually feel bad for losing someone. It really feels like Arma is content with being a sandbox platform, and everything else is a facade. On one hand, we kinda asked for it. I remember very well various topics in the past 15 years of people going: "We just need BI to be focused on the engine, and modders will make the content". What was on nobody's mind back then, especially during OFP times is how the standards would rise and how hobby mod making would become incredibly taxing.
  18. Sniperwolf572

    AI Driving - Feedback topic

    This isn't true in Arma 3. Roads are vectors in a shapefile. See here.
  19. Sniperwolf572

    RHS Escalation (AFRF and USAF)

    Personally, I think you made a good choice with Altian English and encourage you to keep it. As a fellow person from the region, I can confirm that you're more likely to hear people speaking English in some capacity than any other languages on offer in Arma. Czech is non existent (and can usually only be heard spoken by droves of Czech tourists visiting the Adriatic coast), even tho it might sound similar to those not speaking either, it is not. And the only people that you'll find that can speak Russian are over 50 or 60 years old, and those guys probably aren't active duty soldiers.
  20. Sniperwolf572

    RHS Escalation (AFRF and USAF)

    I fully get it, it's not meant to be a critique or a stab towards you guys, I'm just summarizing ye olden threads on the forums regarding the topic.
  21. Sniperwolf572

    RHS Escalation (AFRF and USAF)

    If you want to use your torrent client in ways that it was not intended to be used and it works for you, that's your risk to take, but I wouldn't trust it. Chances are, even if it works, you're going to download more anyway depending on the chunk size compared to a tool meant for the job. Yup, it's what I meant by partial downloads, I did not want to go in depth. Besides, I'm sure it also gives you guys more confidence to release smaller hotfixes and whatnot without too much of a fuss. Thumbs up for the move anyway, I'm glad the pros finally outweighed the cons of "workshop is evil and will take our souls" general attitude of yesteryear.
  22. Sniperwolf572

    RHS Escalation (AFRF and USAF)

    Because it doesn't work the way you are imagining it. The only "blow" to anyone is this time, because from then on, steam workshop acts as RHS updater, except faster and cheaper. RHS updater: Pros: Partial downloads (good if you've got shitty internet plan) Cons: Slow, high cost to RHS Torrents: Pros: Fast if there are good seeders, no cost to RHS Cons: No partial downloads (bad if you've got shitty internet plan), slow if there are bad seeders Workshop: Pros: Partial downloads (good if you've got shitty internet plan), fast, no cost to RHS Cons: -
  23. Sniperwolf572

    Tier 1 Gear Pack

    @Adacas Just an FYI of something I noticed recently. Some uniform models seem to have a weird shadow issue where there is a big shadow triangle across the right eye in some cases, and the head lighting seems to be different differ from other uniforms. I don't have the access to the game at this moment for an exact repro/screenshots, but off the top of my head, all of the fleece models seem to have the issue. Equipping them while wearing no headgear in the Arsenal that can be accessed from the main menu should show the issue. If you can't repro it, I'll add more details to this post when I get the chance. With that said, love the pack and its quality, keep it up! :)
  24. I just want to ask, what is the motivation/reasoning behind this? The only thing that occurs to me is to make it harder to determine where North is without a compass, however, it's not a "magical minimap" kinda thing, it's a GPS, it's what it's supposed to do, you have 0-360 direction indicator anyway in the GPS header. Are there plans to make this optional through client game options or is the mapOrientation parameter just so vehicles/equipment/controls can set it? I find rotating GPS/minimaps very disorienting in games that implement it and I'd honestly rather keep the always north. Additionally, rotating GPS still seems to have the rotating marker issue which makes markers useless on the GPS:
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