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Everything posted by Sniperwolf572
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Watchdogs is the 2 day heist with the cocaine. On the first day you start in the meat truck with the cocaine bags, then proceed to move the bags into a pickup truck, then escape via the SUV or heli if the SUV doesn't survive. On the second day, you protect the cocaine in the harbor and toss it in the speedboat as it arrives.
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Well, currently there are a few missions that can be completed really fast with certain items: Ukrainian job - C4 - Run in, blow the safes open, grab the tiara and run back to the van, done in 30 seconds Jewelry store - Run in, everyone grab a bag each, run back to the van, done in 30ish seconds Nightclub - C4 (optionally Saw) - Run in, saw the security door/open it with the keycard/blow it open with C4, C4 the safe, grab bags and wait for the van, done in around 2 minutes Four Stores - Saw (optionally C4) - Saw the two ATM's open, get in the van. If someone has the C4 they can also blow open the safes. Done in 30ish seconds. Basically, these heists yield a bunch of experience and a card in a very short timespan along with some money. Money becomes irrelevant when the experience gap between levels increases as you won't have anything to spend it on. On the other hand, heists which take longer to complete (but are more entertaining) aren't "worth it" as they only drop cards on the final day and the experience for the time invested isn't as good as running short quick missions. So basically, you can either grind the game, by doing the above 4 missions (Ukrainian job is the fastest and most popular, hence the "tiara grind") really fast to get more cards and experience or you can do the longer heists which are more fun, but don't reward you as much. People who grind that way are usually quick to get pissed off and kick you if you for a second don't appear to be doing what they want. Last one running to the van? You're probably getting kicked so the van can leave sooner. Etc. It's basically no longer playing the game, but doing running to the safe, holding F and running back to the van and watching the EXP and cards go. All the stuff you unlock with the cards? Pointless since the way they're playing all you need is the C4 and what are you going to do with your cool mask and pimped out weapons in those 30 seconds? Exp and skill points? Irrelevant as the heist doesn't get any harder due because the police doesn't arrive in those 30 seconds and if they do, the van will leave and you can bet that the host will restart the mission.
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Terrain Improvement (dev branch)
Sniperwolf572 replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
You don't need to put effort in for me, I'm just trying to understand what you mean by detail as I don't see how you can get more detailed for a mask than the one that's already being used to decide which texture is shown under your feet. :D The close range logic map is already such an accurate representation of the terrain that the close range texture rendering on the terrain uses it to show you what's under your feet? No? I don't understand what the difference between two "logic maps" would be? What would be the additional detail? As mentioned above, the only reason I see for that is if the satellite map is deviating from the current surface mask? -
Terrain Improvement (dev branch)
Sniperwolf572 replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Sure, but I'm not quite understanding why it would need a different logic map than the one that currently exists as a surface mask? As far as I understand the current island making, you currently make a "logic map" (surface mask) that decides where what texture is displayed in the close range. Which is explained here on the Biki. The surface mask seems to be already based on the data from the satmap according to this: What's preventing them for using the same mask to map a different set of textures to the midrange detail layer according to the already existing mask? Differences in the satmap vs surface mask? That's the only thing I can think of right now and I can't find any reasons in your OP. My conclusion from the OP to base that diagram on is: Instead of a single detail texture for all terrain, there should be multiple detail textures (which would need creating) for each surface on the terrain Those would then be mapped according to the surface map over the satellite map Potentially further increase the resolution of the satellite map What am I missing? -
Terrain Improvement (dev branch)
Sniperwolf572 replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
I believe this is what NordKindchen is proposing: -
Terrain Improvement (dev branch)
Sniperwolf572 replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
I find it a bit strange that the moment a dev shows up showing interest in improving it, after such amount of time this has been an eyesore, you show them the middle finger. How is that supposed to be helpful? -
Just ran across this, looks like someone stole the Arma 3 tagline. ;)
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Got around 40 hours with it so far on the PC. Sitting at around level 53 and 12 million spendable cash. It's an excellent game as long as you don't get caught up in the tiara grind and start playing it for the wrong reasons. Watchdogs seems to be my favorite heist so far, it's a good balance between fun, length and profit. Hopefully they'll do something to make the quick C4 runs less attractive. Outside the grind servers, the people around it seem to be really nice. Had a bit of a choppy start Firestarter heist last night on Overkill, but once we started talking and coordinating, we had a really good run.
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Terrain Improvement (dev branch)
Sniperwolf572 replied to NordKindchen's topic in ARMA 3 - DEVELOPMENT BRANCH
Read the few last dev posts in this thread maybe? -
For some reason, in addition to CWC, parts of the theme make me have flashbacks of MGS. Like the 1:30 - 1:40 part. I'm not sure why, it feels so familiar, especially the "rise" bit from 1:34 to 1:36.
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How to change controlls on UAV's?
Sniperwolf572 replied to exxdudexx's topic in ARMA 3 - BETA DISCUSSION
You can't. The airplane controls dropdown option in the controls is missing. Workaround is to use a text editor remap the controls in your .arma3profile file. -
Airplane controls dropdown is missing from the controls, but what you need to press to accelerate/turn the engine on is "SHIFT" and "Y/Z" is to slow down. At least that's what it's bound to by default.
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Your logic why it shouldn't be possible is wrong in case of the unmanned vehicles that are built with the intent to kill. The whole point of the Unmanned Vehicles are to project hurt onto your enemies, which are human. Which means rule 1 is invalid, which means all rules are invalid. If rule 1 was true, mounting weapons on them would be pointless since neither the vehicle itself (Rule 1) or it's operator (Rule 2) could engage anything. :D Unless ... your enemies aren't considered human. :icon_twisted:
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Excellent! Can't wait to see what you've done with it. :)
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Sure, main culprit is the green military watch tower. I'll have a repro mission and a video of what I'm observing for you in a few minutes. ---------- Post added at 20:33 ---------- Previous post was at 20:20 ---------- Here is the repro mission for the watch tower and the first building with staircases that I found. There are two AI with the waypoints placed, one is in front of the player, the other is in the town. The video of what I'm seeing as soon as it's done uploading. I can confirm that they do not clip through the airport tower but they exhibit the wide turning arc thing anyway. The reason they are not clipping is because the staircase is wide so it's not a problem but they still do turn in a wide arc. It's a general thing in the buildings in regards to the turning arc, not just the stairs, but the stairs make it really obvious. :)
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---------- Post added at 20:08 ---------- Previous post was at 20:01 ---------- This behavior was in Arma 2 as well as in builds before the pivot change ( ), but it does appear to have been made even more obvious and dangerous to the artificial folks, probably due to that. :D
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Random question: Will this change affect the turning speed of the AI when following the positions in structures? The AI currently makes really wide turns inside buildings leading to clipping through the walls on staircases and potentially clipping outside the building and falling out.
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The only reason it's a slight annoyance is because you can't retrieve what's currently equipped in the NVG slot. But that can be fixed with addition of a simple command. I'd rather complain that there is no way to get what is equipped in the NVG slot rather than complaining that they've added new variants. You'll eventually get community made NVG's too so this needs to be properly addressed rather than only having one class of NVG in the game. The problem is already annoying with the binocular slot as it can fit a Rangefinder or Binoculars and I can see the selection for that slot expanding even further with community addons.
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Just to mention that I've added and expanded these suggestions on the feedback tracker in this ticket. Feedback, opinions and criticism welcome there.
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Config Viewer 'Preview Class'
Sniperwolf572 replied to shinkicker's topic in ARMA 3 - QUESTIONS & ANSWERS
If you are ingame, it will spawn the vehicle you have selected at the point you were aiming before opening the config viewer. -
Yes, that's one of the things I did forget Sir Bounce-a-lot. :) (Alongside a potential flag in the config for the on-person containers to toggle "ready storage" on or off in case of special types of containers that could be thought up by modders, like a vest that can't be accessed rapidly or a backpack that could) But honestly, I'd be fine with AI "cheating" this way if we could have this system for the players. They are limited in great many more ways than the players in many different aspects. This is one thing that I believe is acceptable to be compromised for the AI and let them utilize backpacks in a "cheat" manner as they do not behave like players when given freedom to abuse the system like players can currently.
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Yes, of course, the system for throwing grenades itself isn't really great at this moment. Sure it's not horrible in Arma 2 way, but it's bad in it's own way that has been described already in the thread.
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Hmm, one change that could reduce the grenade spam capability and generally improve the inventory would be to disable the backpack from being considered as "ready storage", that way you could throw a grenade or two fast, but you'd have to pause to "refill" your vest/uniform so you could toss a few again. For example: Magazines could only be reloaded quickly ("R" key or action menu action) if they are in the uniform or vest, if the ammo is in the backpack it's not accessible unless moved to "ready storage" Any throwable items could only be thrown if they're in the uniform or vest You could still reload the weapons with magazines from the backpack if you dragged and dropped the stuff from the backpack to the magazine slot Rocket launchers should probably be able to load their ammo from the backpack as their missiles do not fit into the uniform or vest and it would be a nuisance to have to drag and drop missiles every time then wait for the reload animation This would need to be explained to the player Alternatively: Leave everything as is Severely increase reloading time if the magazine/grenade being loaded is located in the backpack
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little bird skid like sitting option on other helis?
Sniperwolf572 replied to kdk11's topic in ARMA 3 - MISSION EDITING & SCRIPTING
That's a bug with the game. -
Arma 3 full analysis - The Good, The Bad and The Ugly
Sniperwolf572 replied to Polygon's topic in ARMA 3 - BETA DISCUSSION
Wow, what, how, even without ever touching the campaign? :D It's been a core feature of the game, present in every mission created for the games up to Arma 3. Even if the mission maker does not specify additional gear you can select, you could always check and shuffle the gear the units have on the briefing screen. And it's one of the only ways to access AI inventory anywhere. Here it is in OFP: And in titles after that, units in your group that are listed in the "Units" page have a little "Gear" link from which you can open their inventory.