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Sniperwolf572

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Everything posted by Sniperwolf572

  1. Sniperwolf572

    Switching weapons on the move

    Well, who knows. Maybe this will give them a way to try it out and see how it pans out in gameplay and see that's it's really vital and useful before commiting time to actually implement it in the core game. I tried to demonstrate one useful scenario in the video, running away from the grenade, where I'd die if I started switching weapons, not being able to move and one landed at my feet. It can even take three times longer if you're moving, as long as you're not glued to one spot, it works for me. On the first firing drill, not sure what color it is, I think it's green, the bit where you're done with the first set of pistol targets and the next set is the rifle targets, all that long run goes to waste because you have to stop at some point either before or during and switch weapons, because if you reach the firing position and then switch, you've triggered the target and the time it takes to switch could mean the target goes away. As I said, my way has it's issues due to being a hacky addon, but I'm sure BI can do it way better. I'd love to hear what's the actual technical reason (the engine limitation that they mention) for not implementing it, besides the time/resources. Vespa? Pettka? Anyone? :icon_twisted: Hell, I was even surprised that animation configs allowed for the flexibility of merging weapon IK with gestures. I assumed the biggest time waster would be that you'd have to make "to" and "from" gestures for each weapon, but that's not the case, new animatios aren't even required, but would look (and probably feel) oh so much better if the default inactive location for the primary weapon was across the chest.
  2. Sniperwolf572

    Switching weapons on the move

    Excellent, nice to wake up to a good chuckle. :) Not yet I'm afraid, I think the way I intercept the keybinds might have issues if multiple actions are on the same keys, thus detecting it unreliably or with a delay which makes it a bit late and stops you. Unfortunately I haven't had time to look into it yet, work, etc. You put the file in a mod folder you create. Go to your ArmA3 root folder then create a folder with a name like "@MyAddons", then create a folder named "AddOns" inside of it then place it in there. Then you add "-mod=@MyAddons" to your launch parameters. You can find those if you right click on your "Arma 3 Beta" and the button for those will be somewhere in there. CBA_A3 is an addon that's required for this mod to initialize itself which you also have to install, you can find it's thread here. If you're having problems installing addons, I feel bad for you son, I'm 99% sure that there is a really good "How to install addons" thread somewhere, you can try to find that one. :p By keybinds, look at the first image in my first post, you have to find those two entries in your ArmA3 controls and bind them to some keys. By default they're bound to ";" key and "ALT+;" if I'm not mistaken. I suggest TAB+1 and TAB+2 like in my screenshot as that works really good for me, but your mileage may vary depending on your keyboard layout. Some key combinations apparently have issues, so you might have to fiddle around a bit to find something that suits you best if those two don't suit you. I'll see what I can do about that, I'm not sure that this is good or polished enough yet that it deserves to join the ranks of quality mods there. ^_^
  3. Sniperwolf572

    Switching weapons on the move

    Excellent! Can you share what made the TAB+1 work in case other people run into that same issue? Thank you. :) I wasn't aware it was yet another age old issue. :( I've also reported it last night to the BI feedback tracker here, fingers crossed that we'll get it solved this time around.
  4. Sniperwolf572

    Switching weapons on the move

    Dev build is ok, stable is for babies. :) I'm not sure really if remaping the mouse buttons to other keys will work. As long as the button doesn't have conflicting actions and the game detects it as key press instead of a mouse click it might work. Try it out and let me know. :)
  5. Sniperwolf572

    Switching weapons on the move

    Just tried, looks like some keys in combos don't correctly interrupt, stop movement or conflict. For example, CTRL being tied to stance adjust, R being reload, etc. It seems to be related to multiple things with the same modifier and that I'm listening for the weapon switch action. Shift+1 seems to work ok, but Shift+R doesn't, etc. Apparently I've hit a combo with Tab+1/2 that works really well for myself. :p I'll see if I can find some workaround for this tomorrow. Try Tab+1/2 anyway, just to make sure. I'm not sure what you mean by that. Any combo that relies on the mouse buttons probably won't work as there's nothing listening for mouse buttons right now.
  6. Sniperwolf572

    Switching weapons on the move

    Are you running it with latest CBA_A3 and have correctly defined the keys from the first post?
  7. Sniperwolf572

    Switching weapons on the move

    Some bad news here, apparently MouseButtonDown/Up events can't be "handled", which means I can't "deny" the event which is generated by the keybind itself by returning "true" from the event itself.
  8. Sniperwolf572

    Switching weapons on the move

    Sorry about that, I'll have to look into the mouse buttons, it's probably due to the event handler's keyDown event. Keyboard keys should work. My Tab+1 can be pressed with 1 finger as 1 is right next to it and tab+2 requires ring finger on the tab and a slight slide up of the middle finger to reach 2. :p
  9. Sniperwolf572

    Switching weapons on the move

    Thanks! Actually I've created new gestures that point to the default switch files, as not to modify anything existing. But yeah, masks combined with weapon IK curves seem like really powerful tools. Wasn't aware it was that flexible. :)
  10. Sniperwolf572

    Switching weapons

    Addon version now available here if you want to try it out.
  11. Sniperwolf572

    Switching weapons

    Thanks. Duration is (should be) identical to the BI animations and you are prevented from firing for the same duration, except, you know, you're moving and stuff. It probably looks too fast because the weapon goes on back, would be much nicer and "real" if the default position for the rifle when not in use was the chest, but anyway, it is what it is. I'll upload a comparison in a few minutes as the default switch can still be accessed via the action menu. It can be adjusted either way. ---------- Post added at 21:17 ---------- Previous post was at 20:53 ---------- Here is the comparison. Time is about the same, except that when moving it appears that you can fire a bit earlier because i'm not standing in place. Reverse switch is for example, in the same way slower. But that's besides the point anyway for a proof of concept. Tweaking can happen later if this ends up actually being an addon. Weapon holding animations have now been blended in as well.
  12. Sniperwolf572

    Switching weapons

    I'm not planning to do it for prone, as I don't see anyone crawling and using their hands to swap weapons at the same time. As for crouched, basically imagine whatever the switch looks like now in your game when you stop and switch, except the legs and the unit will be moving. You have an animation playing for running, then the switch gesture plays over the torso part of the animation, overriding it with the "secondary animation". If you ever used the handsignals in Arma 2, that's the general idea. The spasm happens because I cancel out the default "I'm going to stop and change weapons" with the switchmove for that stances default animation and it messes with the 3rd person camera a bit as well. I'm thinking if I can make those transition animations zero-length or blank animations it will look way better. Additionally, I need to study the config for the animations, as right now, the weapon holding gesture gets overriden by the gesture, which I assume I can somehow interpolate/merge/mask via some config parameters, if I'm reading them correctly. The worst case scenario would be switch animations for each weapon so that little "jerk" doesn't happen, but even so, I'd rather move and switch weapons than be worried about the "jerk". Good thing is, the gestures can prevent firing themselves so I don't need to do any work there, it... "just works". I kinda gave up waiting for someone to offer themselves to do the gestures as I believe without it looking nice, it's pointless to do. But then it hit me today at work, "Hey, BI already made the animations for switching weapons, I'll just make them gestures", so I figured I'd give it a shot. :) Anyway, I'm sure BI understands their system better than I do, considering the last time I messed with addons was back in the OFP days so they can do a much better job at this than I ever will if they decide to do so. Also, first person:
  13. Sniperwolf572

    Switching weapons

    Less instant and more appropriate now, yeah? Still a bunch of things to do, but ahem, engine limitations. :D Apart from the little leg spasm that happens that I believe I can override, it even looks neat.
  14. Sniperwolf572

    General Discussion (dev branch)

    Probably a bug similar to the MX SW, where the silencer makes the gun a semi auto and taking it off it's full auto again.
  15. Sniperwolf572

    General Discussion (dev branch)

    It's actually 360MB of changed or added data and maybe some overhead due to delta patching method.
  16. Sniperwolf572

    When can we begin to critique vehicles??

    Doesn't matter what you're told by other people that are not devs, your ticket stands as reviewed and it's accepted that it would be good to improve by the maintainers of the feedback tracker. Just because there's no change, doesn't mean it's not valid, it just probably means that there are other things they're working on. There are priorities to be had. I'm sure they'd love to make every single thing, but there is always bigger bugs and problems that need to be done before tackling non-critical issues. They're not saying they can't fix it, because I'm sure they can, but don't have time to.
  17. Sniperwolf572

    When can we begin to critique vehicles??

    If you have something to say, then feel free to say it. Giving feedback is what Alpha/Beta is about and whoever says "It's Alpha/Beta, relax" is forgetting that it's why it's available for public. You can find the feedback tracker here, it's the best way to leave suggestions/feedback/bug reports.
  18. For the love of everything BI, stop this fearmongering based on false and rash assumptions. He got in the game, he can see his player id, he either got battleye banned or server banned. BattlEye bans are handled via thread Kazer mentioned but there is no BattlEye, so it's a server ban and for server bans you can take it with server administrators.
  19. It's here. I reviewed it a few days ago, still needs to be processed by BI guys.
  20. Sniperwolf572

    General Discussion (dev branch)

    What's even sillier is that you end up wearing the NVG mount/head strap for nothing. Without a helmet or with a cap/boonie it looks ridiculous. I see more logic in wearing the entire apparatus if the thing is in the NV slot, than wearing only the mount if it's in the slot. Another vote for restoring it to what it used to be before this "fix". The "raise/lower" looks neat, and the only way that can ever be improved visually is by changing it so it isn't instant but instead animated. Adding a visual rotational animation for the binocular part, including a hand gesture to it and delaying the "NVG is on" effect slightly to go along with that.
  21. Sniperwolf572

    Showcase Review

    It's five men against a village of superiorly positioned enemies. The waypoints for the AI set trough the valley are very strange considering doing a straight line from the position of the dead marksman to the village which is the objective would provide more overview, cover and high ground to engage the village from. Plus fighting in forests is neat.
  22. Sniperwolf572

    Balancing?

    Yep, they often do the shuffle patterns like that as if to stay in formation when his "combat-buddy" or TL moves ever so slightly. If they're all stopped and engaging, it doesn't happen. In the last Infantry screenshot, you can see the first pair of "combat-buddies" and the other guy next to me is what I'm assuming my "combat-buddy". He was crouched and engaging, then I moved slightly and he went prone and turned to the side. One thing I've observed they also stay crouched a lot more when in cover that provides more benefit when crouched than what I'm used to seeing, the binary "I'm prone and fully behind cover, now I'll stand up so I can get shot". The point of my exercise above, is that I can't observe much "suicide" difference between A2 and A3 AI as metalcraze claimed, they seem, with negligible margin of difference, exactly the same amount of stupid, smart and insane in combat. You'll still get the insane 800m headshots in one run, but they'll still miss you 10 times standing 200 meters away from you in the other. They'll be really smart sometimes, and they'll be really dumb the other times.
  23. Sniperwolf572

    General Discussion (dev branch)

    2 minutes before your post:
  24. Sniperwolf572

    Balancing?

    Oh come on, you're grasping at straws in my experience there. What are you expecting me to sit and watch how they do shit themselves? I wish I could dig out the statistics, but I'm sure I never killed more than 4-5 people per either mission to affect the game so much. I'm not saying your experience might be different from mine, but I really don't see anything overly wrong in those showcases. While I agree, Arma AI can be stupid at times and do really stupid things and have huge brain farts, I don't see how that's different between the two games. You claimed they advanced headlessly at all times no matter what, the only point where that actually happened is the Commanding showcase where they did not know they were running into an ambush and where they crested the hill and got slaughtered due to our superior positioning which you claim to be irrelevant because it's the enemy AI as if it's somehow different to the friendly AI. This is the showcase where I had really few shots fired. The only real target for me was the boat which I knew that sending AI to deal with it would be stupid. I observed in Infantry that my squad and enemy squads went for concealment and cover at all times. We were ambushed by the first squad in the infantry showcase from the treeline, we had a standoff in the treeline in the valley between my and enemy squad because both sought cover in it before noticing that there was enemy in it. We got stuck there because we were being engaged by the enemy from high ground. While sure, my team would be slaughtered in that concealment pretty fast if noone did anything for the next 30 seconds, because, you know, being engaged from behind isn't really a win scenario. I took some initiative to fire a few GL's and that makes the AI shit in your opinion? After that was over, my team was still in that treeline waiting for more enemies, which DID appear from the town and were engaged by my team because now the trees actually did give some cover and I went in a different direction to kill a few more guys that were taking cover behind buildings. You make it sound as if I went rambo all mission and my team didn't move from the start. I also observed the AI in Combined Arms do the same thing, the treeline with wrecks between the LZ and the base was the only cover present, they used it and engaged from it. I went to take out the Marid because if you don't, the mission devolves into either hoping AMV or RAH-66 will kill it, and if they don't, you're screwed because it will slaughter the advancing infantry which probably will not be able to kill it with their AT. The enemy in the base, besides a few soldiers which might have been placed to not move at the gate, also took cover, but it's kinda hard to stay alive when there's an APC and a helicopter spewing death over 10 square meters and there's nowhere to hide. I see nothing wrong with that except that the AI infantry AT guys don't usually engage the armored targets as fast as a player would. But that's no different in Arma 2. Then came the part where we defended the base, once again, I did the stupid thing there and advanced to the hescos on the front, while ALL friendly AI stood back behind the second row of hescos only having the AMV go forward. The enemy noticed us, remained in the trees, fired GL's at me, I pulled back, AMV killed troops, I specifically protected the AMV from the AT guys as if it were taken out, we'd have a harder time. Some AI ran away, my AI deemed it clear and entered the base. The objective did not complete so I went hunting to advance the mission, but that's due to mission design and not failure of friendly AI. Again, I observe much of the same behavior from Arma 2 AI, and as someone mentioned here, they don't shuffle as much trying to figure out where to go. I'm actually going to play the missions again only as observer and see what happens. ---------- Post added at 14:09 ---------- Previous post was at 12:20 ---------- Infantry showcase, attempt one. My squad is 4 AI that expects me to fight with them, but I don't. The end result is that they get wiped out by being outnumbered and flanked in cover. I forgot to take screenshots from the start but anyway the doc stops to check on the pointman, one of my team takes cover by the rock with the doc, the other two hide to the left of our advancing direction behind a rock and a tree. They repel the ambush from the treeline, neither squad moves out from cover to rush eachother. After the doc is done, they advance toward the next pieces of cover/concealment and the doc gets shot while running to cover from the hill. They are 3 men now against around two enemy squads that are in the trees next to the town and on the opposite hill behind the trees. Here they are seconds after they defeated them all and annouced "clear" and moved off a bit. One guy is crawling from behind the top rock, one guy is moving out from his cover in the near rock and the third guy is doing something behind the bushes. They advanced forward towards next cover but suddenly stopped, dropped and scanned the area. You can see the team lead on the right giving the order to move on. As they start to move on to cover, one guy gets shot from the village. Two remaning guys advance to cover so they have more chance against enemies in the village, they assign me targets hoping I'd help them out. Nope, I'm a dick. Here they are just before I'm the only one left. First guy taking cover from the fire in the village, but he just spotted the enemies a bit to the side. The other guy is somewhere behind the bush about to attempt to get behind the little wall to hide from the flankers. And the guy that got shot from the village is to the right-top. After this was taken, one of the guys running to the wall started crawling to get to it as there was fire coming towards him from those enemies to the side. Suddenly, two enemy AI appear way behind them and they're both dead. Here is a shot of the final positions of the three AI that made it this far and the flanking AI in the distance that got them. I got shot in the back after this from the village as I was in plain sight. Infantry showcase, attempt two I take off my clothes and gun so they know I'm of no help. We reach the pointman, only one enemy until the doc is done this time. TL is behind everyone next to a rock. They advance a bit and there's contact, everyone engages, TL pops his GL and I get shot because I'm standing in my undies and helmet on a side of a hill with no cover. Also, plenty of crouching there, which you kinda mentioned is non-existent. ---------- Post added at 14:48 ---------- Previous post was at 14:09 ---------- Combined Arms, attempt one We land, one of the guys in my squad gets smacked by the Ghosthawk tail. We proceed towards the base and the RAH-66 gets shot out of the sky and crashes on top of us and we're all dead.
  25. Sniperwolf572

    Balancing?

    I'll fully reply to your post later, as I've got to go now, but I'll say that I played all the Showcases last night and with Infantry and Combined Arms these were my observations and experiences, no addons. In Infantry the first group that supposedly killed the pointman hid in the little treeline in the valley and were engaging us, my squad, on contact, dropped prone and returned fire. We then advanced towards that treeline and were engaged by the AI group that advanced from the town through that treeline and had a little skirmish in it. My team healed up and we then got engaged from the north hill, the enemy was hitting us from above taking cover next to trees again, solved that with the GL. We then got engaged from the town and our medic died as he was running to heal someone. The enemy stayed in town and my guys stayed in the valley treeline while I flanked to the south hill and engaged the enemy in town scattered amongst buildings. My team advanced and were promptly eliminated by the mortar fire. The rest is just killing the two spotters with a few shots and mission over. Combined Arms went decently as well, the enemy were in the camp, hiding behind hescoes, except one guy at the gate. As soon as we left the Ghosthawks, I broke formation and climbed the hill to eliminate the Marid in the base (I knew it was there due to the stream). Infantry around me advanced through the little treeline, stopping at the broken truck for cover and other teams went flanking left and right. I broke the formation again and went to the right near a little dugout with concrete where AMV ended up engaging from and a couple of soldiers were in that same dugout. The enemy mostly got eliminated due to the RAH-66 and AMV's positioning so it saw everything and enemy had no AT to engage it with. When we took the base, the AMV advanced in it planting itself next to the trucks, infantry was all behind hesco's at the base entrance. At first I was at the hesco's closest to the incoming reinforcements, but pulled back to the friendly infantry at the gate due to being engaged by the enemy GL's. The enemy advanced through the treeline and stopped to engage us as soon as contact was made, AMV once again ripped them to shreds as I picked off the few AT guys that were in their squads. Two enemy soldiers retreated and I had to hunt them down as friendlies were just sitting at the base. When they were killed, we advanced to the LZ meeting no infantry. I got killed really fast in the Night showcase as the enemy outflanked me after I holed up behind a building at the first checkpoint thing and didn't try it again. The Commanding showcase was pretty straightforward, I followed the plan that was voiced and took positions on the hill to the south, we set up an ambush and were in the hold fire, do not engage stealth mode. The enemy boat was apparently looking for us but at no point could he see us because we were behind terrain (I saw it because I'm a filthy cheater that uses the commander view at times). When the first wave of enemies entered the town, I let my team loose and they were minced meat in about 30 seconds, then I picked off the boat crew (It ended up with it's engines on and full right steering, going in circles unpiloted). Another group advanced over the north hill and as I didn't order stealth again, were promptly eliminated as they crested the hill. Some went through the bushes to the east but got lit up as I was advancing into the town on my own to look for survivors. One guy from the initial wave was apparently in the town as well and went to retreat, my team killed him just before I managed to as he left cover. Other showcases are straightforward non-important stuff from what I can tell for the purpose of this exercise. The largest "fuck yea" moment? When I realized that you can no longer get range from the spacebar cursor.
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