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Everything posted by Sniperwolf572
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Sure you can, because Siege follows suit with the "fantasy" style of R6 that's been going on for more than a decade. "Sim" style Rainbow Six'es to which you are referring to are a minority in any way you look at them now. If we mark Lockdown as the moment when shit hit the fan, sim style R6's were actual for 6-7 years. "Fantasy" style R6 has been around for a decade and is still going strong. The "fantasy" releases outnumber the "sim" releases by a decent margin.
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There is some FOUT shown before the angular does its parsing in the filters container. Might be worth adding ng-cloak to it. :)
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Random value between a min and max figure for perfectly round AO?
Sniperwolf572 replied to ArmaMan360's topic in ARMA 3 - MISSION EDITING & SCRIPTING
_posaxis = 600 + floor (random 201); Edit: Yes. But floor instead of round because with round(random 200), 0 and 200 will be only half as likely as other numbers. And 201 instead of 200 because the number provided to random is non inclusive and with floor, you need a value 1 higher to actually ever get 200. -
It does, eden was the world name of Everon. Abel was Malden and Cain was Kolgujev. Anyway, the logic from the video bellow applies. :D
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A3 Campaign - Continuation for Tanoa?
Sniperwolf572 replied to Ranwer135's topic in ARMA 3 - GENERAL
Define "more of a point"? It has a story, the 3 chapters each have a different feel to them. The story is mostly about intriguing you with the underlying plot thread that isn't being told at face value.- 76 replies
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Scripting Discussion (dev branch)
Sniperwolf572 replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
Do want.- 1481 replies
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Fluid Door/Hatch Opening
Sniperwolf572 replied to Sniperwolf572's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You don't need this addon with ACE, they added their own implementation of it if I remember correctly. -
RHS Escalation (AFRF and USAF)
Sniperwolf572 replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I think PWS just had a typo in their version name and now that they have corrected it their system considers it a downgrade. It's probably still the same files, with just the PWS signatures changed.- 16574 replies
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Difference between functions and scripts
Sniperwolf572 replied to emrak's topic in ARMA 3 - MISSION EDITING & SCRIPTING
By default, the state of the code execution is saved when you save and is loaded when you load the mission back up. So for example if you have a piece of code that loops and hints something every second, it will continue after the load. I say by default because you can choose to disable this by using disableSerialization. This is necessary to work with UI stuff, but can be useful if for some reason you do not want to save the state. So if you used disableSerialization in the example above, the code would need to be executed again if you want to keep the hints going after the load. -
Simple question about if/then/else
Sniperwolf572 replied to xjoker_'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Unfortunately SQF doesn't do lazy evaluation automatically. To make it behave as you're expecting, you need to wrap the second condition in curly brackets. _target = 4; if((typeName _target == "BOOL") && {!_target}) then { hint "no problem"; }; -
I played a few hours, and the worst bug I encountered is every human NPC being stuck in a surrendering animation, which fixed itself after I fast traveled to and from. :D There seems to be a general problem with textures. After a while, textures seem to only show in bad quality. When you load up, stuff around you has decent textures, but if you play a bit and come back, no matter how close to the object you get, the full quality texture doesn't seem to load. If you exit the game and reenter, they're back to full quality. I've never noticed any FPS issues in the open world so far, but I encountered a building that you load into its interior that seemed to have horrible performance issues when inside.
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Firing from Vehicles feedback
Sniperwolf572 replied to klamacz's topic in ARMA 3 - DEVELOPMENT BRANCH
The old limits (probably new too, I haven't checked) could account for passengers and the "FFV state" can also be dependent on the state of the animation sources. If I remember correctly, the tailgate is an anim source "hide". Is it plausible to hook up the new limits the same way as the "FFV state" is controlled with anim sources? Probably it's a fair bit more complex as the FFV state is a binary can-can't shoot while this would require modifying the limits polygon. -
Fatigue Feedback (dev branch)
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
You don't even need to go that far. The fatigue itself was added post-release. To go back to the "core mechanic that existed at release" would basically mean going back to the A2 system. Don't get me started on a ton of "core mechanics" that were added post release that absolutely enhance the game. This is just the first time that such mechanic has become controversial.- 1930 replies
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Fatigue Feedback (dev branch)
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
You can't be a real, true SF dude if you don't know when is the best time to pop Sprint + Prep + Sprint in combat to get away from danger like standing in secondaries. Maybe agility should affect duration of the sprint so it scales better with gear, and you can get more sprint if you pop/proc your agility trinkets. Would be nice too for start of combat when you prepot your agility potion so you can get to the combat zone faster on pull. It's knowledge like this that makes or breaks a recruits application to a top 10 squad on ArmAprogress. Survival is important, keeping yourself alive is always more DPS than just dying mid-fight.- 1930 replies
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I guess that explains why everyone jumped on it right away. ^_^
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And that's nothing. Jumping on a newly discovered, undocumented feature isn't exactly the brightest thing to do when stability is concerned. Being slightly inconvenienced now for the future convenience of clarity is a good tradeoff in my eyes. ;) It theoretically might as well have been removed without a word due to being unintended or whatever. It being renamed to something much better and fitting to prevent future misunderstandings, and for that matter receiving a "stamp of approval" is much more relevant than having to re-validate your or my last 3 weeks of code. :D
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"Apex" Expansion - New Co-op campaign on Tanoa?
Sniperwolf572 replied to OMAC's topic in ARMA 3 - GENERAL
What the hell are you guys talking about? Since when does a coop campaign mean moving away from SP or skipping SP? Are you forgetting that BI made like 3-4 coop campaigns for Arma 2 each with a wildly different approach, the game that probably had the most official SP content in the series? Since when does a coop campaign mean no AI? You're all jumping to conclusions getting upset over absolutely nothing. Harvest Red was your run of the mill first attempt with your spec-op dudes that are so important to the storyline that they aren't allowed to die. It had nothing to do with coop. When the entire campaign revolves around a spec op team stuck in the bumfuck nowhere in a middle of a conflict, it would be insane not to actually have developed characters. OA campaign even showed you how it's possible not to even have the coop people in the same team yet still work on the same goal. Playing it in coop after SP made me realise that the story characters you're playing in a mission aren't just simply not present, they were doing other things in that same exact moment to support the other guy. PMC campaign was was again a characterized, story heavy, dialogue heavy, set-piece heavy, more directed kinda thing. It showed you some of the branching storyline towards the end. None of those concepts are impossible because you have the option to play the campaign with your friends and who knows what we'll get with APEX. We dug into BI for canning the coop campaign for vanilla A3, now they're actually saying they're doing it again after they've shown that they refuse to talk about things they can't fulfill, and they're talking about a coop campaign. Considering they are, and they have a lot of time to work on it and deal with the additional complexity of all that in MP. If anything, I look forward to playing it. -
Fatigue Feedback (dev branch)
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Spot on. After reading dev statements and the effort to justify to us the system and why they're doing it, I doubt we're going anywhere by discussing this. It's obvious they have spent a lot of time and effort on this which they consider a better system, and I doubt they will proceed to throw it away and reconsider making tweaks to the old system to improve it's transparency and function. I understand and respect that. It's the same thing as with prone deployment, majority of us might not like it, but we're not the ones wearing the "Game System Designer" badges, so trying to convince anyone otherwise by trying to refute walls of text with other walls of text is futile and basically makes us seem like, as a friend of mine put it, "one of them realism freaks who cares too much, it's just a game". I feel like all we can do clench our butts and wait for someone else to reinvent the wheel that was already there, hence the capitulating and completely sarcastic tone of that post. Because...you know...someone will make a mod to make it better, because ... you know ... they gave us all them tools.- 1930 replies
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They didn't. They changed the obscure keyword usage to better fit / be more consistent in naming for what it does. It's not changing if(local _x) then {...} it's changing local _dude = player; which was the same as doing private ["_dude"]; _dude = player; into private _dude = player;
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Fatigue Feedback (dev branch)
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Sprinting was a last resort movement speed in the previous system. Sprinting now is a "Nitro" button that recharges over a short amount of time. The aim is clear. And they are absolutely right. It makes the game much pleasant to play because you no longer have to concern yourself with that system. The campaign that was built before the fatigue system came into play is much more pleasant when the campaign designed without any concern for the fatigue is played without any concern for fatigue. The majority of missions that were built for MANW that disable fatigue because they're designed with the fatigue off where you have to travel a quarter of Altis are pleasant to play because there is no fatigue. Their end game mode that was designed even when fatigue was in play plays better because it actually wants to be one of the missions above which make fatigue irrelevant but it was too shy to turn it off. It makes the organised private group missions more pleasant because you don't have to take time for breaks because of that one guy that carries everything and moves in crouched combat pace all the time.- 1930 replies
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Fatigue Feedback (dev branch)
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
The only thing needed was an actual stamina bar to illustrate what the hell was going on. They proceeded to uproot the system and then added one, when nobody will actually need it. Where the hell is logic in that? Sprinting for a minute might as well be sprinting for infinity. When has anyone ever felt punished that they can't sprint for 60 seconds but 30 between stops? Did it somehow become forgotten knowledge that in 60 seconds you can sprint across 50 of the "other game" maps? Folks cried for a fatigue bar, because the current system of determining your fatigue state by aligning your heavy breathing patterns with the pitch shift of your wheezes multiplied by the amount of time your character coughs isn't exactly something you can judge anything by or plan when to rest. People were given no feedback on how to use the current system properly, no way to see what is going on and and no way to plan it out. The result was obvious that they didn't know how to use it properly. The conclusion that the system is bad because of that is absolutely soul crushing. It's like giving first graders the collected works of Shakespeare and telling them to learn to read by themselves. It's like putting no fuel indicator in your car and judging how much you have left by trying to feel the weight of the car or how fast it accelerates.- 1930 replies
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Fatigue Feedback (dev branch)
Sniperwolf572 replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
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DEVS PLEASE WATCH: Simple ways to improve Arma 3 at a core level. Add accessibility without losing function.
Sniperwolf572 replied to Frankdatank1218's topic in ARMA 3 - QUESTIONS & ANSWERS
I agree, it's not exactly a good way to have a discussion. And I have same views you have with the rest of your post. But it's not like any previous attempts over the years had any merits. When we get to the point where we can have an actual discussion that might influence something, we can talk specifics, but considering we won't be seeing a change in the system with this iteration, shallow and wild arm flailing or a point by point balls deep discussion tend to fizzle out with nothing happening either way. Tho one does have a benefit of drawing more attention. Squeaky wheel gets the grease and all that. -
DEVS PLEASE WATCH: Simple ways to improve Arma 3 at a core level. Add accessibility without losing function.
Sniperwolf572 replied to Frankdatank1218's topic in ARMA 3 - QUESTIONS & ANSWERS
He has good points, but undermines himself with lack of actual thought/understanding behind anything, as you say. The whole "consolidating multiple things into a single entry" is what I facepalmed the most. Yes it makes sense if you absolutely don't care about anything but it also restricts way too much. The goal isn't making the list smaller, the goal is making it more structured and self explanatory. None of this is new, but I'm glad people are ranting about the terror UX that is many of the Arma user facing systems. The controls can be improved, but not in the way he suggests. In reality solving controls and the action menu would require sweeping changes to the way you interact with the world that I don't see it as a plausible thing happening for Arma 3. The grid-like inventory is something the community suggested over and over, yet BI went with a simple abstracted value for weight + volume for A3 anyway. The hot-bindings for items could work really well, as they have in many games, but only if items became more physical things. -
Feedback tracker administration
Sniperwolf572 replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
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