-
Content Count
3304 -
Joined
-
Last visited
-
Medals
-
Medals
Community Reputation
758 ExcellentAbout Sniperwolf572
-
Rank
Chief Warrant Officer
core_pfieldgroups_3
-
Interests
Programming, gaming
-
Occupation
Web developer
Profile Information
-
Gender
Male
-
Location
Bosnia & Herzegovina
Contact Methods
-
Twitter
tenga6
-
Steam url id
tenga
Recent Profile Visitors
The recent visitors block is disabled and is not being shown to other users.
-
CatBook-Yi23332 started following Sniperwolf572
-
Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
EDIT: -
For me, it's only when contact is enabled (by using the dedicated button, or manually loading it). I have it as 19, it increments every time I see it, and the welcome screen still shows. It might actually be the check that is missing, or a typo there?
-
Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
-
Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
-
Contact Expansion Playable Content Feedback
Sniperwolf572 replied to DnA's topic in ARMA 3 - DEVELOPMENT BRANCH
- "Hold [space] to advance" prompts don't seem to do anything, the text just starts spazzing out (Albeit, I've only tried it during the starting cutscene of Anomalous Phenomena after a revert to it) - Performance is horrible. Max settings, 30FPS. Min settings, 30FPS. 🤷♂️ - Disabling saving in those certain zones where one might need them the most is incredibly frustrating in muh singleplayer campaign. I want to say this might be masking some technical issue, but considering autosaves and quit saves work fine, pointlessly inconveniencing your players with a mechanic that has no bearing on the game world. - No achievements at all? - Orange question marks on the map seem to disappear when you zoom out the map unless it's the currently assigned objective, kinda awkward. -
Just to add some info, as it wasn't immediately clear to me as to how launching/recovery works, until I opened up the functions: Launching: Place the boat as vehicle-in-vehicle in the boat rack, get in the boat, use "Unload vehicle" action, you'll be teleported to the appropriate location Recovering: Get close to the boat rack, a hold action will appear to teleport you into the rack On another note, I love the inner corridors and the effort put into connecting the majority of the ship into a relentless functional experience. It would be nice if the isolated upper area was connected through the currently non-usable doors/some kind of a ladder/staircase dropping down to the main deck/hangar.
-
Vehicle Interiors - Feedback
Sniperwolf572 replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Not sure if you're aware, but you can already do this somewhat. Not sure what the defaults are, but CTRL+Numpad numbers can move and lean the head around in most vehicles. For example, head is down and to the left observing the top of the hill or head is slightly up and to the right, checking if there's anyone near the rock. They're under "View > Move Head ..." -
Vehicle Interiors - Feedback
Sniperwolf572 replied to bis_iceman's topic in ARMA 3 - DEVELOPMENT BRANCH
Nice job, a welcome return. Minor gripe. Most positions inside the vehicle seem to be in an incorrect spatial relationship with the exterior model. For example, "glass" viewports seem to sit way lower than they are positioned on the outer model. It's noticeable if you have a reference object in front of the viewports. When sitting still in the water, from inside, the viewports often go underwater, even though they are at least 30cm above water when viewed from outside. -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
Sniperwolf572 replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
That should be correct, yes. I think they wanted to do something, but in the end they left it as an exercise for the reader to implement any kind of hostile marking as they didn't want to open the "what is considered a bulletproof hostile identification" and "friendly pilot piloting a hostile factions plane" cans of worms.- 957 replies
-
- electronic warfare
- radar
-
(and 8 more)
Tagged with:
-
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
Sniperwolf572 replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Your install is fine, it's working as intended. The script command should be confirmSensorTarget.- 957 replies
-
- electronic warfare
- radar
-
(and 8 more)
Tagged with:
-
Nope, 4 years, 7 months, 27 days since Alpha. Minus 5 months 29 days from that since v1.00. If you want some random analytics: If you look at the time between the release date and the expansion release for previous titles, the average percent of games time-to-sequel that the expansion was released on for each is around 27% of time-to-sequel. Considering when APEX was released, Arma 4 is looks like to have a average release date of around April 7, 2025, and the best case (33% of time-to-sequel) is February 20, 2023. So it looks like Arma 3 might end up to be 10 years old until the next sequel. Average time between titles is around 4 years (and we're already past that point :P) and longest case so far is 5 years, 7 months (OFP to A1. If you read between the lines of various official communication, it's a record that is probably going to be broken). But then again, lumps of salt, it's only 3 data points.
-
I don't see anything preventing anyone from actually making a tank with a working loader position. But why would you anyway. You don't need the commander as is, let alone a loader. If the AI is manning it, it's a waste of system resources, if a player is manning it, he won't be manning it for long. Unless someone really has a hard-on for QTEs. You could make it so if you don't hit the R button in time, you drop the shell on your foot or something like that, yeah? Chance to load a wrong round or fumble it somehow in a way that destroys the entire tank! They could even make it like Division for UAVs or Battlefield tablet commanders, where you can connect to the server and be a loader of a tank from a tablet! Load 4 rounds in perfect timing and the next shell loaded gets a damage boost! Unlock extras like, grippy gloves, increased upper arm strength, in-the-zone and as a final upgrade, an autoloader!
-
You asked what the "Support Type" is for, and the answer is that it's for the same feature as I described above. UAV Support waypoint (Place Waypoint -> Right Click -> Type -> Support) puts the UAV in "Support Mode" where the UAV will respond to any team leader calling it for support from the "Backspace-5-1-1" support menu. But I just tried it, and the game actually crashes every time if you call for support from UAV.
-
Support is just another waypoint type, you can read more about it here. I don't remember using this in Arma 3, but in OFP, there were missions that used this feature, where you as tank crew would request support from trucks waiting in the back. If my memory serves me well, the command number combo to enter that menu was was something like 5->1->[support type]. In this video, at around 6:58, you can see Yankee Black 1 call for support and Golf Black 1, which is waiting at the support waypoint, replies to their call and arrives sometime later. So the intended behavior probably is, that if you have a medical drone with a support waypoint, it would go there and wait for the call, then move to whoever requested medical support until they signaled that the support is done.