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ThePredator

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Posts posted by ThePredator


  1. The new recoil system is exactly what I was preaching in the Issue tracker and you nailed it pretty much. Some jittering seem to happen on the return to battery animation, might be an issue with how the animations work.

    What I noticed was the sway pattern with bipod/solid support in the prone position. There should be no horizontal movement, only vertical is possible (with a proper stance). On a solid surface/support, horizontal movement is possible, but reduced.


  2. The current bugs we've found so far in 1.5.1:

    -playernames can not be turned off

    -Rallypoint breaks other scripts like Weaponresting, MagRepack

    -enemies spawn within 20m in cities sometimes

    -vehicles under the tin roof in base float until you enter them

    -weapon restriction off restricts weapons


  3. probably u have to change the number in the init.sqf to the amount in seconds the music plays

    if (paramsArray select 0 == 1) then {_handle = [radio,1000,"radio"] execVM "Occupation\Music\soundloop.sqf";};

    yeah would be possible to have random patrols in the outskirts, only need a script to handle that.

    I like the idea tough :)

    What I meant was that it only seems to work with CfgSound not with CfgMusic, so you could adjust the volume in the Audio Settings individually.


  4. I am not into ArmA scripting, so I did a hackjob for the Radio to play as a music track. However, I fail to get the soundloop work for music, which should also work(?). If anyone could help me out here ;D

    I used your server settings but instead of the loop script it simply plays the music track until I figure out, why only sounds work and not music. Or maybe I am just not nerd enough to get all the scripting stuff.

    Cheers for the update, much appreciated!

    Is it possible to add enemy patrols that do not gather in villages/settlements, so you have to fight in the open on occasion?


  5. Anytime, your mission deseves some fame.

    When we are already at it: there seem to be some issues with respawning/dying. Yesterday we encountered unrevivable mates (sadly I was the first to bite the bullet). After several revives/heals I was unable to move and could not be healed (probably related to clements bug?) We lost our binoculars and some magazines, grenades and stuff, maybe related to VAS or the respawn equipment?

    When I encounter the script errors we had again, I'll post the excerpt from the .rpt.


  6. Hey BlackMamba, nice work on this mission. I love the radio! Could stand in base all day ;D

    Anyhow, is it just me getting a init.sqf not found error for the ViewDistance interface?

    I forgot the other script error I receive from time to time, but the respawn loadout is broken, missing magazines, binoculars and other items. Way better than the last version, where you spawned with 160 watches (Hey you, yes you! Need a Prolex? It's cheap, yes, really cheap, my friend!)

    Thanks for your effort and keep on rocking this mission!

    Cheers

    Edit: Your describtion.ext is missing the entries for TAW View Distance. I fixed that in our server version.


  7. Is there any insight into the things the DEV work on and how the tickets are categorized/assigned/reviewed? There are so many tickets with high vote counts marked as "reviewed" or "assigned" but no one really knows if it is useless to add to that ticket or not.

    I would write a huge ticket about the completely messed up weapon physics and ballistics, a compendium so to speak, but I am afraid it might be a waste of time, given the fact that many seem to be "in the know" of everything and professionals at that.


  8. And I can't blame them to think they know ballistics by using the tools. The problem is, when they are resistant to accept proof and physic laws. However, it is difficult for anyone, especially the developers, to sort out the good suggestions and the bad. The devs can't know all the stuff themselves, therefore they have to rely on user comments and suggestions.


  9. Thanks for the answer Tao, but given the fact the "player" is a trained soldier, there should be no inexperienced shooter. This could be proportional to the skill slider, if BIS decides to change the recoil system to something realistic. The weight of the weapon will lower it automatically and a proper grip and stance will counter any sun-shooting whatsoever.

    I know this is a bold request, but if you are tweaking a new build, maybe you could make one "test" version for public use with a return to battery configuration. Not to the exact same point, but close to it. This might feel "strange" in-game, but this is due to the fact we are used to BS recoil systems for balancing reasons. And there is definitely no need for balancing in a simulation.

    Thanks anyway!


  10. Great job, Tao.

    You have the same attitude towards realism as I once had with my ArmA mod. I am glad I don't have to mod stuff myself since ACE and hopefully with your influence in ArmA 3.

    I was wondering if it is possible to remove the recoil vertical climb or some sort of return to battery at almost the same spot as before the shot?

    There is a huge discussion going on in the ArmA 3 bug tracker and, being part of that discussion, I'd like to see what it would feel like in ArmA 3 to have proper recoil mechanics. As you know the weapon returns to its former point of aim (almost) without a vertical climb as it is now (and still is with your mod).

    Since I don't know the current recoil configs and parameters, maybe you could look into that matter?

    As you wrote earlier it is not the recoil that makes it difficult to hit at longer distances, there should be a "cone of fire" that increases with fully automatic/fast firing instead of the old school "sky shooter" recoil which is unparalleled in the real world.

    Thanks for your mod, a silver lining on the horizon that the realism community is not dead (yet)!


  11. Good works, guys. I found some issues with the Hécate II. The ballistics are not correct for the scope dope you enter. Been shooting/spotting with a friend and the distances he called out did not match with the point of impact of the Nightforce. Also the recoil is not backwards it partially is upwards which is only true in an unsupported stance. I am not sure, if this is due to the lack of supported positions in ArmA3 or can be individually tweaked (my modding days in ArmA were long ago).

    The recoil forces are straight backwards, the shoulder is the hinge, so in an unsupported position, the rifle will somewhat rise.

    A video from shooting in Switzerland

    If in a proper shooting stance, the barrel will return to your point of aim or at least close to that. In games, recoil is often used to make weapons "difficult" to use. But to be honest, shooting long range is not that difficult, hitting a specific target is. I still have hopes for ballistic systems in ArmA 3, like wind, altitude and weather.

    Keep up the great work!

    Cheers, Predator

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