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Variable

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Everything posted by Variable

  1. I can be defined as a hardcore pro-realism fan and I'm against the current implementation of the sway because it's unrealistic, feels fake and artificial and has nothing to do with how weapons are handled in real life. Don't use realism to defend this implementation, because that just shows that you don't know how this stuff works in real life.
  2. Variable

    Episode 3, "Game Over" mission

    For some reason you phrase your questions as if there's no reasonable answers to them. Because the chosen alternative is much more interesting, immersive, full of possibilities and more fun then just die in the face of impossible odds? To immerse the player in a warlike environment that is full of danger, opportunities and adventure. What the hell... Because options is a good thing! Especially in a game like Arma. The player is in no way encouraged to "visit all the stuff they put around the island". The player is advised to pick the route he preferes to complete the mission. The save is disable to promote a thrilling experience, that involves fear and anxiety.
  3. Variable

    Do donations work for arma modders?

    What saddens me is a community that is definitely capable of supporting a content maker, as in the case of a Dyslexci, who's backed with more than 2,000$ on Patreon, and fails to support kju, who's definitely has no less of value for the community. I suppose that the crucial factor is how well known you are, and not how important you are. Don't get me wrong, I think community managers and movie makers are also important for the community in exposing Arma to a wider audience and increasing the appeal of the game, but the dramatic gap between the support on Patreon between these two examples is overwhelming, and disappointing. Farwell kju, you'll be missed.
  4. Sometimes when we are more than 10 players I feel like kicking random people from the server to be able to play this campaign :p Thanks Fuiba!
  5. Variable

    [SP] In Our Time (Campaign) v1.05

    Wonderful work man. This is professional stuff. Good job and keep them coming! Oh, there's a sequel?! Yay! going ot play it... Thanks ted hou!
  6. Variable

    Phantom Six's Arma 3 Missions

    Great missions Phantom! Keep pumping them out! I love the underdog feeling in these two.
  7. Variable

    Ghost Recon in A3 Experience

    Why is that even required? Missions with VAS and the like are unrealistic, playing with what the mission maker designed for your role is the way to go. All that gun porn is sickening.
  8. Does someone has any experience with installing FALL only on a dedicated server (and not on the clients of the connected players?).
  9. Only suppression effects on AI commanded by the players running the client.
  10. We've been looking forward to this. Thanks Fuiba! We love your missions.
  11. Apparently there's a conflict with the new Blastcore Phoenix that causes tanks' HE canon rounds to have no visual effect whatsoever. See here:
  12. Variable

    [CO 10] PMC Versus mission pack #3

    We have completed all missions in coop mode. Kudos to you Fuiba! Wonderful job on one of the best coop mission pack out there.
  13. Variable

    UAVs: Feedback and wishes

    Whaaaaat.... Thanks Greenfist.
  14. Variable

    UAVs: Feedback and wishes

    BIS I think it would be wise to put the UAV feed ("AV Video") NOT on the GPS display.
  15. Variable

    Blastcore: Phoenix 2

    Anti personnel rounds fired by tank cannon have no visual hit effect (not even vanilla). Is anyone else getting this?
  16. Variable

    JSRS3: DragonFyre

    I can confirm that (running Arma 3 stable with CBA, and no other mods on a dedicated server)
  17. Variable

    AI Discussion (dev branch)

    Chris, first of all, saying that there's a workaround to all of the AI problems is absolutely nonsense. The fact is, that there are certain scenarios that are completely impossible given the current AI. For example, show me a workaround for commanded AI slowness and irresponsiveness under fire - there is none. The fact is that you can't make a mission that has you moving fast with your AI squad in order to retreat or get fast to a different place while they are under fire or being ranged. Not making such scenario is NOT a workaround. There are a dozen logical and obvious combat scenarios that are currently blocked by very basic AI limitations. You want us to "find mission makers that can workaround the problems"? Well you need to be informed that given the frustration working with the AI (and other problems of the game) the number of willing capable mission makers is getting low. I can count those who share their work on both my hands. That is, for a game with this ambition, shameful. Just think of how wonderful this community could be with all those currently unknown mission makers had those glaring AI problems resolved. So many people are avoiding mission making or the game altogether because having to script or mod the shit out of a mission just to achieve basic wanted behaviors makes the game unapproachable. The fact that you and others are capable to achieve some basic scenarios with the AI just proves the point that stuff needs fixing for the sake of having the game more popular and make mission making more approachable so we could all enjoy from more quality scenarios from more potential mission makers BIS is not unable to fix this problems, there's nothing extraordinary about the AI that is impossible to fix. It's a question of willingness and priority. And that's what makes this thread so important.
  18. Thanks for the explanation. So wouldn't it be better to install it only on the server?
  19. I know TPW MODS was not designed with MP compatibility in mind, but I'm sure someone here has tried that - will TPW fall work on a dedicated server and affect the AI when hit, without ruin? If so, how do I need to set it up?
  20. Variable

    JSRS3: DragonFyre

    If this is an RC version, than I don't know what you plan ahead man. I played for several hours combined ops scenarios and I had zero problems. The rifle sounds are great, the vehicle sounds are deep and convincing (thank you thank you thank you for the turret movement sounds!!!!), distant firefights are awesome. Thanks a lot man, you've done it again and created a game changer mod.
  21. Variable

    JSRS3: DragonFyre

    Congratulations on the release LJ, your efforts are highly appreciated. I look forward to playing with it :)
  22. Variable

    ASR AI Skills

    If you are hosting the game, all the AI in the mission will be affected by ASR AI, except those that are commanded by connected players (unless they are using ASR as well).
  23. Variable

    Blastcore Tracers A3

    Green tracers of the wildcat and the CSAT light attack chopper ( don't remember its name) look dashed.
  24. Got your message icebreakr, and notified the men. Interested ones will join on a single basis.
  25. Yeah, I had some bugs, no big issues though. I didn't report anything since I'm using mods (ASR AI, TPW mods, Blastcore, JSRS and many more tweaks) In the outro cutscene my character had no rifle. In the car getaway mission I lost number 2 but that had no effect on the mission (I'm glad it didn't, it was hell to make him follow me under fire). After the mission where we had to steal equipment, I had just a few of the weapons and ammo I stole (I practically stolen everything they had there). And every time I restarted the mission, I had a new set of weapons, very odd. In the cutscenes some LODs levels were still loading when the shot was seen, I remember there's a command to pre-load them to make sure the cutscene plays smoothly, you might want to check that out, it will have a massive positive effect over your campaign(s). I hope that helps, thanks again for your wonderful work. People like you are the reason why this game is so great.
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