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Everything posted by Variable
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Did you??? Can you please publish them? :)
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For a medium difficulty level, I recommend these settings: skillAI=0.6; precisionAI=0.3; aiLevelPreset=3;
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Is anyone else getting stuck turning when parachuting? Unable to orient yourself because it's like your A key is stuck and turning you in circles to the left?
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Thanks for the update Roablo! What does enableSupport do?
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I support this motion! :) Fuiba, please don't make AGM mandatory. There are a lot of groups that do not use it.
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Same here. What changes should we expect?
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[SP] Silver Lion - ArmA2 ACR missions remade in ArmA3 with ACR A3
Variable replied to Outlawz7's topic in ARMA 3 - USER MISSIONS
Good man Outlawz. Finally I'll be able to play these missions, which I didn't bother in Arma 2 days once I realized how poor quality they were. Thanks! -
Thanks for the response Oukej! The problem exists on both roads and different surfaces. The biggest two problems are AI ability to detect mines/explosives on roads during the night, and AI ability to detect AP mines in grass (both cases without mine detectors). On road: In several instances we had AI driving at night on a road and detecting mines placed on it. Now before anyone jumps and say "if they had their lights on they should detect it". Well, no, Because we can't camouflage the explosives with leaves or anything of that sort as you would in real life. I think that as long as the AI is not in Danger mode, they shouldn't detect mines placed on the roads unless the conditions are perfect - line of sight + full daylight + explosive placed right in the middle of the road. To illustrate, the current condition makes the Slam anti-vehicle mine completely useless. Offroad: We had instances where AI detected AP mines in grass, with no light at all (no mine detectors or NVGs were used).
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Feature suggestion - in realistic mode it would be great if dead players could hear alive players speaking when the spectating camera/seagull is close enough to them (same as in direct speech). If that's already suppose to happen consider this as a bug report :)
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Posting related tickets. Guys, please vote these as all of them completely break a lot of coop and SP scenarios. BIS, please, someone needs to see the bigger picture and realize how these bugs completely prevent very common Arma 3 scenarios. A lot of effort was put into adding Arma with lovely scenarios involving UAVs and underwater scenarios only to make those scenarios impossible due to these bugs. Given all the implementation effort that was made, I don't understand why these bugs are not given high priority. UAV explode on startup: http://feedback.arma3.com/view.php?id=14461 This bug breaks most underwater scenarios (no point in inserting submerged if the enemy can see through the water)!!! http://feedback.arma3.com/view.php?id=18851 http://feedback.arma3.com/view.php?id=18986 Breaks most of the convoy ambush missions!!! http://feedback.arma3.com/view.php?id=21361 Affects all heliborne insertions. http://feedback.arma3.com/view.php?id=15730
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Just to make sure, only CBA is now mandatory, right?
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BIS can we get a response on the exploding UAV issue?
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As discussed before in this thread - there's no argument about that. There should be some gentle audio indication mainly meant to replace the lack of tactile feedback you have in real life. No Splinter Cell capacitor charging up shit.
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Community Upgrade Project - Weapon Pack
Variable replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
You guys are my heroes. Making Arma 3 what it was suppose to be. Thank you all! What are the chances to see Toadie's animations for the reloads? It will bring the pack to a whole new level. -
Sorry' date=' I missed that. Updating list. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has one! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) No sound for turning (volume should grow louder according to turn speed) Sound for closing and opening metal hatches on guard posts. Sound from sprint to prone Ammunition Sound for falling 233mm rockets Armour, Aircraft and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights No sound for entering and exiting tanks, vehicles and aircrafts Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Sound for movement of fixed MG/GMG No sound for turning in and out (hatch open/close) No voice notification of events during the flight. e.g.: Low fuel, Over G, Altitude, Pull up, low speed etc. Multiple missing sounds in the engine: http://feedback.arma3.com/view.php?id=9513 - thanks kju Objects Sound for wind turbines List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft
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See this: As long as the sound exists, it doesn't belong in this list. ---------- Post added at 14:50 ---------- Previous post was at 14:41 ---------- Right, adding. Did you mean wind turbines? List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has one! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) No sound for turning (volume should grow louder according to turn speed) Sound for closing and opening metal hatches on guard posts. Sound from sprint to prone Ammunition Sound for falling 233mm rockets Armour, Aircraft and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights No sound for entering and exiting tanks, vehicles and aircrafts Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Sound for movement of fixed MG/GMG No sound for turning in and out (hatch open/close) No voice notification of events during the flight. e.g.: Low fuel, Over G, Altitude, Pull up, low speed etc. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju Objects Sound for wind turbines List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft
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[SP/MP CAMPAIGN] The Greek Dozen - AAF Bad Company
Variable replied to bardosy's topic in ARMA 3 - USER MISSIONS
Uploaded to the CiA coop server! Thanks bardosy, will let you know how it go. -
Updated except for the last item. I don't get it. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting Going into boresight view. Turning on and off rifle flashlight/IR pointer Turning on GPS Sounds of turning on and off NVGs - for god's sake, Zeus even has one! Sound of falling bodies. Screams when getting hit No sound during parachuting (wind, parachute fabric) No sound for turning (volume should grow louder according to turn speed) Sound for closing and opening metal hatches on guard posts. Sound from sprint to prone Ammunition Sound for falling 233mm rockets Armour, Aircraft and Vehicles Sounds for tank turret hydraulics (which were there since and OFP and disappeared in Arma 3) Sounds for switching on and off view modes in weapon sights Sounds for switching between optics modes and zoom levels in gunner and commander sights No sound for entering and exiting tanks, vehicles and aircrafts Sound for knocked down trees Sound for squashed bushes Sound for impacting humans Sound for impacting walls Sound for impacting rocks Sound for moving tank tracks and their friction with the ground (there's only the engine sound). Turning headlights on and off Splash sound when wheels impact a waterline (it was in OFP) No impact sound when sitting in a vehicle that is hit. There should be different sounds for different calibers and those should change according to the type of armor the vehicle has, or lack of. Sound for movement of fixed MG/GMG No sound for turning in and out (hatch open/close) No voice notification of events during the flight. e.g.: Low fuel, Over G, Altitude, Pull up, low speed etc. Multiple missing sounds in the engine: http://pastebin.com/sREL3aFY - thanks kju List of missing effects (rolling list): Sound occlusion [WIP] Speed of sound simulation for vehicles and aircraft
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[SP/MP CAMPAIGN] The Greek Dozen - AAF Bad Company
Variable replied to bardosy's topic in ARMA 3 - USER MISSIONS
Sounds great! Looking forward to it. Be advised that I saw a couple of Arma 3 missions with the same name, so you might want to go with something less generic. -
The list include only missing sounds. What you describe is a bug, not a missing sound. The sound exists, it's just get suppressed/muted too heavily when in a vehicle.
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Authentic Gameplay Modification
Variable replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks for the reply KoffeinFlummi! -
Authentic Gameplay Modification
Variable replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a question. We are considering adding AGM to the Comrades in Arms coop server. however, most of the missions we host and play do not require AGM. If we play a mission that do not require AGM, will it be affected by it? Can AGM break it in any way? -
Weapon Inertia & Sway Feedback (dev branch)
Variable replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Roshnak, enough with this "it serve gameplay purposes" agenda. If a feature is not at least somewhat realistic it shouldn't be used for gameplay purposes because then it feels cheap, ridiculous and murders immersion. Really, if BIS added pink stains on your screens just as a penalty when looking at the sun if they couldn't implement sun glare effects you would have been fine with it too because "it serves a gameplay purpose"? -
BIS confirmed they are working on sound occlusion.