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Everything posted by Variable
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Good job Raspu86! Looking forward to it.
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Survey/Poll: IceBreakr's maps - what would you like to see first in A3?
Variable replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think the guy who currently works on his Nova Zona terrain is designing his own buildings, if you might want to help each other. I'm VERY glad you are working on Tonal... Now we only need Nagual back to make missions on it :) -
Yeah, this bug was born and raised in Arma 3. It makes commanding tanks a nightmare.
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Red Hammer Campaign for use with CWR2 mod
Variable replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
Mike, make sure to protect your leader. If he dies during the attack on the fuel station no one's ordering back into the truck and the mission is stuck. If you can't protect him for whatever reason, and you have command over the team, try to get inside with all your AI back into the truck. It waits where it dropped you off, on the road leading to the fuel station. That might work, too (didn't try that myself). -
I second that. Without splash damage it needs some spread if you want to hit an infantry target.
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[SP/MP] Dynamic Whole Map Missions by SaOk
Variable replied to SaOk's topic in ARMA 2 & OA - USER MISSIONS
Reply of the year! Nice one Domokun... :D Also check Bardosy's CSAT and AAF campaigns, Fin's CSAT Special Forces campaign or Se'Kara's CSAT and AAF campaigns. -
Red Hammer Campaign for use with CWR2 mod
Variable replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
Also wrong mission debriefing on the where you have to refuel the damaged Hind. Completed in successfully be it says "failed". By the way, why did you change the chopper from the original Mi-17 to a Hind? -
Thanks. BIS really need to fix recorded AI path for dedicated servers, that would make predefined AI chopper insertions possible again.
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Can you please explain?
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Red Hammer Campaign for use with CWR2 mod
Variable replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
In the mission Repulsion I took the evidence from the resistance castle. After taking it the task was complete, however the option to "take evidence" remained in my action menu and didn't go away even after moving away from the castle. The debriefing screen said that the mission has failed because I didn't find evidence of resistance presence. Oh well, great mission nonetheless, on-wards to invading Malden! I'm enjoying this campaign very much :) -
Still can't use UAVs in Arma because if you controlled a UAV and entered a vehicle you won't be able to exit it. This breaks almost all missions with UAVs. Can we please get a status update for it? Edit: just noticed Iceman's note on the ticket. Thanks for taking care of this!
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All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Variable replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks kju, I'll add my bit about the dedicated server behavior as a note there. -
All in Arma Terrain Pack (AiA TP) - A1/A2/OA terrains from BI in A3
Variable replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I'm not sure if this was reported here yet, couldn't find any post about that. The "switch back from an AiA TP terrain crash" has severe consequences on dedicated servers. After we play a mission on TP terrain, the next mission we select crashes the server and all clients while "receiving". To avoid that we must restart the server and all players' clients after each time we play a mission that takes place on one of the TP's terrains. -
Comrades in Arms Online Hardcore Coop Mission List
Variable replied to Variable's topic in ARMA 3 - MULTIPLAYER
Mission list changed to the new Google Sheets and now has a new address. OP updated. -
Survey/Poll: IceBreakr's maps - what would you like to see first in A3?
Variable replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
By numbers, missions that took place on Tonal take a very high and unproportional percentage among the missions I remember from the OFP times. This map offered so many different gameplay opportunities and that shouldn't change. With Arma 3's lighting and graphics I'm sure it will be staggering. -
Survey/Poll: IceBreakr's maps - what would you like to see first in A3?
Variable replied to icebreakr's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Tonal is still the BEST island ever created in the community, if you'd recreate it, it will be just awesome. -
Nice shooting Evro! And by the way, you can take items by right clicking them, no need to drag :)
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Can we get an update on this, in a lot of cases it turns the thermal vision useless, and it's been there for a while now.
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hehe that's exactly why I added it to the list already... :)
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Ok, I'll edit the above post. However, is there any sound for turning in and out? I don't remember there is one, and I can't check now.
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Do you mean sound for turning in and turning out for armored vehicles? If so, added. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting when kneeling. 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 it! 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. Ammunition Sound for falling bombs and artillery shells Armour 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) 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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Yeah, there's no sound for turning now, at all, is there? Good, that's progress. Updating the entry to no sound when kneeling. List of missing sounds (rolling list): Infantry Rifle and pistol lowering, lifting when kneeling. 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 it! 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) Ammunition Sound for falling bombs and artillery shells Armour 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 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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Of course the impact of the problematic feature should be measured against the amount of players affected by it. And I would estimate that the people that are playing with AI vastly outnumber those who never touch one. And even if I'm exaggerating, there are enough players that need a reasonably functioning AI to justify a significant resource allocation to fixing AI issues. Yes, even at the expense of a new DLC, it's that important.
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No. But for the current title which is still worked on, yes. And not all the AI problems, I would settle for the glaring ones. Is it not a reasonable expectation in your eyes?
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[SP/MP CAMPAIGN] The Greek Dozen - AAF Bad Company
Variable replied to bardosy's topic in ARMA 3 - USER MISSIONS
We will test ASAP. Can you please provide a direct link?