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Everything posted by Variable
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Yeah, I meant hand grenades. GL are indeed used. Maybe it's Arma 3 vanilla behaviour, I can't know because I never play without ASR AI...
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Robalo, I just realized that with ASR AI, the Arma 3 AI never uses frag grenades. In Arma 2 we didn't have that problem.
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ZAM - Zulu-Alpha Modifications
Variable replied to phoenix_za's topic in ARMA 3 - ADDONS & MODS: COMPLETE
This is great! Thanks a lot Phoenix! Voted up. -
Just got to report this - Titan missile launch sound is broken. It's very low and apart from that, I'm positive the sound effect isn't playing right. I guess I'm not the only one that get this?
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This! :)
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Community interest in User Made Missions?
Variable replied to StrongHarm's topic in ARMA 3 - GENERAL
That's not true. There are dedicated servers that host workshop missions. CiA does that and some other ones as well. ---------- Post added at 13:42 ---------- Previous post was at 13:37 ---------- In addition, small group of players check the workshop and get missions that fit their player count, and host it locally or on dedicated servers. -
[Coop/SP] 'Armed Assault' - ArmA2:CO Coop Campaign
Variable replied to Outlawz7's topic in ARMA 2 & OA - USER MISSIONS
All the missions were played and tested on the CiA coop server. Great pack! Really flatters the the Armed Assault campaign and fun to play. Thanks Outlawz! -
5k dude, you should start shutting down the game overnight when you go to sleep ;)
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Won't work during the night. In real life you'd feel the lever with your finger, you won't look at it.
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Thanks Das, I was wondering who might be liking the current state. Other games are no comparison because they have a permanent HUD. Show me a game without one and then the argument will be valid :) That boils down to not needing an indication at all. you do agree the game should support people who would like to know what weapon mode IS rather than knowing what it WAS, right? I don't understand... Well if BIS will come up with a revolutionary feedback system that reports the current grenade and fire modes selections then of course all my claims will become invalid, but as long as we rely on the HUD, you can't use it if you just want to check what you have selected, it's just wrong from any angle I can think of especially - UI, usability and UX. If you play Coop, you can hear everybody going "click-click-click" all the time because of this failed design. But will you agree that as long that we have to rely on the HUD the current behavior is wrong?
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TPW MODS: enhanced realism and immersion for Arma 3 SP.
Variable replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Oh jeez man, I hope you get well and feel better soon!- 5767 replies
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- single player
- realism
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Correct. In Arma 2 and the early days of Arma 3 the behavior was correct. You can even find a post by OMAC complaining about the change the day it was changed. The change was by design and was encouraged by the graphical representation of the fire mode lever on the MX weapon series. However, that was short sighted because it didn't take all the factors Varanon mentioned in his post, notably grenades switching that had become a terrible nuisance, but also any other weapon mode switching. The behavior was good in Arma 2 and the beginning of Arma 3, it just needs to get back to how it worked then.
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Too true man... I'll update the mem :) I actually find myself limiting the type of items I carry just so I won't have to scroll through all of them whenever I want to make sure I have frags selected. When a player need to factor that in, it means the design is wrong...
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Credits goes to Greenfist
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C:\Users\yourpcusername\AppData\Local\Arma 3 just change yourpcusername with yous.
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Guys, I would like to gain support of the following issue, if you agree, please vote the ticket. Weapon and grenade switch controls should first bring up the weapon-HUD to show the current selection before changing it The current behavior of the "weapon mode or grenade switch control" is to immediately change the current mode or grenade (throwable item) without giving the player the option to check what is currently selected. This means that in most cases, there is no way to check what grenade or weapon mode you currently have selected without switching it. This means bad usability and bad user experience. When the HUD is "asleep" the first control execution should fire turn it on, to allow the player to see what is currently selected. The ticket description include a thorough analysis of why the current behavior is wrong (including an answer to the argument of the "check the visual condition of the fire mode switch lever") In Arma 2 the behavior was correct, it was changed down the road in Arma 3, and for the worse. It's just a simple change and would mean a lot.
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Just a heads up for the Arma 2 community. CWR² has been released! The mod recreates the legendary Operation Flashpoint's content - units, islands, missions and campaigns - in Arma 2. CWR2 Armaholic Forum Link. I guess that under the circumstances the discussion should continue there, so moderators, I suggest to lock this thread.
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ZAM - Zulu-Alpha Modifications
Variable replied to phoenix_za's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Thanks. However, I still can't use the left windows key without ZAM cancelling the other function of the Windows key (in my case the "command" control). -
Here's my angle on Negotiations Failed Now that was a professional mission. And as Alwarren said, really polished. It was the first time I entered the abandoned hotel and I have to say this is a lovely spot! When the mission is so cool, it's good to fail it once just to admire the all the delicate mechanisms and designs (we actually got spotted and the hostage was executed, but we proceeded and extracted safely). Looking forward to playing it again! (Cross posting from the CiA debriefing thread)
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Maybe it's because of that ;) "...the Comanche's weight requirements were unachievable due to poor management, no party was aware or in control of the aircraft's final weight; there were concerns that, when outfitted with actual equipment required for operations, the Comanche's engines would be incapable of lifting the total weight of the helicopter".
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Great! Looking forward to it.
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To be honest, and with the reservation that it's not clear at what point the shot was taken, I'd say it's way too saturated (or bright?) and maybe even too large.
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[COOP-06] Sigma Quadrant (Complete Series)
Variable replied to djotacon's topic in ARMA 3 - USER MISSIONS
That's all you had to say! Installed on the CiA coop server. -
nkey, as you confirmed you are going to add a unified frequency for underwater transducers, may I please suggest that unlike the SR radios, all friendly divers from all teams will use the same frequency? And that for the following reasons: 1. unlike on ground, transducer is the only means to communicate with other teams as you don't have the LR radio, the transducer is the only thing you have. 2. If I remember correctly, it's more realistic that way, that all underwater units can hear such a transmission. That's how gertrude works.
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Adanteh it's back to looking good now. Thanks! That was regarding the orange vs. black menu bar. Where do I suppose to change that? Under "Theme" I have only one "Arma 3" option.