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Variable

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Everything posted by Variable

  1. Variable

    Visual Upgrade – Feedback

    I might be missing something here. That does not seem contradictory to my claim. You are missing my point. I meant closer, in the sense that it's only better from the camouflaged unit point of view. If your camouflage allows you to remain undetected unless in close range, it's doing a good job in keeping you concealed. Of course there are other factors but I was responding to the developer's claim.
  2. Variable

    Visual Upgrade – Feedback

    Night lighting on dev branch is still way too dark, even in a full moon night. Please don't keep it this way, full moon night missions are very immersive. The day we'll have to move in darkness with NVG all the time will be a sad day for Arma.
  3. Variable

    Visual Upgrade – Feedback

    I have to disagree. In real life camouflage tests are actually "at what range do you detect the unit". The tester knows what to expect in terms of bearing and camo pattern. It's only a matter of how close does he able to distinguish the camouflaged unit from the environment. The closer, the better.
  4. See this mission:Griffin's Nest (COOP 12) https://r.tapatalk.com/shareLink?url=http%3A%2F%2Fciahome%2Enet%2Fforum%2Findex%2Ephp%3Ftopic%3D3936&share_tid=3936&share_fid=30437&share_type=t
  5. Works fine for us on 1.60. People that get shot in agony state are getting killed by design.
  6. Variable

    FHQ CombatMode

    Varanon I'd suggest to set prevention of combat mod to default, remove all the UI control options and replace them with a single "Toggle Automatic Combat Behavior" button. I think that will be the most efficient design.
  7. Variable

    FHQ CombatMode

    I support this motion. A default off would be great.
  8. Variable

    Forums migration/update status items

    Dwarden please... there are tens of thousands of forums using Tapatalk and BIS is the only company that can't get that to work without compromising its security? Excuse me, but that tells something indeed, but on BIS itself, not on Tapatalk.
  9. Variable

    Forums migration/update status items

    If Tapatalk will not get proper support I fear it will be the end of my romance with the BIS forums. I spent 95% of my time here through Tapatalk.
  10. Variable

    FHQ CombatMode

    Oh my god, this is the best thing that happened to Single Player since Arma 1! For me, and I bet for many other too, it makes Single Player an option again. Back to BIS campaign!
  11. Nice mission! However it was rather laggy, I suppose due to number of units. We saw some nice action and encountered nice easter eggs. However, the extraction birds were destroyed with the hostage and the team in a mortar(?) strike... How are we suppose to avoid that?
  12. Looks great! Uploading to the Comrades in Arms coop server. If we want to play it using one faction only, how many players will be able to play?
  13. Variable

    ASR AI 3

    Thank you very much for the help Robalo. We have enabled debug mode and will check on next coop night. After playing for so long with ASR AI, we refuse to play with vanilla AI! :)
  14. Variable

    ASR AI 3

    I see. Regarding that: Will it only make them alert or also send them our way?
  15. Variable

    ASR AI 3

    We'll try to get the author and curator here to say exactly (he's got issues with his account), but in the meantime I can only say that on multiple missions we had the same phenomena: We get detected by a single enemy team, and teams from all over the map (at least 700 meters away, probably even more) that are on Hold waypoints, are moving on us, although I set radiorange to 0 and hearing coefficient to 0 on the server config. It happens also on missions with no explosives or things blowing up in a radius of 1000m from the responding teams, or even missions that nothing explodes at all. Basically what we are trying to isolate here is what in ASR AI makes those distant AI teams to a ) know about us, and B ) move in to engage us although we have the above features disabled (see Alwarren's post). When we unwillingly disable ASR AI, this issue seems to disappear. If it's not ASR AI doing, do you have any idea what could be the cause?
  16. Variable

    ASR AI 3

    Might also be worth mentioning that we observed this phenomena on Zeus sessions. It might happen on all missions but it's hard to tell. This is not the intended design of ASR AI, right?
  17. I vote for Pirog :) Great to have you back Bardosy!
  18. Variable

    Difficulty Overhaul

    OK, just had three missions in a row on a dedicated server as an admin with no problem in custom difficulty. After three missions that were completed automatically (success or fail by trigger), I had to use #missions. The next mission was with Regular difficulty... The Difficulty option was grayed out. I selected another mission, and in the slots screen I used #missions again, and now I am able to set the difficulty (not grayed out). Conclusion: the #missions problem was NOT fixed in the hotfix.
  19. Variable

    Difficulty Overhaul

    Yes. This is what we need. BIS. you can't leave us without the ability to set dedicated servers with THEIR OWN customized difficulty settings. It just makes no sense.
  20. Guys, I'm looking at the hotfix changelog with amazement. I thought it will fix the problem we are facing since the last version, I'm amazed it was not included. You guys removed the ability for the server to have its own customized default setting. the server should have its own, independent setting for difficulty that does not depend on the admin's setting. We had that ability before, since OFP, and now it's gone. Can you at least confirm that this is the intended design? Please.
  21. Since the Eden update, once releasing the free-look button, the head returns to the middle much slower than it used to be. It's back to Arma 2 standards and it's really annoying.
  22. Bardosy, I'm glad to see you have more projects the the pipeline. Regarding mods, I'd recommend to stick to ones that are commonly used in the community. If you'd use CUP and RHS, a lot of players won't have to download anything new because they most probably already have it.
  23. Variable

    SP Harpoon Delta

    Future missions. I like the sound of that :)
  24. Psycho, I'm concerned about mission makers who are not familiar with TFAR or do not use it. These guys will probably leave this option in its default and players that have TFAR that play these missions will not be able to use it while unconscious.
  25. Psycho, good to have you back! One request: can you please change the TFAR disable while unconscious parameter to 'off' by default? If we can shoot and crawl we should be able to use a radio (by default) :)
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