ZeosPantera
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You can say the same thing concerning GPS always on screen while running, shooting and going prone. I just want it off the main screen and onto a secondary. Besides you will have to LOOK at that screen to gather any info/do planning and in the current system, the one implemented NOW you have to completely cover your face and can't see anything happening in the real world. Like that tank cresting the hill which you would see in your peripheral in real life.
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[WIP] ArmaSideMap - External Moving Map for Arma2:OA
ZeosPantera replied to gammadust's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Thank you THANK YOU for this. I started a post.. http://forums.bistudio.com/showthread.php?90140-Secondary-Monitor-as-Map A LONG time ago that fired up an 11 page morality discussion. I think it will be an interesting read for you. I hope you can get this addon in a more universal state. I would be willing to cut up the photo's of the Chenarus map if you like. -
I recently did the helicopter training again in a2.. I selected troop transport.. The AI trainer runs the completely opposite direction away from the helicopter for 20 feet then around another helicopter for 100+ feet and then gets in.. He could have side-stepped me and walked 6 feet. AI FAIL!
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Seems there is a miss-communication here. ANIMATING a tree exploding wouldn't be that taxing. The VR engine has hardly anything actually physics related. The Vehicle "physics" show that off.
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This is in Arma1 and 2 but its so shi++y you may not have noticed. Using my steering wheel with vehicles in ArmA is the biggest joke.
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I'd like to see the ability to control AI commands with the mouse cursor. Firstly make sure they are all on one screen then just press a modifier and select the AI Icons or the AI themselves like desktop icons.. 1, 4, 8,9,12 .. Right click "advance to" then click on the map. Plus with mouse-ability you can re-order the icons to better suit your needs/strategy.
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Normally i'd Say yes, but what would the indicators look like....
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Uphill/Downhill - wrong aspect ratio in A3 also.
ZeosPantera replied to dkd's topic in ARMA 3 - GENERAL
No Distortion. There would be some distortion if I went triplehead but just barely. They would need to render three separate "cameras" with different angles from the players head position all rendering separately to completely eliminate it. -
Uphill/Downhill - wrong aspect ratio in A3 also.
ZeosPantera replied to dkd's topic in ARMA 3 - GENERAL
I presume this is the image your talking about? http://www.arma3.com/screenshots/scr01.jpg I see no distortion. And I usually scream about FOV distortion. -
It's all about optimization. Servers get the brunt of the AI and when they fail they fail hard. BTW, The island is 22 Miles by 18 miles. That's 1025 Sq\Km if you don't exclude the water. That is a BIG map.
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It was a nice (and unrealistic) trait that all the enemy liked to leap out of their protected pillboxes after death. If you want realism have it not report that solders death with a cash prize and have him basically just lay there.. Only being removed if you take over said position.
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-Satellite Imagery as an intelligence upgrade. Make it costly and slow and make it do a 3x3mile area as of when you asked for it minutes earlier. Full thermal for spotting RUNNING or recently running vehicles. Give the commander a reason to not be out in the field.
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Basically. All parts need improvement and need to be worked on forever until it is as real as real. That is what I love about simulators, Games can only be judged as games but a simulator ALWAYS has room for improvement. What we are discussing is the order of those upgrades.
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Get rid of the Yellow Tinge to the world.
ZeosPantera replied to pokletu's topic in ARMA 3 - GENERAL
Nope, It was a fullscreen demo filming in a house looking out. And it was just pretty much on and off. -
It was very annoying having vehicles start everytime an AI twisted the turret. I could only see that being the case on Hydraulic turrets.