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Everything posted by coolts
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Hi all I am trying to get my warthog HOTAS setup and have all the basics down, (collective, cyclic, pedals, trackIR), and can fly the unarmed helos fine but am having trouble with the targeting controls. For instance there are a few different “TARGET NEXT…†commands and two “CHANGE WEAPON..†commands. Basically, which commands do I need and which can I ignore? Some are in “WEAPONS†submenu and others are scattered about.
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Has anyone got it working properly? And if so, how did you get the game to render on the rift? I've seen a few YT videos of it running but not how to set it up. Do I need a 3rd party utility (VorpX for £35)? Apologies if this is in the wrong forum area.
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Bugger. It's been a while! Cheers
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Has anyone got it working properly? And if so, how did you get the game to render on the rift? I've seen a few YT videos of it running but not how to set it up. Apologies if this is in the wrong forum area.
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BIS producers. The next time one of the mission designers runs over to you and says, "hey, I've got a great idea to add tension to this mission!! Lets disable SAVES". Please take a large wet fish, such as a cod or sea bass, and slap them repeatedly over the face shouting "NO NO NO NO, get back to your desk". Wasting the precious time of players repeating the same mission areas because we cant save does NOT add tension. Frustration? Yes. Anger? Yes, Resentment? Yes. At least give us the option. To anyone who thinks that disabling saves is a good idea, all I can say is MANIC MINER!!! ps. Does anyone know what the mission file is called so I can edit it and play from the editor. No more self flagellation for me today. I can save or I don't play.
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Campaign episode 2: Attention deficit and micromanaging AI inventory
coolts posted a topic in ARMA 3 - OFFICIAL MISSIONS
I would like to ask if there’s a better way to do the specific thing I’m trying to do. In this mission you are woefully unprepared. 2 guys with no night vision equipment, at night, against an island for starters. Once you burn through your NATO ammo you must go on the scrounge. Fair enough. But, for the love of god, how can I get my AI teammate to reliably; 1) Swap his weapon 2) Take ammo I select him, and then hit 6 then 0 then whatever gets me to “inventoryâ€, and then he runs off to the hills ignoring the piles of dead bodies loaded with equipment. So I move him near a corpse, point at it after pressing F2 so its highlighted red then 6 and 0 and “rearm at xxxxâ€. He twitches, and then his inventory screen pops up showing just the weapon by the body, not the contents of the dead enemy’s rucksacks. It's infuriating. I have to be doing this wrong surely? Do I just dump stuff on the floor, team switch and pick it up like he’s a dog? -
Campaign episode 2: Attention deficit and micromanaging AI inventory
coolts replied to coolts's topic in ARMA 3 - OFFICIAL MISSIONS
<maddog> Yeah, I was unsure which forum to post. There are a few too many subforums IMO. This issue has affected me for a long time but it really came to a head In this mission. The AI needs a few simple tweaks to make it usable. A squad inventory system for instance. Pointing and clicking all over the place to 'maybe' get one guy to pick up one clip from one dead guy is not workable and has been ignored since the original OFP IIRC. I can easily assign a group to a team and order them to "flank left". A complex infantry manoeuvre that takes months of training IRL and I can do it in 4 or 5 commands, and yet. "Pick up the bloody gun in front of you and defend yourself" is beyond the scope of the ARMA control set. Sigh. -
Is there any way not to be spotted by the supernatural helo AI? I had my team crouched in a building away from windows and they were still apparently visible? I've tried this like 6 or 7 times now and its becoming boring.:confused:
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Adapt: Exit strategy "i think he spotted us"
coolts replied to coolts's topic in ARMA 3 - OFFICIAL MISSIONS
I parked my clowns a way back and basically dropped the charge and smoke and ran as far as I could and still be within PCML range and hid and they didn't spot me. Seems the helo AI detection is set to a radius round the LZ. -
For some reason, after the initial rendezvous, the save option is greyed out. This mission is pretty difficult, but having to do it all "in a one-er" makes it infuriating. Is this a temporary measure as saves are bugged in this mission or is this a new "feature" to make the game even harder? Being able to save whenever i want is a key part of sandbox game-play as it encourages experimentation rather then hiding behind a rock for 1/2 an hour scared to take chances.
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That's cool. There's nothing worse that spending ages setting up the perfect ambush, then realising you have to go to work! And cant save!!!!
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Thanks Zimms. I will try later. I've been in since the alpha & beta and played through the first campaign chapter saving away happily, (usually before I try something 'creative'). This is the first time I have noticed this. Weird.
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Since when? I always play on default usually and have never had this problem before. I don't want to fight chickens but don't want console checkpoint saves either. I will try your hack. What a palaver.
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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
coolts replied to maddogx's topic in ARMA 3 - GENERAL
Completed it late last night. I stayed up to do it, which says a lot. I really enjoyed it and am looking forward to the next instalment. A few pros and cons from my personal perspective; Pros; Always something to do. I never felt lost. A contentious issue in the armaverse, where freedom is supposedly the absolute cornerstone. But, in a hostile environment, you would generally be under orders, and in this episode you are a very junior rank so I’m not complaining. No it’s not COD, but it is scripted. It’s a campaign after all. Maybe the devs have gone too far the other way after the "what the hell do I do?" freedom/bafflement of "harvest red". Once we have played ep 1-3 we can make a call. Great use of mood music in general. When the stock scratchy '80s guitar dies down and the composers relax a little, it’s very moody. Less garage metal, more John Williams, (and I'm a metaller!) Awesome environments. Dawn, dusk, rain, dust. A great sense of place. (New rain is a bit odd. Too opaque. And no splashes weirdly). Weapons feel good. Alpha/ Beta time has paid off here. Assaulting air station mike. That was a great mission. (Barring the blind man driving the mortars ;) Emerging from the sea in formation, guns raised. Another stand out moment. The general sense of confusion and fighting an uphill battle. You don't need Crysis/BattleField /Michael Bay explosions every ten seconds or to have to escape from a burning building constantly to give a sense of a losing battle. Cons; Voice volumes need balancing. I could barely hear some early briefings. Camp Maxwell ones were fine. Friendless need to be able to scavenge weapons. That final mission when the CSAT paras drop. MY squad were standing with side arms drawn!!!! We had killed 15+ AAF's all with full kit. Pick up the damn guns guys!! You don't need a health and safety induction. Its life or death. Do the paperwork after!! Vehicles feel a bit "floaty". Driving a ten tonne truck shouldn't feel like a Tesco shopping trolley with some nappies in it. Brake squeal, inertia, rocking suspension, hydraulic hiss. Borrow an old truck for a day and drive about. See what I mean? Rifle grenade launcher didn't seem to work for me. The night mission where you are supposed to meet the rebels, I was firing away and not one detonation. Drones. Assemble, pick up iPad thing, connect, drone screen, no, that's the map screen, Order drone about, release, scratch head, open map, no wrong map screen, take turret, release, connect. When playing a game starts to feel like wiring up a new hi-fi with your dad, a few steps need streamlining. Play the "drones" showcase after a few beers and you see what I mean ;) Overall; Impressed with the stability and quality, I had 1 CTD and I'm on win 8.1. I will play through again on release. Bring on ep 2! -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
coolts replied to maddogx's topic in ARMA 3 - GENERAL
Pretty damn solid for me so far (no mods installed). No crashes and only a few glitches. Loving the extra help in the comms menu. Whoevers idea that was at BIS I owe them a cold beer. I've always had sound issues in Arma games, with voice acting volumes all over the place. I get that they have modelled sound so people talking further away are quieter, naturally. But when you can see the briefing guys lips moving and can barely hear him, that needs tweaking. Just completed the "Death valley" missions. After doing the drone showcase (eventually), and watching several drone showcase YouTube how-to's, I've just figured out you need to activate your laser with left mouse button then lase by holding right mouse button. That may be In the manual, but it wasn't in the hints. That's going to baffle people. -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
coolts replied to maddogx's topic in ARMA 3 - GENERAL
Tasked to identify the HVT after securing the village. Either I cant find him or a trigger isn't triggering. All the corpses are fully kitted out whereas the Intel pic had the guy in a black beret. Bug or me being a doofus? **EDIT"" found a corpse behind a tree. me being a doofus ** Only other bugs I've come across so far are; 1) Voice audio volume varies from loud to inaudible. I have standard stereo speakers. 2) On 1st missions when you are on the run with your sergeant and he steps on a mine, I took his better weapon ;) and ammo but couldn't load the ammo. Reloading the save allowed me to load the weapon. 3) AI calling "I'm out" al the time when there are many enemy corpses loaded with weapons and ammo all over. they should cannibalise available weapons. Awesome so far guys! -
Spawning units for the beginner
coolts posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've read dozens of threads about spawning units, groups, vehicles and having them patrol random waypoints, attack, etc. All cool stuff. I cant get anything to even spawn ;) Back to basics; I've got a player, a marker called "spawn", and a trigger (activation bluefor, present). the code "on act" is; [getMarkerPos "spawn", west, 3] call bis_fnc_spawngroup; hint "spawn activate"; it doesn't work. the trigger works as I get the hint text but nothing else. I feel that I'm missing something really obvious here. this is just single player, no external scripts, (just 'mission.sqm' in the mission folder), just the in game tools. I've used syntax from http://community.bistudio.com/wiki/BIS_fnc_spawnGroup -
Spawning units for the beginner
coolts replied to coolts's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes, Arma 3. Looks like I posted this In the wrong forum subsection, (mutter mutter, too many subsections). I must have been making typos. Testing direct from the debug console is a lot quicker. _car = [getMarkerPos "spawn", 180, "B_MRAP_01_F", WEST] call bis_fnc_spawnvehicle; this works. I've been copying other code from various websites, etc. and it looks like I've picked up some incorrect syntax. GetMarkerPos does not need brackets, and the 'Configfile" path doesn't seem to work with BIS_fnc_spawnVehicle aah, syntax..........im learning ;) cheers for the pointers -
Spawning units for the beginner
coolts replied to coolts's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I may cool my heels with scripting till the beta matures a little more. Cheers. neither of these work; _vec = [(GetMarkerPos "spawn"),360, "APC_Wheeled_01_base_F", west] call BIS_fnc_spawnVehicle; _newGroup = [getMarkerPos "spawn", 180, (configfile >> "CfgVehicles" >> "O_MRAP_02_F"), EAST] call BIS_fnc_spawnVehicle; -
Spawning units for the beginner
coolts replied to coolts's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
exact code on trigger; newGroup = [getMarkerPos "spawnVehicle", EAST, 5] call BIS_fnc_spawnGroup; hint "group spawned"; I added -showScriptErrors to the game launch options but nothing extra is showing up. I've started a MP mission template and have the same problem so its not SP/MP specific. Do I need to activate/declare the 'BIS_' functions before using them? createUnit works fine so its something to do with the function BIS_fnc_spawnGroup **edit** I get this error when I call the script externally via execVM (can't post locally stored images damn!!) "error undefined variable in expression: _bestcandidate" this refers to the BIS function itself.(fn_spawngroup.sqf). I wonder if its me or BETA? **edit2** using 'configfile >> .....' works but putting a number for random creation doesn't. The wiki is out of date :( -
Voice Activation for Arma 3 via VAC Builder Profile and other software...
coolts replied to kwhy's topic in ARMA 3 - GENERAL
I installed on win8 x64 and had troubles running VAC builder fro the system tray icon, etc. then when testing commands. You need to INSTALL as admin (rt click the installer). It has to register 2 x ActiveX components and the current installer version cant to is alone it would seem, (manually de-registering then re-registering them fixed it as I couldn't be bothered to reinstall. -
TOH had a decent FM after all the patches. Blackshark it aint, but way better than ARMA2/3 beta. Lets hope they integrate it as it would really add to the sim.
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i have mapped the temporary zoom to the "china hat" on the warthog as its a momentary switch so you press to zoom and release to switch back. the "lock or zoom" was the weird command i unmapped. the collective seems weirdly mapped, with all the power bunched up at the top end. the axis travel gives 0% -100% in the controls viewer, but i cant see how to apply a curve, so i may do that with the HOTAS software. <siq6six> there is no trimmer that i can find, unlike even in TOH which had better helo FM. this is still beta though so here's hoping.
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"Lock or zoom"....................It locks on but presses your nose against the cockpit glass. What possible use could that be I don't know, but it was "Next target tin vehicle" which works in the helos. Point the nose at target area, press "Next target in vehicle" and it locks. You can press it again to cycle targets. I'm probably doing it wrong but its working so far........
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There's also a "lock" command which confuses matters. Back when arma and arma 2 came out I used the default controls and in the introductory mission usually you were told what key to press to do the important stuff, so I would jump out and map those and only those commands to whatever stick I was using at the time. That gets the essentials done and cuts out the chaff and replicated commands. They weren't betas though ;) No training missions.... yet. The "showcases" show some stuff though. Annoyingly I can cold start and fight in the DCS:A-10 and the Black shark but ARMA controls menus befuddle me!