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Everything posted by Varanon
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Was about to ask that. I remember this from Arma 2, where one of the most exhilarating experiences I had was running across a field under fire, and carrying a wounded soldier back to safety. Put in dragging and carrying, and you've nailed it
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Who said they want to see a video? All people ask for is a ROADMAP, i.e. information about what is planned for the AI in the future. You obviously have no idea about game development if you think anything else like graphics or sound is not equally dull most of the time.
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To precent that freeze in Eden, I usually start with -world=vr. Of course that will basically just move the wait from the editor to the game startup, but I personally find it much less annoying Sent from my SGP511 using Tapatalk
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After playing a night mission yesterday, I can only reiterate what people said before: The nights are too dark (and full of terror). Honestly, I was driving a truck with headlights on, and couldn't see more than ten meters. In real life, I would refuse to sit in a car that will only show me ten meters of road ahead. So, to sum it up: - Night is *far too dark*. Honestly, in full moon, you should be able to see much more - Headlights are too dim (might be related to this) - And, everyone favorite, chemlights are nearly invisible. The too dark nights have serious implication on gameplay. I guess most of us really don't like to play with the green screen (i.e. NVG) all the time. Therefore, the most atmospheric night missions are those without NVGs. But without them, you can not see a damn thing, so night is either green, or black. So, yes, serious impact on gameplay.
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Indeed, currently, nights are far too dark, the difference between full and new moon should be more pronounced. Otherwise, all you will achieve is that everyone playing at night will crank up their gamma
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I would guess that's because some items like rockets can only be put into a backpack
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Is it just me, or does the current devbranch again exhibit the AI not driving problem ? I place a car, put in some dudes, give it a waypoint, and the car doesn't move
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They will be in the next update. The plan is still to bring over everything from the Arma 2 assets
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From the new dev branch: Tweaked: Opening of ramps has been disabled for vehicle transport variants of the VTOLs Honestly, WHY ? Just because you can't drive up the ramp, you remove the ability to open it ? Why ?
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Then why the heck isn't there a grenade launcher ? The combination does not make any sense at all, and no lore can explain that.
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Vehicle in Vehicle Transport Feedback
Varanon replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Is there also a possibility to unload vehicles by script ? -
I found some more commands via supportInfo ""; vtol setVehicleCargo cargo; - loads cargo into vtol getVehicleCargo vtol; - Returns list of vehicles in cargo vtol canVehicleCargo cargo; - Return whether cargo can be loaded into vtol vtol enableVehicleCargo bool; - Enable or disable cargo capability isVehicleCargo cargo; - Returns the vehicle cargo is loaded in vehicleCargoEnabled vtol: - Returns whether cargo loading is enabled/disabled
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Question, is there a script command to get vehicle cargo, meaning, the vehicles that are loaded into the cargo hold of the Blackfish ? Any command to eject them ?
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Yeah, but the concept of the OICW and K11 has a secondary airburst grenade launcher... that would have made more sense in such a weapon. And would have been nice if that would have made it into Arma 3 finally after being "cut" from the original game back then
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Type 115 - What's the actual use of this weapon ? First of all, from a design perspective, who in his right mind would outfit any team of soldiers by default with an expensive special-purpose weapon like a .50 cal ? This is something you use it rare circumstances. I question the usability of such a weapon. Is it actually modeled after a real-world weapon ? Secondly, from a technical standpoint: The .50 cal element looks like it's implemented as a grenade launcher muzzle. Which basically means that as soon as you switch to the .50 cal, you can no longer use the bipod, which is pretty nonsensical
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Setting them to safe helps. However, they still often bump into each other. They definitely need to watch their speed
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I can confirm what Alwarren said. Reported on the bugtracker here: https://feedback.bistudio.com/T117597 Test mission included
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Community Upgrade Project - CUP Terrains
Varanon replied to CUP's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Never witnessed that problem. Are you using other mods as well ? In such a case, I would really suggest loading only CUP Terrains and try if the problem persists -
The latest Dev branch (updated via Game Updater) no longer shows the purchase button, but starting a mission on Tanoa results in "Mission terminated because DLC not owned"... Also, the AI does not move at all anymore: Place a hunter, press play (you start as commander by default) and order AI to move forward. Nothing, the AI is just turning the steering wheel left and right all the time
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A big problem with the dev branch right now is that ownership of the DLC is not correctly evaluated if the dev branch is downloaded via Game Updater. BIS, is there any chance of fixing that ?
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Honestly, I rather take a performance hit than to play with the current aggressive LOD switching. It's also pretty annoying that at one point, the LODs start flickering between the two LODs, back and forth... There has to be some work invested into this, as it is now, it's really bad
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First impression is great, but: Where is the underwater landscape. In such a terrain, I expect coral reefs, but there's NOTHING. A few rocks, a few plants, that's it. While it looks good above water, it is a bleak barren wasteland under water.
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I got it to work by first switching my normal branch (in Steam) to dev branch, starting it once (you now see the APEX content in the lower, owned DLC bar), then switching back to stable. After that, the dev branch installed via Game Updater worked as well
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Driving around Tanoa, I notice *HEAVY* LOD popup. I mean, really heavy.
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I get the Tanoa intro, but I still get "Purchase" when I want to go into the editor Correction: Works now


