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Varanon

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Everything posted by Varanon

  1. Thanks, but it is hard to apply to standard Arma assets since they don't fit the rails (see the explanation at the start of the document about centering).
  2. Left to themselves, yes, they still climb up. See this ticket for a repro mission. The mission has a chopper fly in at 20 meters and upon landing, it slows down by flaring up to 170 m! They also still do that weird thing they always did, first slowing down to almost zero speed, then dipping forward towards the landing zone at an angle of about -30 degrees to get back to speed. This flaring up is especially annoying since BIS_fnc_unitPlay does not work on dedicated servers ether. One of my missions called for a helo insertion behind a hill, since there is AAA in front of the hill and the helos should come in low, but it just doesn't work in Arma 3. You can somewhat reduce the flaring by inserting auxiliary waypoints with gradually lower speed (from full to normal to limited), if I do that with the example, the chopper still flares up to about 60 m, but it's a hell of a lot better. If the AI could, during approach to the landing waypoint (and it DOES know it's a landing waypoint most of the time) gradually loose speed, it would help a lot.
  3. Varanon

    Development Blog & Reveals

    It's called out-sourcing and is a standard industry practice (although most companies hire external professionals, not "community" members since they don't have a community, but it doesn't invalidate the method)
  4. I don't think such a function exists, so I'd go ahead and make a ticket
  5. Varanon

    [MP CO15 Campaign] Wolfpack Vol. 1

    I agree with what Variable said. I was sitting in the back of the sub for 20 minutes doing nothing, it's dark, I can't see far, so I'm just sitting there. Personally, when I do missions with long insertions, I usually try to "entertain" by either making the ride eventful, like, maybe getting the insertion vehicle under (fake) fire, or through conversations or incoming comms... The Wolfpack missions I participated in up to now during Coop were quite cool, but always marred by the long insertion time
  6. Varanon

    disembark problem

    I have exactly the same problem, with the MH-60s I'm converting for CUP. When I disembark from the gunner position, I get accelerated to half the speed of sound. I checked several things already, the existence of the gunner pos/gunner dir, whether they are above ground or not etc, but nothing worked so far
  7. Varanon

    FHQ TaskTracker

    This should actually work. Are you on Arma 2 or Arma 3 ?
  8. Right, that makes sense I think I read on Wikipedia that some older models, especially those that are built into the weapon (like the MP5) do slow the bullet by allowing gas to vent.
  9. Huh ? Since when do suppressors increase muzzle velocity ? At best, it keeps it the same (i.e. same damage), and some older models slow down the bullet to subsonic speeds, resulting in less impulse and thus less damage. I have never heard of a suppressor that actually increases muzzle velocity. Do you have a source for that claim ?
  10. Varanon

    FHQ TaskTracker

    Can you quote that again, please, using [ code ] [ /code] tags ? I think you copied something twice, because the example doesn't make sense otherwise
  11. Varanon

    Development Blog & Reveals

    So what's wrong with having "duplicates" ? Is it bad to have alternatives ? Just because there is one gunship doesn't mean there can't be a second choice
  12. Varanon

    Development Blog & Reveals

    Me too... Hey, BI, why not add the helicopters from Take On: Helicopters and Take On: Hinds in the DLC ? I mean, it's already adding the flight model from ToH
  13. Varanon

    FHQ TaskTracker

    Even better, I should release the new version that has this bug fixed... too busy these days, though... I'll try harder this week
  14. Did you set up the mass correctly in Geometry LOD ? Also, make sure sprung mass and derived values in class wheels are correct.
  15. Just to dispel the "Only mods use ponds" myth, take a look at these screenshots: Reservoir in the central part of Altis: view map view "Lakes" at the southern tip of the main part: view map view If you cross check with the real location, you'll see that there is water on these locations.
  16. Varanon

    FHQ TaskTracker

    Actually, you don't need to wait for anything. The Task Tracker will wait for whatever it needs, so you don't really need to. The example you quote is waiting for the function module to become available. Other examples include waiting for the player to become non-NULL, to cope with JIP issues. However, the task tracker does all that when it actually needs it (also means skipping the wait for player on dedicated servers), so you don't really need to wait for much of anything yourself. Right, this is actually a bug in the task tracker (that I have already fixed in the new version that I still didn't have time to release... sigh)... The released version does not work if there is no briefing defined, since it's waiting for the briefing to appear. So just add an empty briefing for now, like [] call FHQ_TT_addBriefing;
  17. Varanon

    FHQ TaskTracker

    Player is always null on a dedicated server, so waiting for it to become non-null will wait forever
  18. No, there isn't any such sound. Interesting tidbit, the sound for moving a turret is still "in", the engine hast the capabilities, but the appropriate config entries have an empty default sound and thus are inaudible.
  19. Yeah, we'll also convert the voices at one point
  20. Also, to keep it JIP compatible, add some sort of safeguard against re-issuing the gear, like: if (local _unit && _uint getVariable ["gear_ready", false]) then { // add gear _unit setVariable ["gear_ready", true, true]; }
  21. A few updates from me: Been working on updating some of the older models (M1 and Chinook), and working on new stuff (BTR-90 and BTR-90 HQ): (Click the pictures for larger versions) Updated light cones on the M1 Chinook update with sling loading capacity: BTR-90: BTR-90 turret mounted searchlights: PIP periscopes inside the BTR-90: BTR-90 HQ with extended antenna:
  22. Varanon

    Arma 3 - Developer's Livestream

    This weeks stream was announced before hand, while last week was somewhat surprising That might explain why there were more people
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