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Varanon

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Everything posted by Varanon

  1. May I direct the dev's attention to this bug, please ? This affects all vehicles, once you had control of a UAV, you will *always* get stuck in a vehicle and you won't be able to get out again. This just ruined a long mission for me since I wasn't able to even get out of the damn car again. Honestly, this is a MAJOR bug that needs fixing ASAP.
  2. Varanon

    Sling Loading Feedback

    Yes, correct. In addition, there is an array of cargo memory points defined for those vehicles that can be sling loaded (from the Hunter config): slingLoadCargoMemoryPoints[] = {"SlingLoadCargo1", "SlingLoadCargo2", "SlingLoadCargo3", "SlingLoadCargo4"};
  3. Varanon

    Sling Loading Feedback

    You need to add this to the config ("root class"): slingLoadMaxCargoMass = 13000; // Maximum mass in kg slingLoadMemoryPoint = "slingLoad0"; // Name of the memory point That's basically it. Every crew station can operate the winch, so to prevent that, you can add slingLoadOperator = 0; to the turret that shouldn't be able to use the winch. The default helis also add a hit point: class HitWinch { armor = 0.1; material = 51; name = "slingLoad0"; visual = ""; passThrough = 0; radius = 0.1; };
  4. Varanon

    Sling Loading Feedback

    I like how easy it is to add sling loading: Just add a memory point, and name that point in the config and the capacity. Of course, I couldn't resist: Chinook with sling loaded UGV
  5. Varanon

    Sling Loading Feedback

    the UGV is based off the Crusher UGV, which weights 5.9 tons
  6. Varanon

    Sling Loading Feedback

    Yeah, just found the flyer for the Crusher, 13200 lb (5.9t) The Aw101 (which the Mowhawk is based on) can sling load 4.5t... so meh, no UGV. Let's hope there'll be a chopper in the Helo DLC that can do it.
  7. Varanon

    Sling Loading Feedback

    It depends on how much the UGV actually weighs... I mean, if it's 5t, then I can live with that. The UH-60 can sling-load 9000 lb, that's 4.1 t... With it being "teh future", we can simply say the UH-80 can sling load 5t. Problem solved. UInless, of course, the UGV weighs more than 5t, but I have my doubts about that
  8. Varanon

    Sling Loading Feedback

    I noticed that the UGVs can't be slingloaded, which is a shame, really, as this would open up a lot of possibilities for mission design and gameplay. So, I would suggest raising the weight limits for the large helicopters (Ghost Hawk, Mohawk) so they can load a UGV.
  9. I get the above message when I try to get my BTR-90 port to float: I added a buoyancy lod and appropriate entries in the config.cpp, but my BTR sinks like a stone. Moreover, whenever I get it into water the above message is repeated at nauseam in the rpt file (diag exe): c:\w\dev\futura\lib\buoyancy.cpp(1622)(func: Buoyancy::CountBuoyancyForces) [AssertNoDlg] ThreadID=14520 type Since it's an assertion, I guess only a developer with source code access can actually tell what it is... ---------- Post added at 06:47 PM ---------- Previous post was at 05:05 PM ---------- Solved, thanks to zGuba: Remove autocenter=0 from the geometry LOD.
  10. Varanon

    FHQ TaskTracker

    I think you are running into a general problem with localization that is unrelated to the task tracker itself. I used localized strings before, using the "<" style for markers. Again, it would help to know what the result is, i.e. what does "do not work" mean ? Edit: Also something to consider: I'm not sure if it's mandatory, but literally ALL stringtable.xml I've ever seen start with STR_ for their strings. Also, note that the stringtable must be save in UTF8
  11. Varanon

    FHQ TaskTracker

    What happens in the latter case? Script error message? Or no text showing?
  12. After the recent hotfix for 1.28, I'm no longer able to resume workshop missions from the scenario menu. It works for local mission (i.e. the pbo is in the missions directory), but not for workshop subscribed missions. You can save and load during the mission, but if you quit, you get no resume button. Can anybody confirm ? Edit: I meant 1.28, sorry Edit: Ticket submitted
  13. Varanon

    Fatigue Feedback (dev branch)

    I would say that you will feel pain much more than you feel fatigue, so I find it slightly hilarious to claim that you would know how tired you are, but not that you have been shot up pretty well.
  14. Varanon

    Fatigue Feedback (dev branch)

    Agreed. My major gripe with any hud element is that it break immersion and is in essence a brute-force method of communicating the state it wants to communicate. The stance indicator is one such thing as well, but there is no real other method of doing it, so it's a necessary evil. For stamina resp. fatigue, it should be different, the visual and audible feedback *can* communicate the status. This is currently not clear enough. There should be more ways to discern this. For example, when I'm exhausted, I feel wobbly, so in the highest level of exhaustion, it could shake the screen a bit. Or put an audible heartbeat in the background that gets louder and faster with higher fatigue. If all else fails, the game could resort to having your on-screen character actually complain, like, saying "Geez, I should rest" etc... DayZ does something like that with it's text messages "I feel hungry", "I'm getting soaked" etc..
  15. Varanon

    X-Cam prototype map

    Stunning! Looks absolutely great
  16. FHQ Debug Console for Arma 3 Current Version: 1.0 Download: FriedenHQ Armaholic FHQ Debug Console is a tool for mission makers that allows to you execute script commands locally, on all clients, or on the server, set watch expressions, and offers a few useful tools like saving/restoring inventories, finding building positions, a Quake-like debug window, and even a 3d editor! Features: Script command execution on local client, all clients, or server only Paper-doll like tool for modifying inventory Show all groups as icons on the map, including strength, affiliation and combat mode Music player 3d Editor: Place objects in 3d and save them either as compositions, or export them to a mission file ready to be merged with an existing mission Fog editor Screenshots: Main Interface 3D Editor Fog editor Loadout Editor
  17. No idea, the pinning feature was driven by my own need to watch a variable and see when the value would change
  18. Ah, so some sort of history, like in unix shells.... This would be possible to include, yeah. I'm thinking about how to do it, though: Since I have multiple input fields, it's difficult to add even more buttons to the individual lines... so, the idea would be to automatically save all the stuff you type, and allow you to scroll up or down via cursor keys, similar to a unix shell. Alternatively, I can add one button to each line to save the current text in that line, and a dropdown maybe in front of every input line where you can recall it.. problem is the additional buttons add a lot of clutter to the lines. I'm in the process of redesigning the console, so I'll think about it. Thanks for the idea.
  19. You mean, like with the normal console, saving the commands typed in over multiple sessions ?
  20. It is possible to see errors when typing. The lines are executed eve wheb typing...
  21. Varanon

    It doesn't feel the same

    Honestly, if you look at Altis, a LOT of it is just plains with broken down walls, something you blame Chernarus for. But the first two things that I noticed about Altis was the immense flatness and the broken down walls. And then the car wrecks. The towns are much better on Altis since they also now have realistic sizes, but if you compare Chernogorsk with Pusta, you will find two completely different towns on Chernarus. OTOH, you will be hard pressed to find such difference on Altis. While both maps have their pros and cons, I have to say that what you list there in your post as disadvantages of Chernarus also Altis very well, too. Oh, and I invite you to sit beside a pond in Altis... oh wait, there is none ;) And as a final thought, comparing Altis and Cherarus is not really the subject of the thread.
  22. Varanon

    It doesn't feel the same

    Sigh... you just didn't get it, did you ? Please re-read.
  23. Varanon

    It doesn't feel the same

    I think you really nailed it there. I just need to look at the static weapons, and the autonomous vehicles. There is one UAV model, one UGV model, and one quadrotor model. The differences are just in the paint. Hell, place three UGVs next to another and switch on your nightvision, and you are hard-pressed to see a difference between them. It just doesn't feel right. That is my major gripe with the content of A3. Plus, the scenario doesn't connect for me. When the Alpha came out, we had Blue vs. Red, with Green being thrown into the mix at Beta release. At release, there was no campaign, so the factions, even though they had names, were still as uncharacterized as they were when they were Blue, Red and Green. Even after the campaign, you still have no real clue about CSAT (you get more connection to the AAF, but even those are lacking character). I'm not saying all should be NATO vs. Russians vs. Towelheads, far from it. But as it is now, there is no identity. No background. No character to the factions. Why do I fear CSAT ? Because their icons appear red on the map. That's it. With the AAF I'm at least told they are d*cks (Staff Sargent Addams FTW, there's more characterization in his rantings about AAF than there is about the whole CSAT in the whole game). And, I'm in full agreement with MistyRonin, the lack of life on Altis is staggering (no pun intended). Civilians are limited to men in shorts all driving the same car with it's rear view mirror torn off. So, to sum up my problems with A3: - Copy/Paste - No connection to the setting - No background assets (civilians)
  24. Yay! Was waiting for those!
  25. After 10 years of doing this stuff, nothing surprises me anymore ;)
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