-
Content Count
1709 -
Joined
-
Last visited
-
Medals
-
Medals
-
Everything posted by Varanon
-
I sincerely hope it's not a sh*tstorm and the hype was worth it.
-
Maybe its a multiplayer campaign, who knows?
-
Yes, please!!! (There goes my Hype train)
-
Agreed, but the problem is that grandma should know after a few years of sock hype that socks aren't the greatest present
-
That would be, sorry to say, absolutely ridiculous. What would that be, one of the defenders plays as Zeus ? I thought Arma was a military sandbox, and not some Populous clone. Can you also do earthquakes ? Plus, what is so special about a King of the Hill type game mode ? The community can whip that up in a few minutes. I sincerely hope that whatever BIS comes up with, it's something in the Arma spirit, namely, authentic military themed. Given the relatively low (and imho realistic) technology advancement, I sincerely hope we won't be getting weather control, tesla weapons, or divine intervention into the game, especially if you consider that rail guns were already too much for some people. ---------- Post added at 02:06 PM ---------- Previous post was at 02:04 PM ---------- That's the problem I have with this whole announcement of an announcement as well. Remember the past few of those, and how they ALWAYS turned into a major disappointment for most people,. or AT LEAST did no turn out the feature that most people wanted to.
-
the look of my soldier always points to the sky, impossible to aim
Varanon replied to entreplume's topic in TROUBLESHOOTING
Do you have a joystick enabled? -
Here we go again. Rumor mill is churning away, expectation is rising, and when it's finally there, most people will see that it was not what they expected. Buy yeah, go ahead and call me a hater again.
-
I found a problem with inventory handling via script. If you enter this on the console, all Chemlight_blue are removed from the players inventory: player removeMagazines "Chemlight_blue"; So the big question is, how many blue chemlights does the player have after exeuting this code: player removeMagazines "Chemlight_blue"; player addMagazines ["Chemlight_blue", 3] The answer should be 3, but it is 4. To make matters worse: player removeMagazines "Chemlight_blue"; player addMagazines ["Chemlight_green", 3] The player ends up with 3 green chemlights. Ticket made
- 1481 replies
-
- branch
- development
-
(and 2 more)
Tagged with:
-
Another one: Copy/Paste of models. How much work would it be to create just one more turret for CSAT and one for AAF ?
-
The AI still doesn't disengage when you tell them.
-
Honestly, I would really like to know who found out that this didn't work ;)
-
The Briefing node is called "Diary". If you want to add anything to it, just use the two-component naming scheme. As far as I know, there's no way to get rid of the default.
-
No idea if this is a problem with the recent dev build, but I noticed that laser guided artillery shells are not laser-guided at all. In fact, they never hit even near the designated target.
-
Bohemia Interactive's ambitions are always set too high.
Varanon replied to sayjimwoo's topic in ARMA 3 - GENERAL
Multicore is hardly "future" these days. As such, you fail to make a point. Sent from my Xperia Z1 -
Bohemia Interactive's ambitions are always set too high.
Varanon replied to sayjimwoo's topic in ARMA 3 - GENERAL
The problem is that a lot of the stirring up is done by individuals. Once people would start to realize that asking for a fix, or criticizing Arma in a constructive way is not a personal attack, then the forum would be a much better place. But there ARE people that take every negative point as a personal attack. You know what would help even more ? If people here showed just a little bit of respect for each other.... this includes not doing this: Name calling... always a good idea to bring threads back on topic. -
Me too. The only possibility to get them up again is to send them into a vehicle, once they get out, they are standing again.
-
Description.ext weapon selection
Varanon replied to daanvs's topic in ARMA 3 - MISSION EDITING & SCRIPTING
In single player, yes, but last time I checked, it wasn't available in multiplayer -
They crawl under fences, but they won't step over anything. So a fence is OK, but a low wall will stop them.
- 5180 replies
-
- branch
- development
-
(and 1 more)
Tagged with:
-
I drove home from a weekend in Aachen today, and for me that means passing through the Ardennes. The lowlands of Belgium are mostly snow-free these days, but passing into the higher parts of the Ardennes, you suddenly hit snow, just pass around a corner, and you are in a Winter world. I would love to see a map like that, starting green in the lowlands and with high mountains with snore covered pine woods. That would be awesome
-
Wishing BI all the best for 2014. Have to admit, you kept your promise of after-release support. Pacific is likely, seeing how CSAT and NATO are engaged there.
-
I wonder if there is an underlying, deeply "entrenched" reason behind the lack of real multi-threading in Arma... (slightly off-topic)I've been working with LibreOffice source code for some time, and I noticed that their user interface is inherently single-threaded, even going as far as enforcing it with a mutex that every user interface call (in vcl) must take). Part of it is probably the legacy of older Windows versions, but the whole design is centered around this idea. I wonder if something similar is true for Arma ? For example, when executing scripts, even "threaded" (i.e. spawning code through spawn), they seem to be running only one "thread" at a time. There's no method of synchronization between "threads" necessary nor possible, except "joins" by waiting for the execution of one script/spawned code to end. Given that a lot of the underlying engine is using the scripting engine (I think this is true even for the AI, probably the FSM execution, too), is the scripting engine inherently single-threaded and is that the reason for the bad scaling of Arma towards multiple cores ?
-
No mods used except JSRS. It's sad that the mission is so screwy towards the player since it's about the only time I felt cheated in the first campaign episode. All the others were doable without the big luck factor. I wonder, if the mission is scripted in such a way that the arty hits where you have been before (so that if you stay, you are hit, and if you move, you are not), then why not make the delay between determining the shell's impact position and the actual impact a bit longer ? The intention of the mission should be to make the retreat more exiting and intense, not to actively try to kill the player. It's a set piece, and those are best if they do not try to murder you (to paraphrase Zero Punctuation).
-
Yeah, I wonder if a multi-threaded AI would help. AI computations is something that can be easily made in parallel and that would benefit Arma 3 greatly. I honestly wonder what the hold up is in regards to multithreading ? Maybe a dev can clarify ?
-
Well, if you run, you get hit by a mortar shell. If you stand still, you get hit by a mortar shell. If you crawl, you get hit by a mortar shell. If you stay near your AI buddies, you can watch them get hit by a mortar shell before being hit by a mortar shell. Honestly, I tried everything from slow to sprint, I always get hit in the face by the second or third mortar shell that comes down. Always. I had to use so many retries to get through the mission, it wasn't funny anymore. And certainly not fun. The problem is, no matter what you do, the outcome of the mission is totally random. It's about pure luck not being hit by a mortar, and quite frankly, that's bad design. The rest of the campaign up to this scene was ok, and I actually liked the attack on the military base in the beginning, but the sheer random dying from mortar shells no matter what you did was ridiculous, infuriating and frustrating. I would have stopped playing there if I wouldn't have wanted to see the second episode.
-
So, to you, only the feedback tracker is constructive? Well, I checked and I reported 25 issues. You reported... Let me count.... One. If someone complains about how the AI is not self sufficient enough, it is actually FAR more consttuctive than flat out denying the problem. What you are doing is nailing the parrot to it's perch, rattling the cage and saying it's still moving... Sent from my Xperia Z1
- 5180 replies
-
- branch
- development
-
(and 1 more)
Tagged with:


