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Posts posted by Varanon
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Because they are designed to transport troops, they should have interiors.Why is that a deciding factor for whether there are interiors or not ? It's a reason to HAVE an interior, but not being able to transport troops is no reason NOT to have an interior.
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A modeled interior for tanks is pretty much useless since you usually only look through the opticsWhy add a gunners seat complete with PIP monitor to the gunner's station in the Ifrit and Hunter then ?
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From the dev branch changelog:
Added: AI is now better able to adjust shots at longer distancesWhat does that actually entail ? Do they use zeroing better now ?
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@Varanon It has been over a month now and you still haven't added disabledAi=1; support. Would you mind in the meantime releasing my version that does support it ? So you don't have to answer same question again and again.If you put it up on a website somewhere and tell me the link, I'll update the first post with a link to it. However, I will specifically say that this is a version I won't support.
Thanks
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In the On Activation field, you get the preset variable thisList that will contain the units that are in the trigger and satisfy the trigger condition. Alternatively "list <trigger name>" will get you that list as well
See here
OnActivation would in your case look like
(thisList select 0) moveInDriver helcopter_name;
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i'm generally annoyed by the obsession with .50 cal sniper rifles. people just watch too many videos about super awesome weapon systems that generally don't talk much about their drawbacks.Indeed.
watch this and tell me that the time you can empty the mag of that rifle has any real meaning in a combat situation.I would guess that most people (me at least) are not worried about the reload time of the rifle, but rather about the fact that it was modified for "balancing" reasons.
---------- Post added at 03:59 PM ---------- Previous post was at 03:55 PM ----------
Limited ammunition. Limited view distance. Terrain in the AO. Plenty of options.My post was hypothetical. *IF* sniper rifles became unstoppable, *THEN* the only option would be to remove them. I know they aren't.
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Any mission which has a sniper slot or sniper weapon...With the range and power of these anti-material rifles they could be so far away as to be undetectable thereby becoming unstoppable.
Well, in this case, no balancing will stop this from happening short of removing the sniper rifles altogether.
However, these things have been in Arma 2 as well, and it didn't stop TvT either, did it ?
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My gripe with snipers is that they will become too dominant in ANY mission. (wind would help that situation)What do you mean with the word "mission" ?
Any mission designer can determine the amount of assets available. If you want to prevent everyone from being a sniper, just don't include sniper rifles in your mission (or just one or two).
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Guys the reasons have been laid out, it's an AI issue. The balance has been implemented to prevent exploit of an AI weaknessUhm, where has this been laid out ?
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not blufor is just a diffrent skin of OPFORIndeed. From what I saw/heard in the life stream, it looks as if the green army (independants) will also be a fully army like red and blue. Traditionally, green was the resistance type army, basically the underdog that is caught between the big ones
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All.. we need is wind simulation mate ;)And wind strength beyond [10,10] !
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In my opinion sniper weapons need to be nerfed otherwise this game is going to turn into a camping sniperfest.Sigh... sorry if I invoke the evil word, but when has Arma become another Battlefield or Call of Duty ? It used to be a milsim, now it becomes a shooter, it seems
Edit:
Yes, I know, it's a clash of interests.. probably the COOP side vs. the PvP/TvT side. Problem is, TvT needs to be "balanced", COOP needs to be ralistic. But Arma has always been about "realistic", not "balanced". Clash of interest.
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We've played a few of the missions and I have to say I liked them. Quite enjoyable, and it's nice to see some missions on the new ACR terrain.
I especially liked the mission that has you ambush a truck with POWs... great atmosphere.
Looking forward to more missions! Good work, Outlawz
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Fix for LLM01 body color?Server keys, signatures?Geez, that's some compact information exchange there
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Is it just me or sniper rifles purposely has no sound and scope?Do you have a weapon mod installed, like the french weapons or the M4 pack ? At least for the M4 pack I know that it overwrites the rifle base class to allow the optics to be mounted on standard weapons...
BTW, nice to see the mildot crosshair zoom along with the optics!
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Ok, I will give you that. But why are the players that are left the ones who join a game and say to them self "you know what? I think I'm going to be a douche and try to destroy as much crap at the base as I can..."how is that even fun??
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Correct on all points: they were improved visually and they should now be 'officially' configured as units :)Speaking of which, will you add a gesture for the bolt operation, i.e. after taking a shot, have the operator use his actual hand to operate the bolt ? That would be awesome
---------- Post added at 12:42 PM ---------- Previous post was at 12:39 PM ----------
personally id like to see death when you walk into the rear tail rotorThat was done with ACE at one point and resulted in a lot of shredded AI which are usually not really able to avoid it.
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No, you can not have separate folders in MP. Vote here for better filtering of missions at the least
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You can create those folders yourself in the missions folder in Arma 3. Just copy the pbos into the subfolders
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I saw two visuals bugs ( not really important, it's just a detail ).When someone die with a M4A1 Black, I was this :
This is a problem with Arma 3, see this bug report on the issue tracker. The same happens with BIS weapons (iron sights come up again). The BIS weapons don't use hidden selection for the different camos, so they don't get recolored
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Best of luck, Wolle... sad to see you go
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I'm not really sure if this is the right place to ask, but I didn't want to start a new thread and don't know any other thread this could be brought up.
There are quite a number of "serious" issues in the feedback tracker that aren't addressed yet, some of them are quite important to a lot of people (for example, the issue with weapon attachments and their handling in config files).
While I understand the overwhelming number of items in the feedback trackers don't allow the devs to comment on all of them, I am sure many people would appreciate a hint or comment now and then, about the actual status of such issues. Or a mention in the list of known issues. Will they be addressed at all ? Will they be addressed in beta ? Or after release in a patch ?
This is especially true for important things like the one quoted above, which is not in the top known issues (while "unimportant" issues like fish not reacting to players are).
This would help people get an idea of where you are moving to.
Thanks for reading



Bohemia Interactive @ E3 2013 - DISCUSSION
in ARMA 3 - NEWS
Posted
There's two things that are worth mentioning I think: First of all, the immersion factor is immense. Every vehicle in Arma 2 that has a real interior is much more "fun" to use than one without.
Secondly, and I think that is an even bigger thing, if you can look around in the interior, you will actually see people (i.e. your crew). This enforces the feeling of being part of a team and not just a disembodied optics floating around somewhere.