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Posts posted by bullet purveyor
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Congrats on the release. The new textures looks great. Glad to see the proper Norwegian camo patterns back on the vehicles.
Only thing missing now is a Bell 412 and a f16 :)
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I find this strange as well, no word from the devs on this in a year. Except a hint by Ivan Buchta in a Dayz interview, that he maybe was working on small rivers/streams.
Lakes and ponds are a big part of terrains, and proper rivers and streams should be expected by a "next gen" title shouldn't it?
Vietcong did good looking ones in 2004, ten years ago. (jump to one minute mark)
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If it's a particular mission, the mission maker may have locked the doors with script commands.
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new problelm im seeing in DEV on multiplayer hosted local on lan. the game keeps glitching back to the MP loading screen and then back into game play. every 20 seconds or so.I have the same thing, load screen with regular intervals. Also it has broken some screen UI elements like the VAS mod. All text has vanished from the VAS window.
The AI seem to navigate around editor and Zeus placed objects well on foot, but driving is another matter.
For now I think fatigue shouldn't impact AI movement, only shooting abilities. They are not good enough to manage fatigue wisely.
AT, ammo bearers and some other classes are rendered useless with the fatigue system. They get knackered after a very short walk.
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I tried setPos yesterday but got an error, so i figured modules didn't work as other objects. Tested again now an it works, so must have been a typo on my end.
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Is there a way to adjust the height on the smoke module?
I tried to use the set position/rotation module, but then it puff smoke for one second and disappears.
The point is to set the smoke at one meter height, so it looks like a vehicle has engine failure.
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Sorry to bother you again Ruthberg. Another problem, after the latest update the I can only equip the ATrag on the player I spawn with. The ones I have in ammo boxes and on switchable players don't show up anymore? Something wrong on my end?
The new bullet trail effect was very well done. Thanks for the update.
Another little suggestion. Can shift+K toggle wind indicator ON/OFF, so the player can decide when to remove it again? Not fade away like now.
When you are in position waiting for target is a bit annoying to press shift+k every 10 second. :)
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Not untested anymore, worked like a charm:D Thanks a lot Lappihuan! That will come in handy for sure.
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It's a building I placed down myself in the editor, or rather multiple buildings in a camp with many sandbags. So I was hoping more of a trigger that could remove all objects of same type, something simple like 'remove class sandbags' or similar. :)
I will try your suggestion though, thanks for the help.
EDIT: that worked great, thanks again.
Will this work in MP?
EDIT2: I tested "!alive this" on an existing building, part of the map. I then get error: '!|#|alive this' Error alive: Type Bool, expected object
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Wow that thing looks stunning. Can't wait to fly it. Keep it up guys :)
Judging from your previous project I'll bet this will be more then good looks, some fancy new features coming along?
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Is there a script out there that can detect when a building gets destroyed and remove editor placed objects from that building?
I'm mainly thinking of sandbag fortifications here, as they stay floating in the air after the building is collapsed.
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Linfield F.C supporters carpooling to an away game?
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I don't know how the terrain builder works so this may be a stupid suggestion, but I lay down some crass cutter marks when I place buildings or make small FOBs in the mission editor. Put a couple in front of entrances, gates etc and things look more realistic when structures are placed on grass. It give a impression of some wear and that people actually live there. Many arma towns get the 'deserted for years feeling' when tall grass is everywhere.
This may be very tedious on a large map though if the grass cutter tools are small circles like in the mission editor :)
Cut grass road
[/img]
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yes, 408 is the same as 10.4x77.
I get this error after the latest update Ruthberg:
http://i.imgur.com/pj1dYLM.jpg (534 kB)
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Thanks for the copy my stance explanation guys. I have always found that useless. No wonder when it's supposed to do something completely different :)
A name change would be wise indeed.
I then start to wonder, was 'copy my stance' baked into the 'find cover' command previously. Because I never used the 'Copy stance' and I remember the AI taking cover correctly?
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That looks really great.
I think the black version looks fine. Often many black weapons or other items look too shiny and plastic.
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Don't you see that in the video? First attempt at find cover command, every unit goes prone and take cover.
After the change stance command is used, it brakes find cover. They just stand upright, not attempting to find cover or go prone if there is no cover nearby.
added a ticket a while back.
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The AI is now useless. They get stuck everywhere not only at roads but near buildings, just standing in place running.
Not even diamond formation will get them to keep up, if they run near or on roads it's a total slow down. Navigating through towns are impossible.
And BTW the take cover command that broke early beta, is still not fixed. If you order your units to change stance the take cover command is broken for the reminder of the mission.
It's really annoying to micro manage all your units into cover for the whole mission.
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As a part of these inertia changes I really hope you reduce turn speed of the characters, especially when prone.
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A few requests:
Give the mission maker an option to enable wind ballistics only to certain units.
In a mission I would like the sniper team to be the only ones with it enabled. The rest of the units should use default vanilla settings.
I don't know if in game items of the ATragMX and Kestrel are in the scope of this mod? If not an ability to enable/disable them in unit init field would be nice, so I can choose which units have them equipped.
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They reduced the quality on the pip image sometime during alpha. It used to look much better but also with a heavy toll on the fps.
Now I don't even see any difference if I switch between high and low, looks like commodore 64 regardless settings.
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Nice to hear this project is still alive. Looking forward to take a trip to sjørdal'n when you are done :)
Do you have any custom buildings for this? Didn't recognize the ones in the last picture.
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Thanks for the info Ruthberg.
One reason I got confused was that I had set up multiple different playable characters in the editor. I figured out if you use team switch the ballistics don't work properly. Is this something you could look into?
Also is there a way to have both the ballistics calculator and the Kestrel 4500 on the screen at the same time?
Had a lot of fun with it on a test range. Set up a scenario to snipe the driver of moving truck at 700 meters with random wind. That's Bloody hard to hit now! :)
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Sorry, I still don't get the IA after your explanation.
What are the numbers you put in here. Height difference in meters between you and the target or angle?
If I am shooting from a 78 ASL meter elevated position, and the target is at 30ASL meters, Range 508m.
Should I then put 12(580/48) or -5 degrees(if I read it correctly) as the protractor says?
What is the difference between the left and right row on the protractor?
Either way the numbers I calculate gives to low elevation adjustment.
When i walk my shots up to the target I end up at about 1.1 elevation, but the ballistic calculator give -x.x regardless of input.
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
There is a terrible new pulsating shaking effect in all tracked vehicles, I hope that's a bug and not a feature?