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Kramxel

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Posts posted by Kramxel


  1. if (currentRoundCount>0 && reload=1)

    {

    currentRoundCount=magValue+1;

    }

    I dont know why everyone thinks that because this is a simulator, everything needs to be simulated. This little snippet of code would fix this problem. Unimportant, yes. Incredibly easy fix, YES, so yea they should do it.

    If there were as many "if"s as this, the game would slow to a crawl... if every tiny calculation had to pass through a "if"... oh my god!


  2. If you zoom all the way out on Utes, the grid squares represent 1km x 1km I think. Also, in game, if you hold down space whilst the little circle that appears whilst doing this is over the enemy soldier, you can get a range that way.

    Thanks! Didn't know that!

    ---------- Post added at 08:42 PM ---------- Previous post was at 08:41 PM ----------

    Hmmm, you might try placing a blank trigger on the map and giving it a specific radius. Then use that as a ruler in the editor to gauge the range to place a couple of objects for visual reference (like a sandbag at one end and a pop-up target at the other).

    I'm sure there's a better way to do it....

    That's a nice idea...

    At least it's a start!

    I'll try this and check the 1kmx1km theory...


  3. Supz!

    Been playing around with snipers and weapon sights trying to get a good feel for it.

    I've been using the editor and Utes runway strip I set myself on one end and some enemies on the other end.

    My problem is getting precise range measures.

    Is there some sort of ruler in the editor?

    Is it possible to set an object in the editor so it can stay at a pre-determined range?

    For example, setting an enemy soldier 1000m from me.

    If not, is there any other way to precisely calculate range in-game?

    Thanks in advance!


  4. Well, one thing is in the official missions the UAV is set to careless and hold fire and won't try to track targets - it just flies right by them all. If you place a UAV in your own mission and set a proper combat mode on the UAV it is simple to get a lock as it lines up on detected targets.

    But in 1.2 in the official missions I could get a lock and destroy targets with the UAV...

    Sorry for the late reply...


  5. My 5 cents:

    Pros

    - Campaign now seems playable

    - There seems to be a more effective management of memory in game

    - Graphical environment seems more stable and better implemented

    Cons

    - UAV target lock is broken

    Evaluation so far: Definetly a plus!

    Even though there's a blatant issue with the UAV, the rest seems to be in better shape.... that's a cheap price to pay for a working game.

    Thank you Bohemia, and hope you continue to polish and keep exploring the huge potential the game has got.


  6. I still have the problem with Patch 1.03 that my artillery-support is gone after it fired for one time. Anyone else having this?

    Yeah, but I'm starting to think it's more of a feature than a bug....

    It's one and done...

    Unless someone confirms it was intended for multiple uses, I'm sticking with my theory...

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