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JojoTheSlayer

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Everything posted by JojoTheSlayer

  1. JojoTheSlayer

    RPG Effectiveness

    A RPG or a AT4 would murder a Hunter or a Ifrit. In A3A the weapon is a RPG-42 or something with lock on guided missiles. With a missile I would argue it would at least have a tandem HEAT with 1m steel penetration. It would probably have gone through both sides of a Hunter... and blown the occupants out the back so to speak. Having multiple HEAT hits to disable the vehicle just isnt realistic. Yes, a vehicle might be salvageable after a hit, but the crew would most likely not. Here is a RPG-29 hitting a tank. Gib a tank. REMOVED
  2. JojoTheSlayer

    Suggestion: Tactical Swim

    If people have not noticed. If you swim close to the ocean floor your stop and aim down sights character animations will change slightly. Images (Steam source): 3rd person ocean floor stop view. Fps view. (Its not a UW weapon I know :rolleyes: ) Suggestion: Why not make the tactical walk key [hold or toggle] function with this animation set? If you are in "tactical swim" you swim slightly slower with your view like the -Fps view-, but you also stop in the -3rd person ocean floor stop view- regardless of your depth underwater. Thoughts?
  3. Just messing about with TrackIR and I figured a good addition in A3 would be to have a TrackIR Y axis added (Image: Y Up and Down. 5th from the left). The game already have stance changes so why not? (A) How it could work is that within the normal stance up and down change you could have a dynamic TrackIR function where you on some of the stances could do a gradual "lean" between the stance you are currently in and the ones next in line up and down. You would still need to use stance pluss wasd to actually go to the next stance though. Example: If you are in the crouch low (the one over sitting) you could move your head dynamically directly up to gradually get closer to the next stance up, but not beyond it. If you are in prone you could move your head down to switch to the low stance. Re center your head to move it back to prone. If you are standing with a little back arch you could move your head up to peak over the "wall" and snap back down. (B) Or there could be a TrackIR head movement [laymen described] linked to a smaller animation in the knees to raise the model just a bit up and down without looking silly. Depending on the stance you could dynamically move your view slightly up or down. Exceptions would probably be sitting where it wouldnt be possible and maybe prone where you would snap between prone and low prone while up would to sitting would not function etc. Thoughts?
  4. No, I assume. They have said Alpha is infantry focused. They wont implement controls etc on helis before beta etc... That indirectly pretty much sounds like a no.
  5. I agree. Even if they dont change it to much they should really make force scoop off as default similar to ACE. Two things I would not want though is scifi zoom on normal binos or making them to easy to use. They are usually quilt unwieldy in the field because you have so many things hanging on you if you are a front line soldier. Vest, 3-4 AT single use launchers, main weapon, radio, binos etc. When I was in the forces I usually had my binos hanging on the side under my left shoulder. That way if I threw myself to the ground I would not risk damaging the optics. The down side was that I had to move my weapon a bit to the right to pull out the bions when I was using them while prone etc.
  6. Posted this org a bit out of full context as a reply post in another thread, but I want it to get a bit more focus. The current AI command system is functional and can do allot of things. Its actually perfectly built for making voice profiles for example, which BF type systems etc are not. That said I am not against having a additional system to make commanding easier to "laymen". That said the current system has issues which I think could be partially solved by updating the current one with smaller tweaks... AutoDanger indirect solution [Menu 2]: Its seems to be linked to some extent to the target list [Menu 2]. If there is nothing in the list the "clear" usually comes just after the list is cleared. I would love to have a [Menu 2] command to "Clear list". For example [All-2-0-1 (To have the clear order on the first next page so you dont trigger it by accident)] Forcing AI to forget about what they know and at the same time pull them out of auto danger until the enemy that maybe ran away shows up again. Why this isnt already in Arma series is beyond me. Autodanager and the common thing that enemy AI gets away is the main reason commanding AI infantry on missions for many is more a pain than enjoyment. Its also very unrealistic when they walk around in auto danger because a fleeing AI is 1km away over a hill! More All-Action commands [Menu 6]: There are several actions you would want your AI squad to do after a contact that you currently are FORCED to do one at the time! It would make much more sense to have: All-Self heal [All-6-1] (If they can of course. Otherwise those that could not could just say negative or something) All-Reload weapon [All-6-2] All-Switch to AT weapon If you have it. [All-6-3] All-Rearm at nearest crate, body etc. [All-6-4] (If there is no ammo for current weapon in X radius just grab a main enemy weapon nearby.) More sensible single unit action choices [Menu 6]: If you want a AI to reload,but he also has pickup weapon choices. There are loads of weapon choices before reload choice. The only one that is very good is the heal option. Its always number 1 on the medic if people are injured. It would be great if more "common sense / most likely" where nr 1 choices depending on the soldier. Example: Soldier-6-1 = Reload Medic-6-1 = Heal soldier or similar. (If someone needs it otherwise reload) Repair-6-1 = Fix that truck. (If someone needs it otherwise reload) Another thing that would be welcome is a Medic-6-2 = Heal ALL injured team members. The point of making them be specific and not random is to enable people to remember key press patterns, people like me to make voice profiles for them or people using script programs like AutoHotkey to ease commanding.
  7. JojoTheSlayer

    The Grenade Thread

    What grenades REALLY need is something to slow their use down. I would actually want a "charge up time". On easier difficulties it could be a physical thing on the hud. Basically just a bar that started to fill up once you pressed and hold G. When it hit 100%, thats when you lobbed the grenade, but if you stopped before getting to that point you would have no penalty because the animation only happen at 100%. Right now its just way to easy to grenade spam because its so fast its like you have a shoulder mounted 40mm.
  8. JojoTheSlayer

    Question on TrackIR & Infantry

    Since I use TrackIR ingame both for flight, vehicles and infantry I only have up/down, left/right and a bigger deadzone enabled. While all the other movements are great in a helicopter or a jet I find them akward and less effective than key controls in the other two roles. Specially for infantry I find having a deadzone, a zone where micro movements from my head is not noticed by TrackIR, paramount to enable me to use it even in PvP battles because i still have the "snap" to normal view when shooting forward. So, in that context, other than for flight, which it already has because of ToH. I dont really see a point to add more functionality to infantry at least.
  9. JojoTheSlayer

    Trying new control schemes

    Maybe I wasnt clear but Before :: is what you need to press. After :: is the result you want. If you want the output to be ctrl+something you need to have the ^ in the send part. ^A::B Means Pressing ctrl+A will produce B. A:: Send, ^B Means pressing A, alone, will produce ctrl+B ^A:: Send, ^B Means pressing ctrl+A will produce ctrl+B (You need to use Send command with ^ in the output. Just because, I dont know...) That said, I could not get change stance to work. Some times even the best scripts wont work on combination of keys because of how the game works. I would argue it would be better at this stage to created a ticket to allow stand alone bindings for stance up and stance down similar to other controls. :)
  10. JojoTheSlayer

    Ghillie Suits in Arma 3

    Seriously, no one? Okay I will do it then: Bam! Arma 3 is scifi Wookiee school. If you dont like the look...alpha is alpha. LoL Ditto
  11. JojoTheSlayer

    6.5 mm and recoil management in game

    Lets see that guy run 300m and then fire at moving targets etc. In games people tend to forget that you ALWAYS have a perfect firing position. I really see no need to make the guns even easier to operate than current A3 because the end result would not be realistic. The recoil isnt even that bad.
  12. JojoTheSlayer

    Trying new control schemes

    Your script is wrong. Tried a few things, but I couldnt get change stance to work. Usually this dose the trick, but this time it did not. (Adjust stance was changed to h and I tried using another standard key to execute the action, y.) $^WheelDown:: Send, s return $y:: Send, {h down} sleep 500 Send, w sleep 500 Send, {h up} return The part before :: is only what you need to press to produce the script. Of course you need ctrl if you use the ^ before the key. Example: ^q = ctrl+q or ^WheelUp:: If you can get it to work otherwise then you might be close.
  13. JojoTheSlayer

    Trying new control schemes

    You have to make sure the script controls dosent conflict with ingame controls in some way so you trigger both. Mouse wheel works. I use my custom controls with ctrl+mouse wheel up and down for changing range settings on weapons that can.
  14. JojoTheSlayer

    Trying new control schemes

    Here is a 1 button Infantry squad script I use for the common stuff. I use VAC besides this for all the other stuff, but some stuff is said so often I rather use a basic one button setup. You will need to reshape it a bit for your own use. Basically I have spacebar set as command mode. The rest is strait forward and similar can be used for other function to adapt any key combos from the command system. Just make sure that its linked to ingame fps. If they dont trigger right you need to increase sleep time. Example 200 = 200miliSec. The Controls in this scrips is: Page Down: All Attack Target 2. (If there is a enemy there will always be a target 2. When current target 2 is killed, press the button again. Simple.) Ctrl+Page Down: Squad Aggressive mode. (Makes your squad walk 50m in front of you and break formation if needed to attack enemies outside their engagement range.) (It prevents a contact from being "you" getting shot first... Rather a dead AI than a dead player.) Shift+Page Down: Squad Reset. (Tells them to remove any target, disengage and return for formation next to you. A "After contact" quick order.) The idea with this script is: (A) Start. Manually set what you want. I usually do All-3-7 Scan Horizon and 8-7 Formation Line. Inf squad is then ready. (B) Then I press Ctrl+Page Down: Aggressive mode. Engage at will and Advance. Inf run 50 in front or me and keep that setup. © Move into contact and press Page Down. Listen to what my guys says and presses page down when needed until the list is empty, more or less. (D) Reset the squad. Shift+Page Down. If I am in a hurry I go strait away. Otherwise I do B again if I rather want that or if I have the time I heal my guys etc. (AutoDanger goes away usually when the target list is empty for a short while.)
  15. JojoTheSlayer

    Trying new control schemes

    Sure... ; ****************** ; Autohotkey Arma 3. ; ****************** ; Script on/off. $PrintScreen:: Suspend,Toggle SoundPlay, %A_WinDir%\Media\Speech On.wav return ; Hold to kneel. $Rshift:: Send, {x 1} KeyWait Rshift Send, {x 1} return ; Hold to kneel. $x:: Send, {x 1} KeyWait x Send, {x 1} return Two examples with default settings ingame. If you have bound kneeling to another key you must have it as a single key too. For example X. It wont work if you have kneeling rebound to shift for example, but you can still use shift as your press key though. Just add X back to to the Up binding in Infantry movements. Note: (1) $ means it tries to ignore other functions on that key. If $A::B then pressing A will output B, but it will also not trigger what is bound to A ingame. Dosent always work though. Lets say B ingame is jump and A is shoot. Without $ pressing A in A::B would make you in some games jump and shoot... (2) The top part will toggle the script on, green Windows tray icon [H], off ingame with a Windows sound. Very useful! (3) Dont make one file for all your games. Make a Autohotkey file pr game. That way you just launch that file when you want to play that game without having key conflict issues because of other games. They are just small text files anyway. I store them in a Desktop folder myself. :)
  16. If you want them to go slower when advancing just tell them to kneel down. If there are a few things I would want which is totally doable within the current system and would solve several issues its: AutoDanger indirect solution [Menu 2]: Its seems to be linked to some extent to the target list [Menu 2]. If there is nothing in the list the "clear" usually comes just after the list is cleared. I would love to have a [Menu 2] command to "Clear list". For example [All-2-0-1 (To have the clear order on the first next page so you dont trigger it by accident)] Forcing AI to forget about what they know and at the same time pull them out of auto danger until the enemy that maybe ran away shows up again. Why this isnt already in Arma series is beyond me. Autodanager and the common thing that enemy AI gets away is the main reason commanding AI infantry on missions for many is more a pain than enjoyment. Its also very unrealistic when they walk around in auto danger because a fleeing AI is 1km away over a hill! More All-Action commands [Menu 6]: There are several actions you would want your AI squad to do after a contact that you currently are FORCED to do one at the time! It would make much more sense to have: All-Self heal [All-6-1] (If they can of course. Otherwise those that could not could just say negative or something) All-Reload weapon [All-6-2] All-Switch to AT weapon If you have it. [All-6-3] All-Rearm at nearest crate, body etc. [All-6-4] (If there is no ammo for current weapon in X radius just grab a main enemy weapon nearby.) More sensible single unit action choices [Menu 6]: If you want a AI to reload,but he also has pickup weapon choices. There are loads of weapon choices before reload choice. The only one that is very good is the heal option. Its always number 1 on the medic if people are injured. It would be great if more "common sense / most likely" where nr 1 choices depending on the soldier. Example: Soldier-6-1 = Reload Medic-6-1 = Heal soldier or similar. (If someone needs it otherwise reload) Repair-6-1 = Fix that truck. (If someone needs it otherwise reload) Another thing that would be welcome is a Medic-6-2 = Heal ALL injured team members. The point of making them be specific and not random is to enable people to remember key press patterns, people like me to make voice profiles for them or people using script programs like AutoHotkey to ease commanding.
  17. JojoTheSlayer

    RPG Effectiveness

    No way the armor on the current Alpha cars would survive a hit from a RPG made to take out tanks. If the shape charge penetrates into a enclose air pocket you will get a explosion because of super heated air expanding faster than the speed of sound and people would regardless of vehicle damage most probably die from the shock wave itself. (Maybe a slight comfort to those who have lost people in armor seeing them burn up like this T72 or that BMP2 video.) That said if we act like RPGs (HEAT to make it simple) where fired at tanks with more armor one could argue that they could use a similar system to Iron Front, but just make the ingame hits act like AP (as opposed to HEAT "laser" beam penetration) with deflection. Because in IF you can have deflecting shots from weapons that have more power to penetrate its current targets armor. I doubt we will see anything like the IF armor system in A3 though. Btw, anybody else that find the A3A "RPG Missiles" to be kinda oxymoronic? The difference between a rocket and a missile is that a missile is in some way guided after launch while a rocket is not. The R stands for Rocket.
  18. JojoTheSlayer

    Where is the recoil/laser trails?

    Yeah, people seem to think tracers are only used in one way. I am pretty sure Soviets during wwII used green tracers for example and if you pack a belt with only tracers then, yes, it will look like a laser show, but most tracer belts only have like the 5 round be a tracer. Used allot of tracers in the military, but I have not been on the receiving end. However, what we where told was that you can only see a tracer from the side and back because of where the tracer burn is located. With high velocity ammo you would probably not see anything with slower types you might see something like a dot coming at you I presume. I remember a wwII doc where a tank commander said looking at a 88mm shooting at him the warheads looked like a bowling ball coming at you in super speed because the shell speed was rather slow comparably the eye picked it up rather easy. Maybe ask FSP Russia or Mythbusters? :)
  19. JojoTheSlayer

    Trying new control schemes

    Do yourself a favor and save up for a Track IR if you are that keen on it. I find it great to use the Track IR as inf because I can do stuff you otherwise cant. Like going into optics mode and lowering the weapon and looking over it like one dose in real life. For many other keyboard tweaks you can use AutoHotKey. The hold and release for kneeling for example is fully possible. You just make a button scrip that presses the toggle key once when you press it down and once again when you release it. Ingame it will be like a press and release. I use it for loads of stuff for example: Ctrl+arrow stance, ctrl+del binos, ctrl+end night vision, ctrl+mousewheel range up down etc... You can go beyond the limits of any game with AutoHotkey key bindings.
  20. I dont know about you guys, but to me apart from the look. The helis in A3 are the most arcadish they have been in the Arma series. General issue seen so far: - Helicopters feel weightless or light. - Magnetic landing. No sliding etc and you can literary land on a hill with no effort because you stick to the ground. - Can take a ton of damage. Land at 30+ speed. No issue, maybe take slight instrument damage. Slam into a wall in some cases and have no issue. Fly down light pools like a tank etc. - Acceleration seems very fast. - Side flying speed that would make the Comanche blush. You can fly around a target in a clock like way shooting at the center at a very high speed. - Rooter blades are modeled if the engine is hit, but not if the rooters go into buildings while flying etc unlike ToH. I hope helicopters will get a focus at some point because they really need it. In the Arma series, apart from TOH of course, I think OA got it better. What do you guys think about the helicopters?
  21. JojoTheSlayer

    Character run speed

    In my view sprinting would be fine if it could only be used for short bursts instead of the marathon sprints.
  22. Yeah, I think the instant "stand" underwater seems unnatural. Its not a vacuum. Moving in fluid is SLOWER than air. Shooting wise I also agree there should be some sort of "tactical swim" mode where you move forward slightly slower or something, but can shoot from "the hip"
  23. I am just wondering if Auto Danger is related to the target list [Menu 2]. They seem to report clear when its empty. If the list has one guy still in it, but no contact for 2-3min they will still stay in auto danger. Once the guy is found and killed the "clear" comes shortly after. If there is some way to just reset the target list [Menu 2] it would help the issue allot and might even make one able to use infantry past the first contact in CTI too. (In CTI you have your squad until they get into contact the first time. Your list fills up with targets that "never" go away and you are stuck with auto danger infantry that takes literary hours to move from town to town even when you spawn replacement for a few, not everyone. Aka, they become useless. Ether they die in first contact or you are forced to kill em off and replace them all to get them out of auto danger because a spotted enemy got away.)
  24. Auto Danger overrides it. The only way I know you can sort of trick the AI to not move from cover to cover is to change formation and then use return to formation. Some times when you do that they will run strait to their formation position regardless of Auto Danger. ------------------------ I too would have like a "Command Only" thing were they only followed orders and ran full sprint to where you wanted them. Dont think its gonna happen though since I would argue it would already be in Arma 2 if they wanted to focus time on it.
  25. Why did you even post in the thread then? Oh yeah, its because you just want to post thinly veiled insults like the "12 year Veteran" thing you comment to another person a moment ago. I am just gonna do myself a favor and just put you on ignore.
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