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sasha013

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Posts posted by sasha013


  1. 14 hours ago, Tankbuster said:

    Not even close to Mercury and Bowie. A talented musician, yes, but let's not get carried away with ourselves here.

     

    To be honest, I was pretty shocked and a little upset when I wrote this, so maybe I did exagerate my viewpoint a bit. Understand though, Soundgarden was my childhood. No band/music, no singer, no lyrics struck me like they did, like he did in fact, so for me he's still one of the greats, but that's more of a personal view. 

    • Like 1

  2. I can't believe it, the voice behind Soundgarden, Black Hole Sun, what a shock. 52 years of age too, so young. 

     

    Anyone like myself who grew up in the Grunge age will feel this like I do... 

    • Like 3

  3. Great DLC, enjoying it! 

     

    As far as the animation in climbing in/out aircraft (or any vehicle for the matter), is there any way to disable the possibility to move the head (with the mouse) during its process? Kind of looks weird always looking at the cockpit while you climb down. It's not as important as it's silly to look at. 

     

    Also, this is not a defect/error or anything, but extra carrier sounds (like during the CAT shot, for instance) would be nice.. 


  4. Maybe this DLC would see the return of A2's High Command? 

     

    Mind you, there is already Zeus for that, but a strategic element during gameplay that allows you to control multiple assets, maybe even engaging commands like 'clear building', 'hold the line', 'extract' etc. 

     

    Maybe this DLC would see the birth of, finally, a better comms system? I keep wishing that... 

    • Like 1

  5. On 2017-4-26 at 0:03 PM, teabagginpeople said:

    Orange for me would be medic system overhaul that has been asked for. Basically CSAR. some new assets like a heli ,   jeep, truck, behind the paywall. 

     

     

    Oh, would be nice if BI added their own interpretation of 160th SOAR units. Modified Ghosthawk and Pawnee versions, new equipment, fatigues etc. 

     

    Still, judging from Crowe's quote regarding this DLC, that's unlikely. 

     

    So far the best guesses are either a new Medic System or a new Peacekeeping Faction. 


  6. On 2016-11-1 at 11:12 PM, cas said:

    A better close combat AI and user interface are the most important things.

    SWAT 4 or rainbow six series could be an inspiration.

     

    If you could make advanced waypoints in the game (like in the editor) that would be great.

    You could make a team enter a building simultaneously from different directions when a "go" code is given.

     

    at least we should have these commands:

    -breach room

    -clear room

    -frag room

    -restrain

     

    Flashbangs / teargas and shotguns would be nice as well.

     

    What you said would be a dream come true. CQB/CQC for SP still lacks severely in Arma 3, but this is probably due to the large-scale maps which, compared to the small ones in R6 or SWAT4, must be much more of a challenge. 

     

    I imagine that, not only the AI would need to be improved, but you have to redo the whole comms system from scratch and invent some sort of cover system, which would probably mean coding the entire maps for it to work (not to mention keeping it realistic). 

     

    Although for the cover system, I did think of an alternative where BI would adopt a similar system they did with weapon resting released with Marskman DLC: I remember reading/hearing one of the programmers saying that instead of altering all the maps for weapon rest to work, a code was invented instead to make it just as effective. Maybe this similar system for cover could be adopted? Who knows. 

     

    By the way, I realise this in an old quote and if this has been discussed before, apologies in advance. 


  7. 5 hours ago, belbo said:

    The fn_undercover.sqf function can be quite easily rewritten to include while-loops instead of cba-evhs and the wonderful cba_fnc_waitUntilAndExecute.

    The CBA functions reduce the performance cost of such a script enormously, but they're technically not needed.

     

    Could you give me more details on how to go about it? Not asking you to rewrite the whole script, just an example maybe, to point me in the right direction. 

     

    I'm new in the scripting world and would appreciate the help! 


  8. 11 hours ago, belbo said:

    Try this script I made a while ago. It offers additional functionalities und basically just checks for the uniform (given that the colour of your smoke grenades shouldn't really matter in terms of your undercover status).

    https://github.com/Pergor/ADV_MissionTemplate/blob/master/public/fn_undercover.sqf

     

    #edit: Oh, I see right now that I've added additional functions to this script that aren't included. That's a bit lame, i'll try to rectify that.

     

    #edit2: There: https://github.com/Pergor/ADV_MissionTemplate/tree/master/public/undercover

    Just place the undercover-folder in your mission and call it via init.sqf:

    [player] call compile preprocessFileLineNumbers "undercover\fn_undercover.sqf";

     

    CBA is needed for that to work though.

     

    Thanks a lot mate, appreciate the feedback. I will give this a go tonight as I'm at work right now.

     

    I confess I would've preferred a Vanilla script but I'll gladly try it out. 


  9. Hi,

     

    is there any way to trigger 'setCaptive true' only if certain conditions are met? Basically I want it to trigger it 'True' ONLY if the player is disguised as a CSAT helicopter pilot, wearing:

     

    Quote

    this forceAddUniform "U_O_PilotCoveralls";
    this addItemToUniform "FirstAidKit";
    this addItemToUniform "SmokeShellRed";
    this addItemToUniform "SmokeShellOrange";
    this addItemToUniform "SmokeShellYellow";
    this addBackpack "B_Parachute";
    this addHeadgear "H_PilotHelmetHeli_O";
    this addGoggles "G_Balaclava_TI_blk_F";
    this linkItem "ItemMap";
    this linkItem "ItemCompass";
    this linkItem "ItemWatch";
    this linkItem "ItemRadio";

     

    I have been reading methods via this post but any further help would be welcome. Thanks! 

     


  10. 11 hours ago, HeroesandvillainsOS said:

    Unpopular opinion, I know, but I'd love on-screen UI options, mainly because then it would be 100% possible to get full controller support. 

     

    For instance, take Ghost Recon Wildlands. Lots of buttons do multiple things, but the more intricate stuff is relegated to on-screen clickable UI menus and I think it could be done in Arma.

     

    I realize demand isn't there currently. But now with more powerful consoles, I imagine supporting XBox/PlayStation could be a big financial boon.

     

    I'm genuinely surprised BI never took the initiative to improve their communications options from the (still) current A2 form. After all, they did specify (especially during the Alpha phase) that infantry gameplay was of most importance to them in development, so surely this has much to do with it as everything else? 

     

    Maybe they did try and were unsuccessful in developing a suitable replacement? 

     

    I still hope for a platform update that sees a better system, but I feel realistically that, seeing the size of it, if it's not mentioned in the recent Roadmap then it's unlikely to happen.  


  11. 8 minutes ago, joostsidy said:

    Aren't there already a whole bunch of different movement speeds: sprint, run, tactical run, crouched run, walking, fast crawl, crawl? How would more speeds improve stealth game?

     

    If you have control over your speed via a scroll you won't need specific pre-programmed movements. You can reach a target with a pace that's less time-consuming yet doesn't give your position away, just like in real life. Also it would exploit the fatigue system better in the game, as you can control your unit's movement without the need to stop every few seconds. 

     

    They could even programme it that upon scrolling to a certain speed, units won't be able to lift their weapons (and vice-versa). No key strokes, just one scroll that makes all the difference. 

     

    Current walking/running speeds, as well as the tactical run, have too much difference between them which kind of kills immersion. They're brilliant, don't get me wrong, and far more effective than 99% of other shooters out there (yes I know ArmA 3 is not, it's for comparison sake), but I believe this method, as well as an effective cover system, would really make a killing game experience. 

    • Like 1

  12. Judging from this block by Ivan Buchta from Project Argo, it looks like they're sticking to a more southern European look, much like Altis and Stratis, with extra bits like a Vineyard and a Fjord. I must say I'm not too surprised, considering this was mentioned in the 2017 Roadmap, but deep down I did kind of wished they'd approach the classic OFP northern look instead. 

     

    Hence the purpose of my question: by knowing its position I would've got a clearer idea where BI were going with the remastered map (which I'm still looking very forward to!) 

     

    Still, judging by those photos, it is shaping up to be a lovely island. 

    • Like 2
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