victim913
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Everything posted by victim913
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One shot one kill for the smaller armored vehicles. Here's what I did: Using the really ugly LAV looking blue apc, I fired one shot from the anti personnel cannon and blew up a "Stryder". Another time, one shot took out it's wheels and made it useless, then 30 seconds later it blew up. Using the more explosive round did similar. Yet a little bird required more than 3 shots to blow up. That vehicle could also use a sight adjustment function. anything under 200 yards meant crosshairs were useless. Usually mg's one those vehicles are like that but the main gun is pretty accurate. And I would recommend the vehicles to carry more of the equipment that soldiers are not armed with. Like chemlights and other things like that. Since most soldiers don't carry those things, they would be useful when they come across a need for them. Just get back to vehicle and get what you need. Like different explosives.. I won't get into how little ammo soldiers carry.
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3D scopes have a fatal flaw (dev build)
victim913 replied to rasdenfasden's topic in ARMA 3 - GENERAL
I did update to beta that's why I want to know which scopes are the ones they mean. But I think I know what you mean. I guess I didn't pay much attention to the scopes. They look the same as the CQC sights right? The difference being that they magnify? Like the BF2 I used to play. -
I know they already carry stuff. I just wanted them to carry a few more items that it's infantry doesn't. Like a stryker squad. The vehicle supports the infantry. They get out and take care of business. Then they come across a dug in enemy they can't get to. So they go to the stryker and pull out an AT weapon to destroy the dug in enemy. Here in Arma, You might be in a stryder and you get to an area where a truck blocks the road. The stryder should have a couple explosives on board to take it out. Or it could be night time and you need to signal someone because your stryder broke down. Smoke won't help. So they go inside and pull out some chem lights. None of the squad is carrying them, so the vehicle should.
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3D scopes have a fatal flaw (dev build)
victim913 replied to rasdenfasden's topic in ARMA 3 - GENERAL
What weapon has a 3d scope? I want to see what it looks like. -
They can always work a better animation system. It sucks because if I'm in an "adjusted" pose, switching weapons, ESPECIALLY anti armor weapons, your soldier has to move back to one of the main 3 stances. I was in a low kneeling position once and when I switched to AT, I stood all the way up for the entire animation phase and was killed before I could get back to knee. They need a system that uses fewer body parts. like only animate the arm movements. If I was in a fire fight and had to run, I would damn sure be firing at the same time. The WORST is the hand signals. They kill you everytime. Being a squad leader, an enemy popped up in front of me while I kept pushing the fire button my stupid leader felt it was more important to make hand signals for my squad. Needless to say I died. But not until the animation was finished. :)
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You are right. I only had cba on with one addon and I couldn't revert. When I just used the beta, the second boat disappeared.
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I guess this goes here. Has anyone else played the night showcase and found that there is another boat on top of yours at the beginning of the mission? Somehow bi put 2 of me in the same spot and the only way to see where you're going is to switch to 3rd person. Instead of disrupting each other, they just drive on inside each other. Also OPFOR sub uses Blufor divers. Is there ever going to be a purpose for the opfor "glasses". I thought they were going to have some cool futuristic purpose with info on the glasses. But they serve no purpose. Just retarded sunglasses. And now to make worse the "recon" opfor only have them on one side, making the really stupid. If anything shouldn't they be opposite? THe recon with both sides and main infantry with only one? And with no camo pattern, they just look weird. The worst part of all is the blue backpacks. They looked really bad on the urban units and really really bad on recon. You might as well paint your helmet bright orange and say look at me. Blue camo in a brown and green environment. Why couldn't they make it gray with some blue like the the urban camo? It's just a misquided attempt at bi trying to satisfy the communities ridiculous love affair with mismatching parts of uniforms. I don't mean to complain, but with the effort bi has put into this, they seem to just throw in weird stuff just to keep it all from being so generic. They mix things up just because. They made giant luxury vehicles with too much space, where one person gets a roomy cockpit to drive with only few soldiers inside. An Ifrit is the size of a bus and carries 5 people, a bmp2 is half the height and 1/3 of an ifirit and fits a whole squad. The future is comfortable.
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I've been playing around with how the island looks at different times of day and noticed that the clock is usually wrong. Now maybe someone can disprove me or maybe there is something I don't know. And I know it's gotten better as the alpha progresses, but there are too many times where it's dark when it should be light and light when it should be dark. And the insane orange. The island is supposed to be near Greece somewhere. That is roughly the same as where I am in the U.S. 7 am in January isn't dark but in the game it is. I don't care what month it is (in that relative position on the earth), but 7 am will never require night vision goggles. An hour after that the sky turns pink. And one thing that drives me insane is the over use of the orangeness from the sun. In January it's orange all day long. The orange only happens near sunrise and sunset and it's for a very short time. In fact most of the time the orange comes from the sun reflecting on clouds and the time of year. Some months it never gets orange. But then again the sky is never that blue nor the ocean that blue. Maybe i'm just crazy but I think bi is losing a lot of it's realism in order to make the game prettier. I miss the OA days where I can fight at twilight without everything being orange. Or fight my way through the night until morning without the orange. I already put up with the blue fog I don't need stars and night vision during day times and Orange most of the winter and fall most of the day and orange EVERY SINGLE sunrise and sunset. I'll leave out the part about changing the cloud quality to disabled when overcast will change day to night. Maybe others have been as irritated by these things as me. Probably not. But thanks for reading.
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
victim913 replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Here's a dumb question. What is A1 and A2 models? And what does that mean for playing ALPHA without disabling A3 content? Thanks for not killing me. And PLEASE, include a readme. You have all instructions here. Not everyone can always go online. And it's nice to have instructions come with the actual addons so that I can set it up whenever I have time not whenever i'm online.. Well at least a read me that we don't have to unpbo something to find. Thanks. I really appreciate the work. -
Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
victim913 replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
If it helps with the errors here is what rpt says: Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.type'. Warning Message: '/' is not a value Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.style'. Warning Message: '/' is not a value Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.colorBackground'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.colorText'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.font'. Warning Message: '/' is not a value Warning Message: Custom font is not present, it was replaced by Arma3 default font. Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.sizeEx'. Warning Message: '/' is not a value Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.type'. Warning Message: '/' is not a value Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.style'. Warning Message: '/' is not a value Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.colorBackground'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.colorText'. Warning Message: Size: '/' not an array Warning Message: Size: '/' not an array Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.font'. Warning Message: '/' is not a value Warning Message: No entry 'config.bin/RscTitles/SplashFromz/Picture.sizeEx'. Warning Message: '/' is not a value I have too many addons to name. Especially since most find it impossible to include a readme or name their pbo's with something that describes what they are. But I did try to unpbo the 3 that you have to see if I could find any conflicts, but the "enc" pbo won't create a folder. it says illegal folder, rather than any header issues like protected ones. -
This looks really great. I keep a look out for ships all the time and these aren't just ships. The quality and ability of them surpass most ocean vehicles. I can't wait to use them. If you need a tester I would love to help.
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Make units join group leader.
victim913 replied to frankiie's topic in ARMA 3 - MISSION EDITING & SCRIPTING
This is how I do it. First put this in your group leader (your own) init. grp_ALPHA = group this; THIS setGroupId ["ALPHA SQUAD"]; The first part names your group to the game. the second will name your whole team with team name. Like in the team switch. Both are useful for group joining at different times. Now on your trigger you can figure out which suits you best. [_unitOne, _unitTwo] join (group player); this one I use a lot. It's quick and easy. It will make anyone join the group the player is in. But I think it makes you the leader even if you have a leader. I usually use it on a radio command so I am already leader. But for single player who use team switch a lot. As the game winds down it helps clean up any squads with one or two units into bigger squads. [_unitOne, _unitTwo] join grp_ALPHA; It lets them join whichever group you want regardless of you. -
Make OPFOR Heli destroy Radar tower?
victim913 replied to WarfighterOne's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I've tried doing things like this before. It should be as easy as sticking a "destroy" waypoint on top of it. The only thing that I have figured out was to put a laser on it. In the editor in OA there was a "lasertarget" which was just the laser from the laser pointer. But I think it was a blufor laser but I think it worked for both. If the laser isn't in arma3 you can easily get it from OA and put it in. And when building is destroyed to your liking you can figure out a way to delete it with a trigger. -
How to disabling squad leader spot function
victim913 replied to mariodu62's topic in ARMA 3 - MISSION EDITING & SCRIPTING
It's not a cheat at all. It's an estimation and is not at all accurate. When target gets assigned, the red box shows where he thinks it is. For example, if an enemy is walking and he walks behind a wall,, the red box will continue moving along the wall, but the enemy could stop or change directions and the box will continue it's original course. But once you or your leader see's that he is not there or that he is somewhere else then the box will change to his new VISIBLE location. There are other things to account for too. They can't program every type of orders or senetences. So that red box makes up for talking. He can't tell you every change the enemy makes. So that red box can represent communication that is missing from the game. For example. He calls out an enemy like in real life, no red box. Then you ask him where, or which direction he's going, maybe your leader tells you that he saw the enemy go prone, or walk behind a wall. That red box moving down the wall when you can't see him basically represents him telling you to expect him to come around the other side of the wall. You can also get assigned phantom enemies hundreds of meters away from the fight. Those are the bad commands that need fixed. But the bottom line; The red target box represents communication and peripheral vision that is not possible with the game. Similar to enabling crosshairs. Some guns have a huge crosshair because it's more of an estimation of real life responses that the game can't reproduce. And the AI are bound by this also. Try switching to them. Once they start shooting at you, hide and or move somewhere else, then switch to one of the enemy guys trying to kill you. You will see that red box where they think you are or where they last saw you. But now that I bored you, I don't know how to disable that stuff. Maybe try disabling some hud info. Or see if it happens at the extreme most difficulty. If it's gone, then look at whats disabled and try those options. I hope that helped -
How to use the Strategic Map function.
victim913 replied to sgt_Savage2003's topic in ARMA 3 - MISSION EDITING & SCRIPTING
There is a "strategic reference layer" but I think that is different and i'm not sure if it's in the alpha or if it's something I brought from OA. What function did it have? What did it do? (for those of us who didn't see it). Maybe I would recognize it. -
Make sure you go to game options and select "super ai". Without it, they can be 100 meters away walking straight toward you and nothing happens. they don't see you. SuperAI sounds like what you are looking for. Hell, if I get seen by 1 AI, then other AI in other groups even, start hunting me down. The new AI are blood thirsty killers.
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I just noticed this new waypoint option. It is the last option. "Loiter" I'm wondering if anyone knows any specifics about it.
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New waypoint "Loiter"
victim913 replied to victim913's topic in ARMA 3 - MISSION EDITING & SCRIPTING
What exactly is that bi simulations you refer to? I've seen it referenced before but it says nothing about arma but it is. -
New waypoint "Loiter"
victim913 replied to victim913's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I think he was right about helicopters. I set one as loiter and it circled around instead of hover. It did nothing for infantry -
New waypoint "Loiter"
victim913 replied to victim913's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Is that a question or statement? Or guess? -
I tried searching but there are a lot of editor questions bogging down my search. What are the controls for the 3D editor? W seems to move UP and FORWARD at same time S seems to move DOWN and BACK at same time. A and D side to side How can I move ONLY forward without going up? Also the reverse and for down. --I know the mouse scroll goes up and down but it is really slow process It's driving me crazy. Every time I try to get to a specifc spot I have to use pretty much everything and it takes along time to get in right spot. Thanks for any help.
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I've been using these new modules and one thing I've noticed is that the axis numbers do not reflect the actual boundries. Take the "Sites" module. I set up an observation post and I create a useless trigger right next to it. I use the circle that the trigger shows as guide. I set the trigger so that it covers the whole base/area I want module to cover. It ends up being 40 by 40. So I set the module to that. But when I get in the game, I find units in buildings a good ways away from the 40 boundry. The markers are similar. If I create a marker with 40, it can take up the entire map. So I propose that bi make visible boundries with the modules so that we can actually see the are the module covers. Does anyone else have any issues with that? Thanks
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Modules need visible boundries
victim913 replied to victim913's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're right about the marker. I was looking at the marker icon. I did not see that the elliptical option was there. But I set a trigger to 40 and it covered only the base. However, when I set the module to 40, I get units that go as far out as 250. So, again, we need something to show actual size, or fix it to be meters just like marker and trigger and everything else. -
Since you brought up the modules I decided to check. I put an "object modifier" module called open/close object and set it for 500 and it opened all those doors but you still did not have an option to close them. So for right now it either all open or all close.
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I've asked this in development thread but get no response. EVer since about 2 weeks ago, Every Cargo building lost their ability to open doors. The guard tower kind have all their windows locked shut too. I'm trying to find out if this happened to anyone else, maybe an addon did it, or maybe their is a module for it. Anyone help? Thanks