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vegeta897

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Posts posted by vegeta897


  1. First of all, great work on the UI. You should work for BIS.

    Second, entertaining video.

    Third, I'm wondering if you've considered adding a button to the UI that does what the old version did automatically. While it's cool that repacking is a manual process with a nice UI, I can see people not wanting to worry about the specifics, and just consolidating their ammo into as few mags as possible. Obviously this wouldn't take care of things like switching rounds to another magazine type, but that's a special case.


  2. I haven't seen anywhere that the island is mostly abandoned, theoretically it's a Malta like little country in crisis with some clashes guerrilla vs army.

    I'm referring to the fact that there are not random pedestrians and vehicle traffic occupying the cities. People are not living inside of the houses.

    Mission makers can add some of this in some small scale, but it's not anything close to what you'd see if you were to visit Altis (Limnos) right now in real life. So, we're kind of stuck with the 'abandoned' or 'vacated' setting.


  3. What new setting could a mission maker actually convey if there were no destroyed cars? You can't convey a non-war-torn island because the island is still going to be vastly unpopulated, no matter how many civvie AIs you put in. I'm not sure a mission maker can really do much to get away from the fact that the island has been abandoned for the most part. Hence, abandoned vehicles.

    And removing details like this just so mission makers can put them in where they want is silly. What about missions that take place in dynamic locations? Does the mission maker have to scour 270km of terrain to add in vehicles?

    The best compromise I can see here would take some work by the devs but it would be quite neat: Have island 'flavors' or 'flags' that are island-specific and selectable in the editor. These 'branches' would be stored on every Arma 3 owner's machine, and are simply selected by the mission editor. I'm actually a little surprised that something like this hasn't been implemented yet. Island-specific parameters that change some simple things, to save mission editors tons of work and open up the variety.


  4. I have also tried launching it in steam using

    I don't know about six launcher but that mod line is not correct. Have you read the how-to?

    I launch AiA using "Launch All in Arma - Manual.bat", which I found to be the easiest way: https://dev-heaven.net/projects/all-in-arma/files

    All you have to do is open that up in notepad and edit the game paths of the games you own to point to the right places. Leave the paths of the games you don't own untouched. They will be ignored.

    There's also a spot for you to put in your custom mods to run along with AiA.

    Don't touch anything else in the file, and just run it to play.


  5. Ok, is anyone else using AiA with JSRS?

    I just played Arma 2 with JSRS to compare, and there is definitely something wrong with the sonic cracks when playing A3 with AiA. Every sonic crack is incredibly loud, way louder than they are in Arma 2 with JSRS. If you're standing near someone with a AR, or being shot at by an AR, it's deafening. Just a constant stream of cracks at full volume. It's not so deafening in Arma 2. What can be done to fix this?

    Edit: I realize I can remove the sonic crack pbos, but I'd rather have them, just configured properly.


  6. Thanks. The only problem I'm having with it is the movement sounds seem different than what I remember (in arma 2 jsrs). I can only seem to hear a very light jingling sound when I move, instead of footsteps and whatnot. Is this normal?

    edit: Hmm, after more testing it seems like it really only sounds odd in Takistan. Most surfaces seem to have like a "running on grass" sound, and it sounds so light and high on the spectrum.


  7. Live floor camera guy on Gamespot is currently checking out the Bohemia booth: http://www.gamespot.com/e3/livecam-tour-day-2/

    Edit: And now he's moved on. Showed DayZ, Arma 3 (talking with Jay), and an in-depth look at Take On Mars. Also said hi to Rocket before he left.

    You can watch a replay of the footage right now by going to that page and clicking/dragging on the orange bar.

    Timestamps provided by TonyGrunt, thank you Tony

    15:30 BI Booth

    19:00 DayZ

    28:00 ArmA 3 (and beers)

    52:00 Take on Mars


  8. Tried it out with a few friends.

    It's good, but we need more options for location and arena size.

    I bring up size only because it often takes a while for people to run into each other when there aren't many people left. One way to get around this is if there were some ways of learning the rough location, or previous location, of enemies, which would both discourage camping and increase the chances of finding people.


  9. That position is not meant for rolling out of a corner. Look where your gun is when you go into it. It puts the gun flat to the ground. It's for shooting under very shallow gaps. You could not possibly fit your head down there to aim, that's why going into ironsights is disabled, and why you can't aim it up and down. You could also not properly hold the weapon right-handed if you did it on the left.

    Use roll to roll out of cover when prone. Ctrl S is not meant for that. That's why it's bound to Ctrl S. It puts the weapon in a lower position than prone. It's about lowering the weapon, not moving to the sides. The fact that your body rolls to the right a bit is just circumstantial; it's the most natural position to be in for using the gun in that way. Don't let that confuse you.


  10. Be ready to pay a lot of place for that, unless you are going to film ~15m...

    Unless you convert it to .wmv

    We're not talking about video recording. Anyone can already do that. How do you think all the videos of every arma game are on Youtube?

    We're talking about recording all the events in the game, so that it can be recreated later and viewed from any perspective or graphical settings.


  11. Are you sure about this? I mean, it comes out in different times of the day for people in different time zones however it will comes out at the same time, for all the people so that means the time on the count down should be same whatever timezone you are in. well, correct me if I'm missing something :)

    It is the same for everyone in any timezone. But the script used to calculate the remaining time needs to compare the target time to something, and that's your computer's time. So if you manipulate your computer time to an inaccurate number, the timer will reflect that.

    The countdown timer doesn't work, it just checks your computers local time:

    http://koti.mbnet.fi/aop13/bis_noobs.png (635 kB)

    Explain to me how referencing the computer's local time means it "doesn't work"? Why would they waste resources by having some sort of AJAX script that had to ask the server what the real time remaining was, when it can just rely on comparing the computer's time with the target time? This can only be "broken" by people purposely messing up their computer's local time. I fail to see what's wrong with that.

    Your file name is the pot calling the kettle black :)

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