Grinya
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Rreduce ultimate offroad ability for wheeled vehicles
Grinya replied to Grinya's topic in ARMA 3 - GENERAL
I offer solution looks like in QuickSand Addon for Arma 2. Vehicles should be less powerful when off-road and good enough when on road. Look on discussion in feedback tracker of current ticket. -
Hi. Due most of surfaces in Arma is concrete surface without any natural obstacles on it's need to reduce off-road ability for wheeled vehicles. It's very unrealistic when wheeled vehs travels across hilly, mountain or sand landscape with such high speed and ease. Also wheeled trasport isn't able to climb on slopes like we see in Arma series. It should slip down. I think it's need to hard reduce ability of wheeled vehicles when offroad, and angles of climbing. Wheeled military vehicles uses for fast personal transportation to frontline, especially by roads and light offroad like plains. So it should be hard to use on true offroad like hills, mountains and should be fine only on roads and mostly flat surfaces. Offroad is too hard for wheeled vehicles(see videos) even on dirt tracks, especially on rought surfaces like hills and mountain side! It's know all who use military units. So it's very unrealistic and arcade in Arma when wheeled go on full speed throught hilly terrain. Should be something in Arma to convert current ultimate offroad vehicles to realistic. !!! Military documentation: The Army TWV Strategy http://www.g8.army.mil/pdf/The_Army_TWV_Strategy.pdf [^] quote, page 23: Tactical Wheeled Vehicle (TWV) – Multipurpose or special purpose military wheeled platforms which transport personnel and all classes of supply, to include equipment and dry or liquid cargo. They perform general or specific missions, and support all warfighting functions (Movement and Maneuver, Intelligence, Fires, Sustainment, Command and Control, and Protection). They are specially designed vehicles, or commercial vehicles modified to meet certain military requirements, and are capable of safely operating on primary and secondary roads at highway speeds. They are capable of operating off-road; the degree of off-road mobility varies. !!!!"...and are capable of safely operating on primary and secondary roads at highway speeds. They capable of operating off-road; the degree of off-road mobility varies"!!!!!! is it ultimate off-road ability?! See also QUICKSAND ADDON for Arma 2: http://www.armaholic.com/page.php?id=15012 [^] Military wheeled vehicles while offroad: [^] [^]http://www.youtube.com/watch?v=heICakyN4Wg [^] Support this ticket: http://feedback.arma3.com/view.php?id=9698 Thanks.
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Any number of factions at fly. (feature) What you think?
Grinya replied to Grinya's topic in ARMA 3 - GENERAL
it's necessary to have more than 4 factions. What if i want to build MPMission where should be many groups like clans with individual characteristics and change relations between them!? 4 fixed factions is bad heritage of OFP-Arma 2. Old Armas haven't improved uniform\item system like arma 3 and faction tied with uniforms. Now we not needed fixed factions. We can equip any faction with any stuff and setup who is enemy. It would much greater if we haven't any fixed fatrions and just group any numbers of units in selfmade faction with setup relations with each other factions in array. I don't speak about any number of player factions... -
Interesting command issueing in The Bureau - XCOM
Grinya replied to tortuosit's topic in ARMA 3 - GENERAL
Menu looks good, but too slow. Arma requires high speed menu to be able to manipulate under fire. But Arma need reworked menus anyway... -
Java Support in arma 3 has any one tryed it?
Grinya replied to jamie721's topic in ARMA 3 - QUESTIONS & ANSWERS
Is it implemented already? -
Hello. Should be ability to create any number of factions in addition to basic(west, east, res, civ) on fly. I.e.: _myNewFaction = createFaction "blahblahblah"; _myNewFactionHQ = createCanter _myNewFaction; _myNewFactonGrp = createGroup _myNewFaction; side _myNewFactionGrp; return blahblahblah Support this ticket: http://feedback.arma3.com/view.php?id=11123 Thanks.
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Incorrect distant objects shading (rendering) (check my idea)
Grinya posted a topic in ARMA 3 - GENERAL
Hello. I have idea about incorrect distant objects shading. There is old problem parented from OFP. All distant objects incorrect rendering on ground shadows. This reduces all camouflage features in all OFP-Arma series, which most important in such game. See attachments! Pics from: http://forums.bistudio.com/showthread.php?154482-Forest-ambient-occlusion Problem is in calculation and raytracing, but im offer cheap and easy solution from Cinema industry where i work: - game engine should fix this without expensive raytraced calculation, but with color correction(precisely "Match Grading", see such article in search machine). - when we draw object over something(i.e. ground), we should pick pixel color sample from background(ground) of object and match colors and luminocity of object to that sample. So, we can match luminocity and colors of soldier to ground without shadow calculation on this object. Support this ticket at tracker: http://feedback.arma3.com/view.php?id=11694 Thanks. -
ArmA3 Classnames - no discussions
Grinya replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
west men ["B_Soldier_base_F","B_Soldier_F","B_Soldier_02_f","B_Soldier_03_f","B_Soldier_lite_F","B_Soldier_GL_F","B_soldier_AR_F","B_Soldier_SL_F","B_Soldier_TL_F","B_soldier_M_F","B_soldier_LAT_F","B_medic_F","B_soldier_repair_F","B_soldier_exp_F","B_Helipilot_F","B_Soldier_diver_base_F","B_diver_F","B_diver_TL_F","B_diver_exp_F","B_Soldier_sniper_base_F","B_spotter_F","B_sniper_F","B_RangeMaster_F","B_Soldier_A_F","B_soldier_AT_F","B_soldier_AA_F","B_engineer_F","B_crew_F","B_officer_F","B_Competitor_F","B_Soldier_recon_base","B_recon_F","B_recon_LAT_F","B_recon_exp_F","B_recon_medic_F","B_recon_TL_F","B_recon_M_F","B_recon_JTAC_F","B_Soldier_support_base_F","B_soldier_AAR_F","B_soldier_AAT_F","B_soldier_AAA_F","Underwear_F"] east men ["O_Soldier_base_F","O_Soldier_F","O_Soldier_lite_F","O_Soldier_GL_F","O_Soldier_AR_F","O_Soldier_SL_F","O_Soldier_TL_F","O_soldier_M_F","O_Soldier_LAT_F","O_medic_F","O_soldier_repair_F","O_soldier_exp_F","O_helipilot_F","O_Soldier_diver_base_F","O_diver_F","O_diver_TL_F","O_diver_exp_F","O_Soldier_sniper_base_F","O_spotter_F","O_sniper_F","O_Soldier_A_F","O_Soldier_AT_F","O_Soldier_AA_F","O_engineer_F","O_crew_F","O_officer_F","O_Soldier_recon_base","O_recon_F","O_recon_M_F","O_recon_LAT_F","O_recon_medic_F","O_recon_exp_F","O_recon_JTAC_F","O_recon_TL_F","O_Soldier_support_base_F","O_Soldier_AAR_F","O_Soldier_AAT_F","O_Soldier_AAA_F"] guer men ["I_Soldier_base_F","I_Soldier_02_F","I_soldier_F","I_Soldier_lite_F","I_Soldier_A_F","I_Soldier_GL_F","I_Soldier_AR_F","I_Soldier_SL_F","I_Soldier_TL_F","I_Soldier_M_F","I_Soldier_LAT_F","I_Soldier_AT_F","I_Soldier_AA_F","I_medic_F","I_Soldier_repair_F","I_Soldier_exp_F","I_engineer_F","I_crew_F","I_helipilot_F","I_helicrew_F","I_officer_F","I_Soldier_sniper_base_F","I_Spotter_F","I_Sniper_F","I_Soldier_diver_base_F","I_diver_F","I_diver_exp_F","I_diver_TL_F","I_Soldier_support_base_F","I_Soldier_AAR_F","I_Soldier_AAT_F","I_Soldier_AAA_F"] civ men ["Civilian_F","C_man_1","C_man_1_1_F","C_man_1_2_F","C_man_1_3_F","C_man_polo_1_F","C_man_polo_2_F","C_man_polo_3_F","C_man_polo_4_F","C_man_polo_5_F","C_man_polo_6_F"] west car ["B_MRAP_01_F","B_MRAP_01_gmg_F","B_MRAP_01_hmg_F","B_Quadbike_01_F","B_Truck_01_transport_F","B_Truck_01_covered_F","B_APC_Wheeled_01_base_F","B_APC_Wheeled_01_cannon_F"] east car ["O_MRAP_02_F","O_MRAP_02_hmg_F","O_MRAP_02_gmg_F","O_Quadbike_01_F","O_Truck_02_covered_F","O_Truck_02_transport_F","O_APC_Wheeled_02_base_F","O_APC_Wheeled_02_rcws_F"] guer car ["I_MRAP_03_F","I_MRAP_03_hmg_F","I_MRAP_03_gmg_F","I_Quadbike_01_F","I_Truck_02_covered_F","I_Truck_02_transport_F"] civ car ["C_Offroad_01_F","C_Quadbike_01_F"] west heli ["B_Heli_Light_01_F","B_Heli_Light_01_armed_F","B_Heli_Attack_01_F","B_Heli_Transport_01_F"] east heli ["O_Heli_Light_02_F","O_Heli_Light_02_unarmed_F","O_Heli_Attack_02_F","O_Heli_Attack_02_black_F"] guer heli ["I_Heli_Transport_02_F"] civ heli???? ["Helicopter_Base_F","Helicopter_Base_H","Heli_Light_01_base_F","Heli_Light_01_armed_base_F","Heli_Light_02_base_F","Heli_Attack_01_base_F","Heli_Attack_02_base_F","Heli_Transport_01_base_F","Heli_Transport_02_base_F"] west ship ["B_Boat_Armed_01_minigun_F","B_Boat_Transport_01_F","B_Lifeboat"] east ship ["O_Boat_Armed_01_hmg_F","O_Boat_Transport_01_F","O_Lifeboat"] guer ship ["I_Boat_Armed_01_minigun_F","I_Boat_Transport_01_F"] civ ship ["C_Rubberboat"] -
Problem with positioning objects from nearObjects command
Grinya replied to Grinya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
All is fine! Problem solved! Option "CAN_COLLIDE" is cure. Thank you! -
Problem with positioning objects from nearObjects command
Grinya replied to Grinya's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for help you all! ---------- Post added at 14:03 ---------- Previous post was at 12:50 ---------- Hi again. My mistake that I posted it in Arma 2 thread instead of Arma 3. I've check my script in Arma 2 and it works fine. In Arma 3 i have issue. -
Problem with positioning objects from nearObjects command
Grinya posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hello. I need to make presets of base or farps and place them in mission, so i write script(below) to grab it created in editor, but... I encountered strange problem with command "nearObjects". I've created fortifications in editor grab them with script and after storing objects from "nearObjects" to array can't place them exactly in same position. I don't know what influence to coords, but in result have errors for some objects about 1-3 meters. Some objects placed correctly. but some away from expected coords. Here scritps: private["_position", "_radius", "_objects", "_objectName", "_objectPosition", "_objectDir", "_allObjectsArray"]; sleep 3; _position = position (_this select 0); //position of search _radius = _this select 1; //radius of search _allNames = []; _allPositions = []; _allDirs = []; _allObjectsArray = []; _objects = _position nearObjects _radius; { _objectName = typeOf _x; _objectPosition = position _x; _objectDir = getDir _x; if (count _allObjectsArray <= 0) then { _allObjectsArray = [[_objectName, (_position select 0) - (_objectPosition select 0), (_position select 1) - (_objectPosition select 1), _objectDir]]; } else { _allObjectsArray = _allObjectsArray + [[_objectName, (_position select 0) - (_objectPosition select 0), (_position select 1) - (_objectPosition select 1), _objectDir]]; }; } forEach _objects; copyToClipboard str(_allObjectsArray); Array i have: outPost_Array = [["Land_BagBunker_Small_F",10.6406,5.71436,90],["Land_CncBarrier_F",13.5215,8.11475,98.1759],["Land_HBarrier_5_F",11.0161,13.105,0.0225533],["Land_HBarrier_5_F",12.3872,8.77344,90],["Land_HBarrier_5_F",10.6953,-4.23047,269.71],["Land_CncBarrier_F",13.1416,5.5293,98.1746],["Land_CncBarrier_F",11.9023,-6.06152,90.5662],["Land_CncBarrier_F",11.8682,-8.67627,90.5663],["Land_Razorwire_F",13.3262,-9.70557,90],["Land_Razorwire_F",13.9888,10.8979,90],["Land_Razorwire_F",9.99512,14.8711,0],["Land_HBarrier_5_F",6.98682,-10.2827,179.7],["Land_Razorwire_F",9.45996,-12.8179,359.989],["Land_HBarrier_5_F",5.34082,13.0757,359.999],["Land_HBarrier_5_F",-0.32666,12.9863,0.00858662],["Land_HBarrier_5_F",-5.97949,12.957,0.00429331],["Land_HBarrier_5_F",-11.9272,8.59521,90],["Land_HBarrier_5_F",-11.9492,2.98389,90],["Land_BagBunker_Small_F",-9.83301,-7.00049,269.71],["Land_CncBarrier_F",-12.0684,-6.89697,90.565],["Land_CncBarrier_F",-13.1865,6.57764,90.5664],["Land_CncBarrier_F",-13.2207,3.96289,90.5672],["Land_Razorwire_F",-14.3071,11.897,271.171],["Land_Razorwire_F",1.17676,14.8345,359.91],["Land_Razorwire_F",-7.59668,14.8364,359.914],["Land_HBarrier_5_F",-10.0205,-10.5449,179.579],["Land_HBarrier_5_F",-4.35742,-10.4795,179.693],["Land_HBarrier_5_F",1.30908,-10.3481,179.705],["Land_CncBarrier_F",-12.1025,-9.51172,90.5667],["Land_Razorwire_F",-13.1782,-8.10352,271.167],["Land_Razorwire_F",0.711914,-12.8633,359.997],["Land_Razorwire_F",-8.08496,-12.8647,359.857]]; And builder script: private["_position", "_angle", "_objName", "_objPosX", "_objPosY", "_objDir"]; _position = _this select 0; //position of build _angle = _this select 1; //angle of build _buildingArray = _this select 2; //array containing all parts of construction for "_n" from 0 to (count _buildingArray - 1) do { //main loop _objName = (_buildingArray select _n) select 0; _objPosX = ((_buildingArray select _n) select 1) + (_position select 0); _objPosY = ((_buildingArray select _n) select 2) + (_position select 1); _objDir = (_buildingArray select _n) select 3; _building = createVehicle [_objName, [_objPosX, _objPosY, 0], [], 0, "NONE"]; _building setDir -(_objDir); }; It's happen with objects which looks deformed sizes in editor. I.e. "Land_HBarrier_5_F" Is it bug or coords of objects takes not actualy from engine, but depends on config or something like that?! Any idea how to create presets of objects in editor and place them in mission? Like FARPs, bases. Thanks. -
[ALPHA] ARMA 3 Crate Filler
Grinya replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks! I will pay atantion to your script. But i dont understand why i can't clear whole box with standart commands. I wonder how you goal this with same engine.. I think it's necessary to ask BIS about adding universal command like clearAllItems and clearAllItemsGlobal which clear all stuff from box or something like this. -
[ALPHA] ARMA 3 Crate Filler
Grinya replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I sorry, but i have some problem with strange work of clearItemCargoGlobal command in MP. I do simple and clean. but it isn't work. Can you look at this post to help: Items-and-Cloth-cargo-issue-in-MP(clearItemCargoGlobal) -
Items and Cloth cargo issue in MP (clearItemCargoGlobal)
Grinya posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello. I can't solve problem with items and cloth in MP when try to remove them from ammobox. After adding stuff to crate and remove it from with timer weapons, magazines,grenades,attachments removes fine, but all cloth stuff and items(gmp, medikit and etc) isn't removed and spamming ammoboxes. I use clearItemCargoGlobal command to do that. What wrong with it: script, arma or me? Here script example: Items spamming! private["_crate"]; if (!isServer) exitWith {}; _crate = _this select 0; while {alive _crate} do { clearMagazineCargoGlobal _crate; clearWeaponCargoGlobal _crate; clearItemCargoGlobal _crate; clearBackpackCargoGlobal _crate; ///Attachments/// _crate addItemCargoGlobal ["Zasleh2",5]; _crate addItemCargoGlobal ["muzzle_snds_H", 5]; _crate addItemCargoGlobal ["optic_Holosight", 5]; _crate addItemCargoGlobal ["acc_flashlight", 5]; _crate addItemCargoGlobal ["acc_pointer_IR", 5]; /////Items//// _crate addItemCargoGlobal ["FirstAidKit", 10]; _crate addItemCargoGlobal ["Toolkit", 3]; _crate addItemCargoGlobal ["ItemGPS", 10]; _crate addItemCargoGlobal ["Medikit", 3]; sleep (500+random 100); }; private["_crate"]; if (!isServer) exitWith {}; _crate = _this select 0; while {alive _crate} do { clearMagazineCargoGlobal _crate; clearWeaponCargoGlobal _crate; clearItemCargoGlobal _crate; clearBackpackCargoGlobal _crate; ////Uniforms(working)//// _crate addItemCargoGlobal ["U_BasicBody", 5]; _crate addItemCargoGlobal ["U_B_CombatUniform_mcam", 5]; _crate addItemCargoGlobal ["U_B_CombatUniform_mcam_tshirt", 5]; _crate addItemCargoGlobal ["U_B_CombatUniform_mcam_vest", 5]; _crate addItemCargoGlobal ["U_B_Wetsuit", 5]; ////Vests(working)//// _crate addItemCargoGlobal ["V_Rangemaster_belt", 5]; _crate addItemCargoGlobal ["V_BandollierB_khk", 5]; _crate addItemCargoGlobal ["V_PlateCarrier1_rgr", 5]; _crate addItemCargoGlobal ["V_HarnessOGL_brn", 5]; _crate addItemCargoGlobal ["V_RebreatherB", 5]; ////Helmets(working)//// _crate addItemCargoGlobal ["H_HelmetB", 5]; _crate addItemCargoGlobal ["H_Cap_blu", 5]; ////Backpacks//// _crate addBackpackCargoGlobal ["B_AssaultPack_khk",5]; sleep (500+random 100); }; -
It isn't in-game render! ((