IntruderPL
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Arma 3: Community wishes & ideas- NO DISCUSSION
IntruderPL replied to Maio's topic in ARMA 3 - GENERAL
I've been playing BIS games since OPF. In PAC (Polish Arma Community) we've gathered some major issues that should be fixed. Love Arma but : - it needs to be more fluent in gameplay/movement over beautiful GFX - less "fatal mistake-likely" action menu. Instead of the mouse scroll implement one similar to Arma Project Reality or Battlefield3. In dynamic situations it's too easy to pick "Eject" or "Disembark" instead of "Switch to manual fire" for example. It's often fatal when on a fast moving vehicle - chopper, hummer etc. Menu type might be selectable in game settings. - ability to rotate player inside door-case/tight spaces. Currently it's not possible due to blocking the character by a weapon. If too near to wall/door/obstacle the weapon should be lowered automatically and risen when player moves away from it (if the stance was "weapon raised/ready"). - easier passing over/by smaller obstacles like benches, trash cans, low stone fences - right now a super-hiper pro spec ops soldier has to spent his life in passing those things and in many cases dies due to enemy fire - ability to pass/slide over a objects like civilian car enginehood or bonnet like Arma's skoda, etc. It's bad you have to run around the car to pass it. - maybe for both above issues we need a small jump animation - the one allowing passing small obstacles but preventing from bunny hopping like in some sh***y FPS games (Battlefield, Quake etc) - better simulation of 2 ,4, 6 etc wheel drive vehicles. It must prevent for ex. causing a LAV not being able to pass a small fallen tree. - ability do drag bodies - not only wounded soldiers but dead bodies also (like in Hitman game series). It's sometimes important do drag a body from a line of fire to heal or if it's dead - to use it's inventory - line of fire/line of sight optimisations. Right now lying/crouching behind a small obstacle you fire at it even if you have a clear LOS/LOF not only from your POV but others also see you as clear for shot. - ability to "coock"/prime a hand grenade before you throw it. It doesn't make sense to throw a grenade it it gives your enemy time to run away from it. See America's Army game - it's wonderful there. - shockwave/blast propagation. Right now if you put some objects (example) in a barn and you fire 2-3 satchels the barn goes down after 1 or 2 but the object in it stays untouched. As with all OPF/Arma/Arma2 releases I'm affraid that Arma3 it will need several patches to be fully playable... but we're going for it anyway. Best combat simulator around. -
Andy your examples were really helpfull! There're at least two more solution you're missing and if you'd provide an example how to do that it would be GREAT. We're playing 40 player PvP missions. We want 2 slots of players capable of driving VBIED cars and 2 more capable of on-foot suicide bombing. Those VBIED will have some 3-4 VBIED cars at respawn point. The car needs to blow with GBU/LGB force with following conditions : - the triggerman has to be a driver (or at least in the car) triggering by action like "Detonate the car" - bomb is also triggered when the car is fully destroyed even if it's empty - the only ones who can trigger the bomb by action are players on desired slots (eg. vbied1 and vbied2) And for suicide bomber the conditions are simplier : - a bomber has to have an action to detonate himself (also after every respawn) with a force of one satchel charge - the bomb deactivates after his death - the bomb is not in his inventory Andy, if you could give me a hint/tutorial or a ready example mission I'd be very gratefull and you'll be put in our intro credits on all VirtualBattle2 project battles along with 2 other scripters like TeaCup and Skylight. Thanks in advance and keep up the great work sharing your knowledge.
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Restarting A Module
IntruderPL replied to Smoot178's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks for your reply. I'm completly green with scripts so I don't exactly know what you wrote :)) All the scripts I use in the mission are written by someone else as a template for our MP missions. I can't reach the guy that's why I posted my problem here. We have an Init script in the mission folder but... I'm not sure what it does in details. It has stuff like that : onPlayerConnected " [_id,_name,_uid] execVM ""SERVER\Server_JoinInProgress.sqf"" "; onPlayerDisconnected " [_id,_name,_uid] execVM ""SERVER\Server_LeftInProgress.sqf"" "; enableSaving = false; VARS=false; CONST=false; CONFIG=false; //execute grass.. setTerrainGrid (paramsArray select 2); //..and view distance options setViewDistance (paramsArray select 1); // INITIALIZE VARIABLES if (isServer) then { [] execVM "VARS.sqf"; waitUntil {VARS}; }; // AWAITING VARIABLE PLAYER if (not (isServer)) then { waitUntil {not (isNull player)}; }; // INITIALIZING COMMONS if (isServer || (local player)) then { [] execVM "CONST.sqf"; waitUntil {CONST}; }; // INITIALIZING CONFIG FILE if (isServer || (local player)) then { [] execVM "CONFIG.sqf"; waitUntil {CONFIG}; [] execVM "COMMON\Common_Init.sqf"; }; // INITIALIZING SERVER_INIT.sqf if (isServer) then { [] execVM "SERVER\Server_Init.sqf"; }; // INITIALIZING CLIENT_INIT.sqf if (local player) then { [] execVM "CLIENT\Client_Briefing.sqf"; [] execVM "CLIENT\Client_Init.sqf"; }; true; -
Restarting A Module
IntruderPL replied to Smoot178's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Seems like it's been a while since this thread was alive but I have a problem fitting this one :) I've created a mission for a massive MP tournament. I've put 4 mortars and arty module. Mortars and all playable slots that are allowed to use those mortars as arty are synchronized with the module. So I have : - one manual arty module - four empty mortars - some 30 playable and respawnable infantry slots (crewmen and pilots are not synchronized) Now when I start the server people can go and use mortars with Arma2's arty aiming. When those men die and respawn they're still able to use mortars again (if it has ammo ofcourse). The problem is when mortar gets destroyed and respawns. The option to aim as arty with it is no more availiable. This is something I can't handle myself so I please for help The another thing I've noticed is that even those slots not linked/synchronized with Artillery module (like eg. pilots) are also able to use mortars with artillery aiming. Hope someone from our community can help me with this. Thanks in advance.