subfigura
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10 GoodAbout subfigura
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All attempts are ineffectual, but has understood precisely in what a problem: there any optimisation - if you (player) stand near to shooting at it rate of shooting normal (auto), if to depart metres on 15, varies like on fast single, but the parametre aRateofFire actually varies. A sound not and. It is rate of shooting. aiRateOfFireDistance = 200; soundBurst = 0; ffFrequency = 0.070000; ffCount = 5; burst = 1; ffMagnitude = 0.500000; aiRateOfFire = 0; help! What for I it want? it is more terrible, arrows are more effective, and soldiers do not die with a full unit of fire and though something have time to shoot. It is very ridiculously made in game shooting of machine guns if ai shoots standing that the first bullet can get only, is asked - what for it shoots turns why it was impossible to make that he was cut that if a deviation from the purpose big it is necessary to aim anew - WILD BRAD! The most correct decision comes to mind that shooting depended on that there is a purpose or runs, plus time for hit random 0.1 - 0.5 sec, in standing it is possible also single and if that runs turns, but not especially long.
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All attempts are ineffectual, but has understood precisely in what a problem: there any optimisation - if you (player) stand near to shooting at it rate of shooting normal (auto), if to depart metres on 15, varies like on fast single, but the parametre aRateofFire actually varies. A sound not and. It is rate of shooting. aiRateOfFireDistance = 200; soundBurst = 0; ffFrequency = 0.070000; ffCount = 5; burst = 1; ffMagnitude = 0.500000; aiRateOfFire = 0; help! What for I it want? it is more terrible, arrows are more effective, and soldiers do not die with a full unit of fire and though something have time to shoot. It is very ridiculously made in game shooting of machine guns if ai shoots standing that the first bullet can get only, is asked - what for it shoots turns why it was impossible to make that he was cut that if a deviation from the purpose big it is necessary to aim anew - WILD BRAD! The most correct decision comes to mind that shooting depended on that there is a purpose or runs, plus time for hit random 0.1 - 0.5 sec, in standing it is possible also single and if that runs turns, but not especially long.
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The stupid answer When terribly all shoot as it is necessary It only game, and in it does not suffice dynamics All attempts are ineffectual, but has understood precisely in what a problem: there any optimisation - if you (player) stand near to shooting at it rate of shooting normal (auto), if to depart metres on 15, varies like on fast single, but the parametre aRateofFire actually varies. A sound not and. It is rate of shooting. aiRateOfFireDistance = 200; soundBurst = 0; ffFrequency = 0.070000; ffCount = 5; burst = 1; ffMagnitude = 0.500000; aiRateOfFire = 0; help! What for I it want? it is more terrible, arrows are more effective, and soldiers do not die with a full unit of fire and though something have time to shoot. It is very ridiculously made in game shooting of machine guns if ai shoots standing that the first bullet can get only, is asked - what for it shoots turns why it was impossible to make that he was cut that if a deviation from the purpose big it is necessary to aim anew - WILD BRAD! The most correct decision comes to mind that shooting depended on that there is a purpose or runs, plus time for hit random 0.1 - 0.5 sec, in standing it is possible also single and if that runs turns, but not especially long.
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When should AI subordinates use the "bounding overwatch" movement
subfigura replied to suma's topic in ARMA 2 & OA - BETA PATCH TESTING
Speed of automatic(aiRateOfFire) shooting decreases if to depart from shooting on 20 metres. autoFire = 1; aiRateOfFireDistance = 200; soundBurst = 0; aiRateOfFire = 0; ffFrequency = "reloadTime"; ffMagnitude = "reloadTime"; ffCount = 5; burst = 1; Help!!!!!!! I wish to hear all sounds, especially when there is a near fight -
Speed of automatic(aiRateOfFire) shooting decreases if to depart from shooting on 20 metres. autoFire = 1; aiRateOfFireDistance = 200; soundBurst = 0; aiRateOfFire = 0; ffFrequency = "reloadTime"; ffMagnitude = "reloadTime"; ffCount = 5; burst = 1; Help!!!!!!! I wish to hear all sounds, especially when there is a near fight
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Speed of automatic(aiRateOfFire) shooting decreases if to depart from shooting on 20 metres. autoFire = 1; aiRateOfFireDistance = 200; soundBurst = 0; aiRateOfFire = 0; ffFrequency = "reloadTime"; ffMagnitude = "reloadTime"; ffCount = 5; burst = 1; Help!!!!!!! I wish to hear all sounds, especially when there is a near fight
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Arma2 beta builds 1.05.6xxxx
subfigura replied to maddogx's topic in ARMA 2 & OA - BETA PATCH TESTING
what about sound of fullauto weapon mode? -
FullAuto: maxRange = 200; aiRateOfFireDistance = 200; aiRateOfFire = 0.070000; ---------- Post added at 12:15 AM ---------- Previous post was at 12:14 AM ---------- i dont using sound mod ---------- Post added at 12:16 AM ---------- Previous post was at 12:15 AM ---------- I hear shots through one on distance of 100 metres ---------- Post added at 12:18 AM ---------- Previous post was at 12:16 AM ---------- If AI uses burst - all ok
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M249 SAW used burst! ---------- Post added at 12:12 AM ---------- Previous post was at 12:08 AM ---------- testing M4
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Arma2 beta builds 1.05.6xxxx
subfigura replied to maddogx's topic in ARMA 2 & OA - BETA PATCH TESTING
The sound of automatic shooting is not audible more than on 10 metres!!!!!! -
The sound of automatic shooting is not audible more than on 10 metres!!!!!! !!!!!!!!!!!!!!!!!!!!!!!!!!!!!
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I`m sorry, I use the translator to understand in English
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When will correct a bug fullauto? Now if the boat shoots on you a sound it is audible as single shots.