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PlacidBox

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Posts posted by PlacidBox


  1. Sorry if I repeat myself, but after trying this RC i see where the series is heading...towards
    and away from
    . The last RC is a good indication.

    Notice the PG-7V trajectory in the second video and the stance and negation of mobillity and the steps needed to reload a RPG-7 or Bigger Launcher with the help of a assitant.

    The first video shows more of what we have in ArmA II RC now.

    surprisingly, the AT weapons in bfbc2 actually have parabolic trajectories, you can kinda see it in that video, they're not very pronounced but it's more than arma's 'small amount of drop then straight line' method.


  2. You know what, i'm kinda tired of hearing people whine moan and complain. The wonderful thing about Arma is with mods and a little patience it can be played exactly how you want to play it. If you don't like these new aspects, as many don't personally like others (Myself included) -change- them. In reality this changes effects you only as much as you want it too.

    Unfortunately this won't work if you want to play multiplayer. You'll either fix nothing by only running the mod yourself, or you'll have a dead server because you require a mod that no one cares about or can find.

    As an example, during US prime time, there's about 14 servers with 8 or more players. Only two of those have forced mods on, being the one big mod, ACE. And one of those ACE servers is private. The rest are public servers which aren't forcing any specific mods on.

    Our main problem is that BI is doing config changes to get around the clunkiness of their animation system and detracting from the realism influenced gameplay we come to arma for, while ignoring some trivial config changes that would update old content or help improve gameplay (Things like FLIR on arma 2 units, stopping NV from being used with A2 scopes, adding 'dumb bombs' that are actually dumb and don't turn in to missiles when used..)

    As a side note, I would LOVE to see BI start some kind of community change submission process. Where small patches / config changes could be submitted and included in major patches if they're really good. Things like the FLIR texture mods / addition weapon set ups come to mind.


  3. I'm trying to get a list of all weapons available to a unit while they are in a vehicle. "weapons player" will get the weapons of their man, not their turret, while "weapons (vehicle player)" only gets the weapons of the main turret.

    The next obvious solution is to use weaponsTurret, but there doesn't seem to be an easy way to get the turret a unit is currently in, only to check if a specific unit is in a specific turret.

    Is the only way to do this fetch the vehicle's config and iterate through the turrets, checking each one to see if it's the unit + turret path I want, or is there something obvious that I'm missing?

    ---------- Post added at 02:43 AM ---------- Previous post was at 02:38 AM ----------

    Yep, missing something obvious, looks like the "assignedVehicleRole" function will return the unit's turret correctly while they're in a vehicle.


  4. If you turn off auto-reporting in the server difficulty settings, it should make it so that only contacts specifically right-clicked by squad members will show up. The noCoreConversations thing above has nothing to do with squad contact reports, so it won't help here. That variable is for disabling the random conversations you can ordinarily have with civilians, etc., through the conversation menu.

    Changing server difficulty options isn't really an option :( Might try to make a repo for when enableSentences does/doesn't work and stick it on CIT


  5. Been lazy with the project, few more images all of the same area before and after a bit of modification:

    http://placidbox.com/arma/plake1.png

    http://placidbox.com/arma/plake2.png

    http://placidbox.com/arma/plake3.png

    Please keep screenshots down to max 100kb filesize. Thanks. /Alex72

    Next up is lighting so it's easier to tell differences in terrain height; A better (someone closer to what the game shows) water effect and more format support so you can work with visitor easily.


  6. Probably not the most correct forum for it, but oh well

    e8IYG.png

    Starting work a real time 3d editor because I got sick of the current tool chain. Currently it's only doing import/export and displaying the terrain (the above is exported from visitor.) Each little sub area is about 300m in that image with heights from -100m to 600m asl ish.

    First useful release would probably be satellite map overview along with basic height map editing tools, things like raise, lower, smudge and smooth. A large improvement over the per-vertex editing in visitor...hopefully.

    Oh, and he's a similar view in-engine, but you can't really tell because of the water plane and texturing:

    hYjAw.jpg

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