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dr. hladik

Former Developer
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Everything posted by dr. hladik

  1. Yes, sorry Ka-52, not 50. ---------- Post added at 06:56 AM ---------- Previous post was at 06:52 AM ---------- And yes, commit 96074 is part of this beta patch, but it is not marked as s Patch:Fix, therefore it is not in change log. So can you please test LODs as well? ---------- Post added at 06:57 AM ---------- Previous post was at 06:56 AM ---------- Yes, this is true.
  2. Hi, this patch is just because of Ka-50, which had troubles to aim rockets (and therefore not shooting at all). No other major improvments or fixes.
  3. > what happens if Offset is set to, say 200, but plane model doesn't have any proxies with these numbers? They should not be visible. > Also, if you don't mind me to ask, are there any plans to allow proxies on proxies? Not at this moment.
  4. Yes, there is. Before 90709 we did support only one weapon with missiles using proxies and index of a chosen proxy was based on ammo count (for five missiles proxies 0 to 4 were used, so if you had two weapons with missiles, both were trying to use same proxies). Now ammo has maverickweaponIndexOffset parameter which you can use determine proper proxy index. 5 missiles with maverickweaponIndexOffset = 0 - proxies 0-4 will be used 5 missiles with maverickweaponIndexOffset = 100 - proxies 100-104 will be used 15 missiles with maverickweaponIndexOffset = 200 - proxies 100-114 will be used 5 missiles with maverickweaponIndexOffset < 0 - proxies will not be used
  5. Yes, this is true and it is not new. For military based missions it was never really an issue (and without ammo bars hard to notice). I know how, just don't know when...
  6. Please, for bug reporting/referencing use https://dev-heaven.net/projects/cis/wiki/CIT
  7. The repro, where magazines in helicopter disappear is not really a bug. Helicopter can carry only 150 magazines (and you used full capacity). So when you want to drop more magazines in your heli, there is no space and magazines are dropped on a gound (true, not very handy when in heli...). I will try to disable automatic magazines dropping if there is no space.
  8. Thanks for report, will be fixed in next beta.
  9. This command (sunormoon) can be used for this (returned value gradually changes during sunrise/sunset). sunormoon says if scene is lit by sun or by moon...
  10. It is only Get, not Set. If you want to change moon intensity, change date.
  11. It returns how much light you get from the moon. (based on moon phase and position). Value can be > 0 during the day, if you can see the moon. ---------- Post added at 03:04 PM ---------- Previous post was at 03:03 PM ---------- from 0 to 1
  12. Please, send me a video, where you swim with kevlar vest, M16 ,rocket launcher, ammo and backpack and I will make it impossible. :)
  13. during sunrise, this value will change from 0 to 1 ---------- Post added at 02:31 PM ---------- Previous post was at 02:30 PM ---------- You should not.
  14. > Repro: > - Get in a car in the backseat,and let it drive (ai) > - Open map then go to units,then gear. > - Remove items from your inventory to car's gear. > - Notice that gear disappears. Unable to reproduce. What car are you using?
  15. what was broken before this fix: 1. weapon on ground in weaponHolder 2. player, where weaponHolder is not local used action to take that weapon 3. his old weapon disappeared 1. weapon on ground in weaponHolder (no magazines) 2. player, where weaponHolder is not local opens gear 3. switch weapons 4. gear closed and old weapon disappeared Please, if you still have some repro where you lose items in gear, post it here.
  16. Ok, it is good news. Is current state acceptable or is just slightly better?
  17. Could you please try to write some simple repro steps? Are you able to reproduce this when you create small MP missiom in editor? ---------- Post added at 12:02 PM ---------- Previous post was at 12:00 PM ---------- Yes it is.
  18. [93156] Changed: increased gear MP messages priority Did anybody noticed, if this change has decreased time delay while taking items in DayZ gear?
  19. >TOH does not obey my throttle Hi, could you please write more spefific repro steps?
  20. > Small problem, medium helicopter is not possible control when my start state is 'flying', collective is too sensitive and I quickly end up in spin. fixed > heavy: Good, except that landing is impossible.... fixed
  21. dr. hladik

    "Tab" targeting issues

    > So I'd rather decrease probability of GM (guided missile) to hit moving armor to 0.1-0.2 on highest speed.I assume that can be implemented much easier. There is no fixed probability. It is based on rocket maneuvering capability (so if vehicle is moving probability is smaller). > Will be logical to remove TAB to Lock for ground target at all. I add per-turret parameter if TAB is enabled (not sure what our designers will do with it) > But I'd keep it for Air targets within logical angle or green round as present now. Configurable area for TAB search can be added. > But to make it workable you need to see cursor which is off in vet mod. Should all cursors in vehicles be enabled for vet? > Also will be useful and realistic to have ability move mouse over radar and lock them directly on dots. I'm afraid this will not happen. > 3.Locking of not lockable ground weapons. My previous post - see 6.
  22. please redirect to http://forums.bistudio.com/showthread.php?t=124994&page=5
  23. dr. hladik

    "Tab" targeting issues

    Possible changes for TKOH/A3 1. countermeasures are too effective - both weapon and ammo have "cmImmunity" parameter which defines how easily CM can confuse them -> data problem (you can suggest better values, but I'm sure if anybody here will time to change them for next patch) 2. radar - incoming missile detection is too fast - I can try to add some delay but I'm not sure if this will really help; changing cmImmunity should help more 3. stinger/igla are too weak - data problem (you can ...) 4. Auto Guided AT for everything - data problem (you can ...) 5. javelin/metis automatical Locking - I'd like to indroduce some "locking type" parameter so you can say if automatic/RBM only/ RMB+TAB locking should be present (I guess all rocket launchers should use only RMB for locking) 6. manually guided missiles - parameter that locked missile behaves like not-locked TOW (controled by cusros) can be added -> Lock icon will be only visual help. But this will basicaly affect only human gunner. 7. fire and DO NOT forget - I'd like to add this, however there is a problem with learning our AI it to keep target locked(and not to fly over it. 8. Tab-fire Tab-fire (WITH GUNNER != PILOT) - TAB will not be removed, this is just a command to AI gunner to find next target -- I can disable TAB if (AI) gunner is not present - manualy guided missiles -- will not help much since AI gunner will do all the guiding work for you (but you will miss if gunner is not present) - TAB locks unknown(yellow) units -- what is better? All unknown units or none (frienly units are usually know)? - AI gunner is too good when searching for next target/keeping target locked -- true, should be tweaked 9. Tab-fire Tab-fire (WITH GUNNER == PILOT) 10. Tab-fire Tab-fire (player is GUNNER) - might be possible to allow only RMB locking (see 5.)
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