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pettka

Former Developer
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Everything posted by pettka

  1. pettka

    Balancing?

    I have a feeling that most of you confuse our Task Force Balance with someone aiming to have the same sides. Balancing, as we use the term, it is mainly working on AI and making them in par with players :icon_twisted: As for the sides, they seem more equal now, in Alpha, than they are going to be. Don't forget that Alpha is sort of test bed with some assets, coloured factions with generic equipment. Take a look at Zafir - 7.62mm MG for Red faction, do you think there's going to be a direct counterpart on Blue side? Or take a look at choppers, at least the known for Beta, there are dedicated transport, attack and light for Blue where Red have only semi-light and attack-transport one which is terrifying in both roles. I don't see any direct equation here and I hope you won't either :icon_twisted:
  2. pettka

    Balancing?

    The issue has been noted and it's probably going to be looked on, Raedek's comment was right for time being, but we are still developing and enhancing the game :icon_twisted:
  3. This step away from real data has been done on purpose for gameplay sake - AI snipers weren't able to shoot at distances longer than 800 meters reliably, they didn't take zeroing that far into account. This would make player extremely overpowered at distances around a kilometre, where player is safe and still deadly with the rifle thanks to better zeroing skills. And nobody wants AI just sitting like ducks and waiting to be shot :icon_twisted:
  4. Should be fixed ASAP (read: in today's dev update) :icon_twisted:
  5. Known issues state at the end of program part something like this: Portion of runways might be invisible. I would assume it is a more common problem and the programmers would like to address it, but don't take this as a promise of early fix, things tend to get complicated :icon_twisted:
  6. RCO is a collimator optics, they usually have fixed zeroing (of 300 meters in our case). And the ARCO optics reticle would make no sense with zeroing, why would you have 400 meters mark in the reticle if You cold simply adjust the zeroing? :icon_twisted:
  7. Did you, by the way, happen to notice that the list consists of all confirmed kills for ranges greater than 1 250 meters :icon_twisted:
  8. This. Do you really think that AI should beat the records? :icon_twisted:
  9. It's from different branch, see Development Branch Changelog for details :icon_twisted:
  10. They (that means us) do :icon_twisted: And as for using smileys instead of punctuation, I do use punctuation :icon_twisted: Sometimes :icon_twisted: Erm, rarely :icon_twisted: Bloody hell, where did I put my dot-key?
  11. http://feedback.arma3.com/ - let the votes begin :icon_twisted:
  12. There is already a thread for that http://forums.bistudio.com/showthread.php?151404-Left-handed-option :icon_twisted:
  13. pettka

    Arma 3 cars config guidelines

    It seems like I have made a typo in the documentation, the correct physX lid is 4e13. But if You are unable to add it for structures, simply use Geometry lod instead, it should do the trick :icon_twisted:
  14. pettka

    Arma 3 cars config guidelines

    It should be the same lod as in cars - PhysX Geometry. I jut need to double-check if it is 4e13 or 4e14 to be sure :icon_twisted:
  15. pettka

    Arma 3 cars config guidelines

    It's just as You have stated - create a new lod (either completely or via duplicating an existing one) and select Properties. This allows you to change the kind of lod, simply insert 4e14 down into the resolution part of window. It's going to show you the Geometry lod name instead, but rest assured that is the correct one :icon_twisted:
  16. Try to include the opposite animation later in the reload (eg. minValue = 0.75; maxValue = 0.85; offset1 = -0.5;), that could help :icon_twisted:
  17. Great mod, gentlesir, it even reminded me to update the documentation of custom reload animations - it is rather easy to add a movement to the magazine and it adds a bit of immersion. Thanks a lot :icon_twisted:
  18. pettka

    Arma 3 cars config guidelines

    This doesn't depend on me only, we all hope that we would have enough time to broaden our documentation anytime soon :icon_twisted:
  19. pettka

    Left handed option?

    The issue is that this isn't just about mirroring the animations, it would require different models (as putting rifle on left shoulder would put it on the right one in old model), completely new config (some 1200+ classes with connections) with transitions to right handed and back. I don't want do discourage any community member from such effort, but it would take more than just a nick of time :icon_twisted:
  20. pettka

    Arma 3 cars config guidelines

    There are three main sections of the wiki - first one is about changes in the model (p3d), the second about it's model.cfg file and the longest contains parameters to be used in config.cpp (later binarized into config.bin). For some basics about creating the addon look into Mondkalb's tutorial.
  21. pettka

    Arma 3 cars config guidelines

    I could give it a try and ask the programmers, they may have some surprise in their sleeves :icon_twisted: You may somehow hack it meanwhile by using some cyclic script which sets position of the vehicle to it's current position once every ten seconds, that causes it to get back to PhysX scene.
  22. pettka

    Media Coverage | No discussion here!

    Kotaku has some funny glitches in Arma 3 collected in their article, the funniest for me is that they are unable to write "Arma 3" correctly :icon_twisted: http://kotaku.com/5990307/the-most-hilarious-arma-iii-alpha-glitches-now-in-motion
  23. I have to disappoint You because there is no Raven PMC faction hidden in game data, it's just the mod. The only thing available in game data is the cap with some raven logo :icon_twisted:
  24. It's not a dumb question at all. It is obviously caused by an older version of binarization which doesn't take such things into account. It's going to be easier with new tools, but I cannot promise You any date obviously as we are working on them continuously :icon_twisted:
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