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Everything posted by pettka
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The Struggle - Enter-able Buildings Vs. Non/Partly-Enter-able Buildings
pettka replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
We are actually doing that already for quite some time, see our career page - several teams have already been so kind to stat cooperating with us. -
The Struggle - Enter-able Buildings Vs. Non/Partly-Enter-able Buildings
pettka replied to CaptainAzimuth's topic in ARMA 3 - GENERAL
It may be possibly better to read the whole SITREP with reasoning behind the decision than just the out of context excerpt of OP. We are still evaluating the possibilities, it is definitely not just because of furniture. -
Current setup of most cars should not block wheels while braking, but should block them while using handbrake. Main reason for additional grip is not in the slopes (that's kind of collateral as it is hard to perceive the slope in game) but because of AI not able to handle cars with blocked wheels. And AI doesn't use handbrake :icon_twisted:
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You are using a wrong diag, "suspension" is the one with wheels :icon_twisted:
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omg NO DIFFERENCE using a GTX970 over a GTX760!!!!!!
pettka replied to owmyeye's topic in ARMA 3 - GENERAL
Actually, the bes investment, if You have not done so before, is into SSD - that makes game go nuts, loading times are super fast and helps even with in game performance because of memory cache :icon_twisted: -
Thanks a lot, lads, but now back to the topic - this should not affect Arma 3 :icon_twisted:
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19-06-2015 EXE rev. 131251 (game) EXE rev. 131251 (launcher) Size: ~218 MB DATA Added: More vests and uniforms made available in the editor Changed: Remade structures scripts into functions ENGINE Added: New script command allPlayers Added: New script command currentThrowable Added: New script command serverName Changed: Improved mapCenterOnCamera command Fixed: Vehicle HUD was still shown with disabled HUD - see http://feedback.arma3.com/view.php?id=23962 Fixed: Allow toggle zoom for characters inside a vehicle Fixed: Possible crash Fixed: Epoch server crash Compiled by pettka while Master Lord Joris realizes even Hollywood is oranje and therefore Dutch territory.
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18-06-2015 EXE rev. 131231 (game) EXE rev. 131231 (launcher) Size: ~343 MB DATA Fixed: CfgPatches contained unnecessary modules Tweaked: Chaff particle effect Fixed: Supports module - Artillery units would sometimes fail to fire End Game Fixed: Empty groups were not garbage collected Improved: Network traffic optimizations ENGINE Added: New script command arrayIntersect Fixed: Hosted server considered Client settings instead of Server settings from CfgRemoteExec Changed: exportJIPQueue script command changed to #exportJIPQueue server command Fixed: Could not load some terrains in Buldozer, crashed after loading Fixed: Exploit with inGameUISetEventHandler granted a menu hack possibility Fixed: Zeroing is still visible if HUD is disabled - see http://feedback.arma3.com/view.php?id=23960 Compiled by pettka while Master Lord Joris explains that considering a only because he is Dutch is falling into stereotypes.
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It seems to me like You have the backpacks as a subclass of class cfgWeapons, it should be class cfgVehicles instead. And another possible issue may be with missing semi-colons at the end of class declarations (e.g. "class B_Fast_Base;" is the correct way). I hope this helps :icon_twisted:
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17-06-2015 EXE rev. 131216 (game) EXE rev. 131212 (launcher) Size: ~130 MB DATA Fixed: Even Taru copilot and Speedboat commander have a proper FoV, thanks to http://feedback.arma3.com/view.php?id=9173#c94239 Changed: Default angle of Kart and Quad bike driver is now horizontal Added: Chaff to the countermeasure particle effect Fixed: Showcase Tanks - Tank crew no longer refuses to leave the helicopter at the mission start Changed: Engineers have provided most cars with new tires that are more durable against punctures Fixed: Objects inherited from the Wall_F class will now be fixated in a vertical position when placed in Zeus ENGINE Added: exportJIPMessages script command for logging contents of the JIP queue to a file Fixed: Zoom in should now happen when you RMB click in all turned out positions in any vehicle Changed: Steam tags placed into classes according to steam categories Removed mod type tags from tags selection display If there are at least 7 tags assigned to a mission, the game adds a 'Tag Review' tag during publishing LAUNCHER Fixed: Hotfix for the detection of a corrupted configuration file. Before the fix, the corrupted configuration file wasn't detected correctly, thus automatic repair of configuration file wasn't triggered and the application was unable to run. Added: A simple crash report is saved to the logs folder and to the user desktop in case of an unhandled crash. This will be improved in the future with a custom crash dialogue. Compiled by pettka while Master Lord Joris is being questioned about the new terrain on every corner.
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I hope that we have provided the right kind of icons with an update today, feel free to let us know if it's what You need :icon_twisted:
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Actually, the answer is pretty simple, just quoting Steam Store page should be sufficient: I would guess that users able to write down rants should be even able to read the game description before they buy it. Not to mention that current numbers are much higher than it was during the release :icon_twisted:
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I am sorry, I didn't mention that the function is actually work in progress and actually not implemented into the units. I am pretty sure that the developer is going to do all the usual stuff later on :icon_evil:
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16-06-2015 EXE rev. 131202 (game) EXE rev. 131205 (launcher) Size: ~165 MB DATA Changed: Ghillie gloves and shoes are less shiny now Added: DLC icons for Kart uniforms and headgear Fixed: The proper path to plastic.rvmat added to the racing helmet model Changed: Newer commander optics mounted on Marid Fixed: Titles array in trigger effects is now proper Fixed: It's now possible to use a marker with an empty type as a respawn position Added: Function BIS_fnc_characterHeadgear to handle the randomization of headgears and facewears ENGINE Fixed: Vertical aiming limits when running with lowered weapon Fixed: Recoil affects gun azimuth in the correct axis Fixed: Land contact for PhysX vehicles that are switching between sleep / wake state Fixed: Helicopters acting as moving even when stationary with just their rotor moving Fixed: Several hard-to-catch server crashes Fixed: End Game - game crashed when player died Compiled by pettka while Master Lord Joris is enjoying the Final Countdown.
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Actually, handbrake functionality is in the game :icon_twisted: And as far as the limited slip differential goes, it works fine for the 4x4, the only issue may be with trucks as that part was not supported by PhysX by the time we implemented it.
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15-06-2015 EXE rev. 131184 (game) EXE rev. 131184(launcher) Size: ~300 MB DATA Fixed: Icons for several helmets were inconsistent End Game Added: Download / Upload is now player independent; the instigating player may die or leave the area but the download is continued by the other player(s) Added: Download / Upload status is now visible to all contributing players Added: Default (lobby) loadouts are now available through the respawn menu inventory Improved: Carrier visibility check ENGINE Fixed: remoteExec was disabled in Dev-Branch unintentionally. It is now available. Tweaked: Smoke cover decisions. AI needs to be suppressed for a few seconds before they start throwing smokes. Fixed: Objects with roadway are now sling loadable again Compiled by pettka while Master Lord Joris decided to liberate America as Dutch domain (starting from the West coast this time).
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The forum rules You have agreed to are pretty much clear: §8) Post in the right forum & right thread Please ensure you make new threads in the correct forum, if you're unsure of which forum to post in feel free to ask a moderator. If a thread exists for the topic you wish to post about you must use it, for example all ACE questions belong in the ACE thread. All addon/mod questions belong in the thread for that addon/mod. In the case of DayZ discussions they should be posted on the DayZ forums, this includes problems with the Modification. The troubleshooting forum is not for problems with Addons and Mods! §18) No public discussion on how the forum is moderated If you have questions/complaints/comments about the forum or moderators please Private Message them to a moderator, we will do our utmost to reply to any that we receive. If you have an issue that you feel cannot be solved by another moderator then please Private Message the Bohemia Interactive Forum Moderation Team Leader (Matt), he will be happy to look into the matter. You may also ask your questions in the "Ask a mod" thread; however that thread is not to be used to attack/rant against specific moderators or about specific rules but more for questions/answers. Please note, that moderators are actually not Bohemia Interactive crew, they do, and should do, what do they think is the best for the forums :icon_twisted:
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As mentioned, topic about this already exists :icon_twisted:
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Thank You for letting us know, but have You even given it a try on a dev branch, when You are writing into a dev branch thread? We have changed the behaviour of the clocks from script into a different solution already :icon_twisted:
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The engine is going to follow probably tomorrow with a more descriptive message :icon_twisted:
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http://lmgtfy.com/?q=When+is+E3%3F :icon_twisted: June 16-18, 2015
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BI Developer REQUESTED for Ballistics Question
pettka replied to Spartan0536's topic in ARMA 3 - QUESTIONS & ANSWERS
You are right, despite of me being an idiot. Obviously, the total damage should be divided by armor structural, not multiplied :icon_evil: And there are two more things to take into concern: these rough approximations of the equation are in ideal state of hitting directly the hit point. Actual impact is on the fire geometry and distance from the point causes some interpolation to zero at radius of the hit point there is additional armor of vests / helmets for their respective hit points. As far as I remember, it multiplies the hit point armor Still, this is a rough approximation, there is a bit more behind that (energy lost by the bullet on impact is converted into spheric volume which covers some spheric volume around hit point, the volume covered part is actual damage), but it should be pretty enough to know what's going on :icon_twisted: -
BI Developer REQUESTED for Ballistics Question
pettka replied to Spartan0536's topic in ARMA 3 - QUESTIONS & ANSWERS
The air friction computation is mostly based on ballistic tables in case we have enough data (which is actually in most of cases) or some light-weight simulation in case if we lack some data (which means we use ideal conditions for the simulation). Worst case scenario is some heavier approximation based on closest results we have (it's pretty hard to get any solid data for underwater ammunition of SDAR for example). It may possibly disappoint You that there is a lack of heavy-weight simulation with various elevations, pressures and temperatures, but that is possibly beyond the threshold You have mentioned - more detailed data simply would not change enough in our simulation to justify resources spent :icon_twisted: A bit oversimplified version is that if an object gets hit, the hit point gets damage according to ((hit of weapon) * (actual bullet speed)) / ((typical bullet speed) * (armor of the object class) * (armor of the hit point class)) and the total damage of the object is this value multiplied by (armor structural of the object) * (pass through of the hit point). There are several more factors taken into account, but this should be roughly enough to understand the properties. The bold parts are actual config properties :icon_twisted: -
I beg You pardon, sir, fix what? It may possibly be not clear from my post, which I am sorry for, but the camouflage is based on uniform currently, not on the base soldier type :icon_twisted:
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It is actually more difficult, You may see that even the model of uniform is part of the soldier entity. But I may confirm that camouflage should be dependent on the uniform not the initial soldier class, the same goes for several other properties :icon_twisted:
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