RSF TheCapulet
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Everything posted by RSF TheCapulet
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Unused Animations Mod
RSF TheCapulet replied to BogatyrVoss's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Do you plan on including the jump animation as well? -
[WIP] bCombat infantry AI Mod [SP]
RSF TheCapulet replied to fabrizio_t's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Played a lot of the campaign with it on tonight. No game breakers. AI on both sides survive much longer. Firefights are actually fun again. :D I especially noticed this on the mission while heading to Maxwell the first time. AI were bounding from tree to tree, staying in cover and firing from it as much as possible. Also seems like they're much better at staying together and covering each other. IMO, this is how the campaign needs to be played. I am getting random various "XXX.SQF not found"s. It seems like it's only the three unpackaged scripts in the main folder that pop up like that though. And when they do, I don't notice anything wrong. -
FHQ M4 for Arma 3 (Prerelease)
RSF TheCapulet replied to Alwarren's topic in ARMA 3 - ADDONS & MODS: COMPLETE
What about compatibility with other mods that script in dynamic echo? I really like the sounds, but it'll be a clear conflict later on down the road. -
http://www.colt.com/ColtMilitary/Products/Colt9mmSubmachineGunSMG.aspx https://en.wikipedia.org/wiki/Hydra-Shok :)
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JSRS2.0 WIP Thread
RSF TheCapulet replied to LordJarhead's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Has a sound advantage too. Speed of Sound feels like it's further along in it's development cycle, but the sound samples themselves are lacking the ass that JSRS can back up. -
Keys - Enhanced Interaction System
RSF TheCapulet replied to sakura_chan's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Everything works well so far. A few requests though. 1. It'd be much better, specially with door handling and such, if you stuck the icon to the center of the object that is being manipulated, instead of having it jittering around in the center of the player's screen. There are some decent icons, but it's hard to see them due to it. 2. It's hard to realize what is a container and what isn't. Sometimes you'll get a re-arm icon telling you to grab ammo or something. But if you're not re-arming, it's a guessing game when hitting G. Since the actions use different keys, what about showing two icons for containers when they have both a rearm action and an inventory action (thus always showing an inventory icon when possible). I feel like this option would work much better using my first suggestion. 3. I feel like the action menu styling changed for no reason. It's essentially in the same part of the screen, and does the same thing. But now it looks drastically different from the standard game UI. I'd love an option to change this back. Thanks for all the hard work! -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to maddogx's topic in ARMA 3 - GENERAL
I can't remember the last AAA shooter I played with a campaign over 4-5 hours. If A3 hits 9 hours, it's already winning comparatively. And I can see it easily going above that once it starts introducing the player to tank commander and team leader roles. I really hope they take some more influence from CWC and introduce us to it slowly one step at a time. Such as when you went from being a lowly tank crewman to commanding an Abrams like a boss. My bet is on at least 15 hours, total. -
Could be good places for secondary missions. Both teams fighting over an abandoned weapons cache, indie hostages, enemy intel, etc. Each could also function as a spawn point, leaving defenses up to players though. This of course, like the rest of respawn locations, will focus PVP. What about intel missions that reveal information about the enemies whereabouts, such as last three towns taken, etc? Then regulate it to only being issued later in the game to prevent early base rushing.
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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to maddogx's topic in ARMA 3 - GENERAL
Good to know. I don't game on a xonar anymore, so I'm def liable to be wrong. -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to maddogx's topic in ARMA 3 - GENERAL
Nope, the 7.1 virtual speaker shifter. It turns on Dolby's virtual surround. Then on the right side, you'll see your 8 speakers. And one of the buttons to the right of that will bring the virtual sound sources in close giving it a better sound (making it slightly louder though, be aware). -
Burning trees, grass, houses, particleEffects
RSF TheCapulet replied to SejtanPL's topic in ARMA 3 - MISSION EDITING & SCRIPTING
http://forums.bistudio.com/misc.php?do=showrules Rules don't say anything about swearing. -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to maddogx's topic in ARMA 3 - GENERAL
Was just suggesting ways to work around it, since you said switching it to stereo wasn't working. Switch it to two channels and use DolbyD 7.1 surround. Then use the control panel to bring the speakers in as close to you as possible. Best surround sound can get atm with the xonars. Or any true surround sound card. -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to maddogx's topic in ARMA 3 - GENERAL
Are you using a separate sound card panel that lets you select how many channels to use independently of which sound output you choose? In my sound panel, I can select between surround sound and stereo headphones while still having 8 channels selected. When I have running only two channels, it runs fine. Anything more, even with stereo headphones, and it messes up. -
↓ Not everyone prefers the 2D scopes. It's an intelligent compromise.
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Why not just have an optional config replacement to run alongside TMR?
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I agree with this, now that I read it. 2 camps is needed to instigate pvp. Though I do think 3 camps should be more rare than in A2. What I envision is a sandbag wall and nest fortified checkpoint with a larger footprint than A2's camps, that sits at the main choke points towards the center of each town. With emplaced weapons more fortified and protected than in A2 to make them more effective with AI. This could also be a convenient spot to spawn defending AI instead of having them all spawn out of nowhere in the middle of town. I do agree that camps should be a little more limited on gear purchasing. In A2, we had depots at the center of town. Maybe they could make a return also (Though hopefully with a smaller structure), and provide a full set of gear if you occupy the town. This would prevent guys from setting up near camps and firing an endless barrage of rockets at incoming vehicles. It would force them to keep logistics in check. Yes! And a parameter that changes success awards, dealing in both supply and cash. :D
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The issue you have is because you failed to look at the bigger picture. The skeleton they're using is incredibly old. It wasn't until DayZ that they started building a new skeleton. And by then, Arma 3 was already too far along it's development cycle to suddenly switch such an important part of the foundation of the game. So with that in mind, there's only one skeleton they had available for Arma 3, which is a male skeleton. Throwing up a half baked implementation of females just to be politically correct or to fit in with your idea of most creative circles would have been a very stupid thing to do from any proper development standpoint. So you're left with male soldiers and male civilians. The beauty of it is this; if you need female characters, you can just mod them in yourself. BI on the other hand just didn't need them.
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And the forum requires 5 chars to post...
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Keep in mind I don't mean to be offensive to you. (Or at least... just you. :p ) When I say incessant whining, I'm generalizing you with a group of lots of other people who have joined in the last couple months that have post counts filled with nothing but complaining. I'm not saying you do, just saying that your OP fits that profile. Specially considering how misguided some of your points were. And you're absolutely right. There are areas of the game that I think could be better. But on a forum that potentially has hundreds of thousands of visitors, I know that posting in designated threads that have already been started on my topic is much more productive than assuming as an unknown critic that my opinion on a few features is important enough to warrant it's own thread. As for the wounding, one thing I noticed that A3 does much much better is blood trails. Hit a guy and watch him run off to cover, and you can follow where he went.
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Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to maddogx's topic in ARMA 3 - GENERAL
Look closer, you'll see they're actually ricocheting off of the ground like superballs. If you hit targets that have less deflection probability, they seem to work fine. A bit to think about to work around the bug till devs get it polished. I agree here. It took me a while initially (long before the campaign) to realize I had to connect the UAV terminal to it while using my action menu on it. Having one of the tips from your CO telling you that you need to sync the terminal up to the UAV itself would be great. -
Campaign Episode 1: SURVIVE - Feedback thread ** SPOILER WARNING! **
RSF TheCapulet replied to maddogx's topic in ARMA 3 - GENERAL
I really can't believe how short-sighted people still are about this. If you play them both, you see the campaign plot in both. So the OBVIOUS deduction is that they made the showcase, filled it with random dialogue, and built their entire campaign around it. *nods* Perfect sense. -
This is what I read when I read most comments complaining about no women. I feel like I could have said this very same thing. 'Cept I don't think I could ever say it outside of an extremely sarcastic context. Is your masculinity really so affronted by men with guns that you can only think of a game as a "freak sausage fest" when there aren't a few scantily clad girls running around?
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As far as assets go, it seems like there's a ton of people that forget that Arma II had 2 games worth of content dumped into it due to an unreleased title. ---------- Post added at 02:48 AM ---------- Previous post was at 02:43 AM ---------- You need to realize that the fair and objective people on this forum that truly enjoy this game have seen this very same thread with a different poster throw up hundreds of times already, all shouting about the same things. It's not that we defend A3 like we're BIS employed, but instead we see the same incessant whining over and over again and it leads to abrasive attitudes and firm rebuttals. If you can't handle that, don't whine on the internet. Or better yet, use the search tool and add your opinions to one of the other hundreds of threads that have already discussed the same things.
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Arma models in WoT mod
RSF TheCapulet replied to suprememodder's topic in BOHEMIA INTERACTIVE - GENERAL
Quite a difference though. The litigation process might have been too expensive in that case for little to possibly no gain at all. In this case, WoT is fairly successful and profitable, which means that it would without a doubt be worth their while to follow through with a civil suit. -
Or a config file that lets you turn it off.