Die neunte Seele
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get a vector perpendicular to the screen - any ideas? :)
Die neunte Seele replied to Die neunte Seele's topic in ARMA 3 - MISSION EDITING & SCRIPTING
You're my hero! Thanks a lot! :pet11: -
get a vector perpendicular to the screen - any ideas? :)
Die neunte Seele posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm looking for a vector, that shows from the center of the screen to a point x meters ahead of it. The thing you'd try with ATLtoASL(screenToWorld [0.5,0.5]) first. Sadly, this method only works when you look at the ground or the ocean. When pointed at the sky, x and y are displayed correctly while the z value just gets set 0. :936: The length of the vector from your screen to the point in the sky seems to be directly related to the viewdistance. But it is higher than the viewdistance. If i knew the relation to the viewdistance (and what else it is related to), i could use it as a radius of a sphere and calculate z with x,y and r. That would solve the problem. A try with positionCameraToWorld [0,0,0] failed, since it gives the position of the camera, but no reference point. The unit / vehicle _player is not in the center of the screen. eyeDirection has the negligible disadvantage that the camera isn't at the players' eyes (wtf?) and the bigger one, that the head movement cannot follow the camera movement in freelook all the time. i'm out of ideas! maybe there is some completely obvious thing i miss, since this problem is so basic, that i cannot imagine that it's impossible to do! Do you have an idea? I'm happy about any thoughts! -
Project Reality to be Standalone Game on Cryengine 3
Die neunte Seele replied to purepassion's topic in OFFTOPIC - Games & Gaming
There is a statement by Twisted Helix that might attract some people's interest here: "To clear up some confusion and misconceptions. PR2 will be free yes. More than that, we are seriously considering open sourcing it once a basic foundation has been laid. This would allow development to proceed at a far faster rate than if we just kept it to a small closed team." If i don't get it wrong, there would be the possibility to build mods onto Project Reality 2.. (this thought is weird.. :D) .. and fucking AWESOME! -
I am a player of BI games from OFP CWC. Heres what I think.
Die neunte Seele replied to thesneak's topic in ARMA 3 - GENERAL
I have to agree with the initial post, am very disappointed myself and got the question "What are they thinking?!" for years now. Never the less, it has to be mentioned that the gear system and Altis are very nice ideas / very well done. -
I have to mention that the current replacement of AT/AA auto-locking with the "aim&hold T or RMB" system definitely is a good step in the right direction. It implemented a realistic flow of information for those weapons (spot-aim-shoot) and gives stealth gameplay a chance. You now have to use your eyes, analyze what you see and for the first time got to care about your camouflage (when only those weapons are in the field). I recommend and wish that you adapt the ( mostly AT-) weapons that do not use this system yet in the same way (MI-48 ATGM, btr-k's titan, orca...). Together with some radar adjustments which make it less "magical" we could get a first working hotfix for this issue. No more tab-fire-tab-fire, teamwork in multi crew vehicles, no frustrating 'getting killed by aimbot', logical, completely information-based gameplay and some popularity boost for pvp-based gamemodes. Good work! For the AI topic that's always brought into this one, i don't really see the problem. The AI can use tab-lock (and so on) as their targeting system, where is the problem with it doing so? An AI without aimbot can't shoot. The problems occur when humans take over fire control and use the AI's aimbot. And for the part when both systems collide, a vehicle controlled by a human driver/commander/pilot with an AI gunner, none of both gives his abitilities to the other. So eg. the AI in a tank gunner seat could operate autonomously like in the A2 beta patches, or be controlled by the human within his abitilities - pointing at a target with right-click / t-button / whatever so the AI locks the target it it's system - a target spotted by the human within his capabilities. You can even combine those two - an autonomous AI, that takes human orders as priority (A2 BMP cannon style). The same is possible for helicopters and planes, even tho abolishing the "manual fire" option and giving the control of fixed cannons, unguided weapons and aa to the pilot, moveable cannons and guided weapons exept AA to the gunner would also be possible and result in gameplay/teamwork improvements. I know that most of you want to see some extended solution, more simulation - like, that's why i said "hotfix" ;P. But realistically, look at what's going on at the moment.. content, netcode..
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This idea is meant for europe or a reason. I know that it will at least take 100 years untill this is a question in the US, like with the healthcare. When i pay my taxes, i do it because they are needed. Because education and social welfare payments are done with them. I'm a part of the state like all the others, i don't steal from myself. "This is socialism" It's a lot closer to it than the avarage curret system in europe, yes. But you know how it works here in europe in most states: take the best of both systems. Base it on capitalism and regulate it as strong as you can to make it social.
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This idea contradicts the philosophy our western societies all were built on since the industrial revolution. But actually, it is well thought about. Better than this short advertising video, or any video of this length, could demonstrate.
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This map is simply awesome! Very good job devs! The correct scaling is worth so much and will help a lot to create realistic atmospheres and combat! The road structure and position of towns, power plants and industrial districts are diversified and great for large scale PVP/Warfare battles as well as civil life simulations! Great!
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There should be multiple jets in the release version
Die neunte Seele replied to Marioshata's topic in ARMA 3 - GENERAL
Wouldn't it be better to delay the release? Think back to the A2 release, things were similar there, just with bugs instead of content. Take 2-4 more months, get ready and then release. I see that you are in serious time problems and however it has come this way, now that's the situation. Maybe, from the disappointment point of view, it would be much better this way. -
Thank you very much for the answer :) You let the hopes stay alive :)
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i'm sorry, i did not want to sound rude, i just would like to get some information if they are aware of the problem and how they handle gameplay design :/ thx @ Chortles, kju
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Could we maybe get a statement from a dev about the tab-lock issue? A lot of people are trying to show the problems and make suggestions how to improve the current situation, but at least i don't know the devs thoughts about it? Is it even known in your studio? Do you care about it? Are there plans to do anything about it in arma 3? or after the release? Don't you like the alternatives? Is this RMB lock still in plans? I'm reading this axed features thread and am pretty desperate, knowing that this feature belongs there as well very likely :/. But at least say something, i have no clue what is going on concerning this issue! As a second question to BIS: How do you think about the gameplay of arma? Is it something you actively care about? Is there a BIS member designing the gameplay? Or do you say that you don't want to care about it and leave it to modders?
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Discussion on "Axed" Features
Die neunte Seele replied to gossamersolid's topic in ARMA 3 - BETA DISCUSSION
So true and nothing to add! -
yes, there are a lot of nice new things in arma 3 - the graphics, the car physics, and so on. But they all are superficial. None of the really important structural things was thought about. But it's somehow understandable that you loose your feeling about what is important as a dev, when you take a look in this forum.. so many wishes for nice small features people want to have in.. from this or that tank/aircraft to breaking sniper scopes and destructible windows... I see it coming that A3 is just the same as A2 with some new features. Also i would be interested in how the work is organised for Bohemia Interactive employees. Is it in a way, so you have a list of things of your responsibility that have to be done and you can select one? So small easy things get done while hard things stay undone?
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Exactly. This crosshair on the target is the way to confirm, that you have intel about the target - that you know about it's existance and position. If you press tab or right click to submit your locking wish doesn't matter then. This way a hidden enemy is hidden and the need about getting intel about the enemy before attacking him is given. When you then forbid to lock not existing enemies, like those outside your object view distance, you also remove the posibility to abuse this system by trying to lock things in random directions to find the enemy. Opinions on what is important are subjective depending on how you play the game. The dramatic significance of one single problem over all other small ones is special for PVP types here, most drastic for Warfare CTI. I, for my part, see all those very time consuming new features and superficial improvements in A3 and get mad about the question when the important things will be done. It's not random that Wasteland and other tab-free missions are that successfull, while PVP / Warfare with tab have problems. People get this game because they want to play a military simulator. They end up in Wasteland and Life mode because the military simulation is unplayable.