samatra
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Everything posted by samatra
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A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
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A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Any details how you fixed this? Apparently no matter what you do laser always starts at model origin ([0,0,0]) for planes while works fine on helicopters. -
Arma 3 Particle Effects documentation
samatra replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Yeah, I guess there is some kind of limit on amount of fading particles. If its true then I'm out of luck with stopping particles from fading. I wish we had some kind of particle array (class) parameter which controls fading. -
Arma 3 Particle Effects documentation
samatra replied to .kju's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
Necro bumping the thread. Since Apex particles started to fade right after they are emitted and there are several problems with it: 1) Particles sometimes not fade and behave like they did before Apex 2) If you move camera away from fully faded particle and then look at it again, particle will be fully visible until end of its life Question is, what is logic behind deciding if particle should fade or not? Is there a way to enforce fading or no fading? -
A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
All my attemps to fully fix laser on plane uavs failed, it seems like it was broken for entire existence of Arma 2 and Operation Arrowhead, including in A2. It seems that on planes laser always starts from center of entity instead of where it supposed to start from. This is best of what I've managed to achieve: http://images.akamai.steamusercontent.com/ugc/269470772195731217/748E6C17AB3C6DA6DB977BB28DBA16B0FA67EB8C/ -
Jets - Sensor overhaul (Radars, IRs, Lazors, PGMs)
samatra replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
Wow, amazing new features! I hope there will be appropriate scripting commands too. Thanks!- 954 replies
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Although personally I don't see targeting pod or CCIP as OP as people claim it is, I can agree that it shifted threshold of skill requirement to be very effective with jets in KotH. And since people complained we removed thermal imaging off targeting pod. But I'd totally support introduction of scripting command to switch CCIP (I'd go for client flag instead of flag for each entity).
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Was local version of createSimpleObject command suggested before? If not, I'd love to have local version of it to cut down on traffic for pretty much always static objects and optimize local client performance so I can create and destroy local object on fly.
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Why not just make it available for everyone at this point as a preview for a week or so?
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I would like to suggest marker event handlers to be introduced as well, something like HandleCreateUserMarker, HandleDeleteUserMarker so mission designers can filter markers depending on their contents as well as trigger mission-specific events on marker creation and deletion.
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A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Fixed OG7 icon today, it used to have some weird PG7 grenade icon before. Tried to replicate official icon look as much as possible. Left - BIS PG7 icon, Right - My OG7 icon, Old OG7 icon which was likely a placeholder -
A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Pistols are downright useless at the moment, it takes unreasonable amount of hits to kill somebody, Sa-61 has hit of 3 and enemy units survive headshots and take 6 hits to the body point blank to die. I've checked Arma 2 state of pistols and they're much more powerful there (Makarov has hit of 6 in A2 with hit of 4 in current OA). I don't really know at which point pistols were nerfed so much but I'd really like to revert it. What do you guys think? Another topic to discuss - default cargo of Ural trucks. Currently any Ural has ton of ammo in it, including civilian ones which makes no sense. I suggest to leave default ammo cargo only for transport and reammo Urals, maybe even reammo Urals only. -
Had a great time playing the mission today, here is some feedback and my thoughts for improvement. 1) Having engineer in the team makes mission way too easy, you simply repair a tank or APC and its a game over. Having repair trucks so common doesn't help it either, if not remove them completely why not limit them to road blocks and com centers? 2) Instead of having different classes why not use universal soldier class (b_soldier_universal_f) so your can assign roles through the game, though to get rid of engineers you'll need to remove enemy engineer units so players will not be able to find toolboxes. 3) Developing on ideas above I'd event suggest to get rid of engineer and medic classes all together and just make FAKs heal you to 100%. 4) Make stamina disableable in mission settings 5) Patrol helicopters tend to hover over one spot too often making them easy target for AT Titan or even MG fire. Set their waypoint to loiter instead of move? Reveal players through script if players kill enemy units? 6) All civilians are identical, why not give them random civilian outfits? How about a chance for random item to spawn inside civilian vehicles? 7) Loot you pick off enemies is rather boring, why not introduce a chance for random soldier to sometimes have random weapon and even random loadout? The more random, the better. 8) It feels like enemy density does not change where ever you move, you encounter same amount of enemy patrols in eastern salt flat as you do in Kavala, why not spawn more enemies in towns and less in wilderness? 9) Not sure if I missed it but enemy vehicles like APCs and trucks don't seem to carry troops in them.
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A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Looks like great change to me, I'd love to see someone else's input on the topic too though. -
A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Never looked into this but can you maybe demonstrate a comparison between old and new behavior? -
A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
I didn't play any of these maps but apparently CorePatch_CCP_67951_OA changes surfaces of these maps. Related tickets: http://dev.withsix.com/issues/12294 http://dev.withsix.com/issues/7713 http://dev.withsix.com/issues/67951 You can try to build corepatch without this patch to see if it solves the issue. -
A2/A2:OA beta CorePatch 01.03.2016
samatra replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Since goliath is nowhere to be found and Schatten stopped getting involved I guess this leaves me handling CorePatch now. Issue that I want to bring up is L85A2 AWS thermal scope. Schatten removed thermal off it for realism purposes and I'm not sure if it should be brought back since thermal was original BI design decision. Another question with it is zeroing. So options that I see are: Thermal vision: 1) Leave as is - night vision scope only 2) Revert to original - thermal + nv 3) Revert to original and include realistic version under another classname (say BAF_L85A2_RIS_CWS_Realistic) Personally I'd go for option 3. -
New command createObject for decorative objects
samatra replied to dr. hladik's topic in ARMA 3 - DEVELOPMENT BRANCH
Amazing stuff, I've been wanting this for a long-long time! Would I also would love to see: 1) Command to create such objects locally so we can have even more optimizations when creating local effects using these simple entities 2) Command to hide map-placed shape objects, preferably locally, so we can get rid of bushes and rocks where we want so we can place mission scenery or locations without having bushes or rocks sticking out though mission-placed buildings and walls. -
Realism over compatibility is a terrible mistake. Thing is that corepatch is being worked on while most already implemented addons are not. Its responsibility of corepatch to keep most popular addons and missions compatible.
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Well since I still didn't participate in zeroing debate, I will now. The only reason why DMR, SVD and KSVK has no zeroing is because these weapons originated in Arma 2 when there was no zeroing feature in the engine. Why BIS didn't update these weapons when they developed OA is beyond me, I guess they just didn't care at the time or simply forgot to because they added zeroing to AKM but not to AK-74 even though both weapons are actively used and both originated model and config-wise in A2.
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Next update supposed to get that magazine back
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This is strange, Reammobox has really huge numbers for weapons and magazines. Is it getting overwritten anywhere in the mod?
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Do you know which class causes it? What is inheritance tree for it?
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silentius, can you please post addons that you use? My guess is that your MedBox0 inherits something that no longer has space in it preventing addWeapon\MagazineCargoGlobal commands for adding contents. Or execute following to post results here: [getNumber(configFile >> "CfgVehicles" >> "MedBox0" >> "transportMaxWeapons"), getNumber(configFile >> "CfgVehicles" >> "MedBox0" >> "transportMaxMagazines")] This should get max weapons and magazines cargo space for MedBox0, to see if my theory is true
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Wish somebody could reupload the video