samatra
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Posts posted by samatra
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It seems that last update broke 6.5 suppressors, camouflaged ones muzzle_snds_H_MG_blk_F, muzzle_snds_H_MG_khk_F don't seem to work anywhere anymore. muzzle_snds_H_SW no longer works with MX SW, only with Mk200 (if its deprecated copy of muzzle_snds_H_MG, it should still function the same). Mk200 takes base muzzle_snds_h suppressor, not colored ones, same with Katiba.
Compatibility table for all 6.5 suppressors with all 6.5 weapons: https://pastebin.com/raw/6GgBsVkh (view without text wrapping)
Screenshot of table above:
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30 minutes ago, opftafel007 said:ok i checked and u are right about the killfeed.
But I still feel like the Ai responses should be in capitals by default. It has been like that since flashpoint and mission devs can still change whatever kind of killfeed to whatever size they want.
But warfare mission aside, if players play the game with ai and players in group in whatever mission, now the ai callouts are in small capitals, and players that type in group chat are also in small capitals (unless u expect them to type in allcaps wich would be rediculous).
Yeah, this changed in Arma 3, I guess they just ported this change alongside other engine fixes from Arma 3. By the way, as I already mentioned on github, Arma 2 beta used to have lower case for group messages too:
I don't think there will be much confusion between player messages and group messages, its not THAT big of a deal.
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12 minutes ago, opftafel007 said:what u are showing me now has always been like that in warfare mission, they were never capitalized (unit kill notifications), im talking about the AI responses and info
No they weren't, they were all caps, just like radio chatter. I don't know the reasoning why this was changed in 1.64 but its a good change in my book.
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22 hours ago, opftafel007 said:Bug report as of EOL update 7/11/2019: AI reports/Messages are no longer shown in capital letters
Please adjust the Messages back to capital letters, these small letters cause for a hard read.
Also when playing in combination of ai and players within a group or just in general it loses its general structural oversight.
Not sure if this was intended or just a minor bug, but theres several people that have complained on our server so i thought i'd adress it.If you ask me, its a good change - less crap on the screen from the chat. This also affects scripting commands, they're no longer forcefully capitalized. Check out how good scripted messages look now:
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Build 145798, setMagazineTurretAmmo command no longer lets you set magazine ammo above magazine capacity. This was very useful for cases where you need larger magazines as you obviously can't have custom magazines without addons. Please revert this change, we're actively using it.
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Had some play time in Warlords today on Malden. Assigned to attack BLUFOR base, paradropped into its tower, shot some AI, got killed, few minutes later it got captured somehow and I don't think I've seen any OPFOR in there with lots of BLUFOR soldiers and tanks roaming around. Very unclear what's going on.
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5 hours ago, Ahhhh3456 said:M134 fire rate is now broken. it takes about 1 min 35sec to shoot 4000 rounds at 4000rpm
Just did a test, took me just a bit above 60 seconds to fire all 4000 rounds at 4000 rpm: https://steamuserimages-a.akamaihd.net/ugc/922550570578229973/604BF3A081788FEEB6285579D17BF83508257882/
Timer is visible in hint box, was started manually so few seconds ahead of actual shooting.
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On 1/13/2018 at 7:35 PM, Imperator[TFD] said:What was the issue with turret locality?
Actually, it was about players appearing outside of turret like this
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7 hours ago, Noma said:Vanilla and OA objects are used, like factory gate and market shed. This bug is shown on any of the islands if you break it with a vehicle.
I see what you mean, I'm not map maker to know how it is setup but these market stands become flat on Takistan so it must be some misconfiguration on custom map side. As for gates this problem is present in Chernarus and Takistan alike and I don't think there is a way to fix it, gates fall down normally when closed and only look like this when open, you can't make engine close them when they're destroyed unfortunately.
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4 hours ago, Noma said:Looks like custom map, its up to them to properly configure map objects.
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6 hours ago, revolverocelotkjb said:Sounds great samatra!
1) Any news on the RPK-74 shadow issue?
2) The corepatch introduced new sounds for some of the ACR weapons which ended up conflicting with the JSRS Mod sounds for those ACR weapons. Modifying the ACR weapons corepatch to restore the JSRS Mod sounds for those weapons was pretty easy however I've just now discovered that the following weapons have reverted back to vanilla game sounds and are no longer the JSRS Mod sounds:
M4A1 and the M4A1M203ACOG have reverted to the regular game sounds on all firing modes. At this point I do not know what is conflicting from corepatch to revert the JSRS Sounds on these 2 rifles to vanilla???
1) Yes, shadow is fixed.
2) Are you updating JSRS? If so, make sure to have all addons require CorePatch_Everything, its addon that includes all CorePatch addons as required.
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Did some progress with Corepatch recently, includes:
M240 M145 didn't move scope lenses during reload Jackal smaller model tweaks and fixes Jackal M2 Woodland had desert textures in gunner first person view HMMWV SOV had untextured frames in first person view, plus minor fixes RPK magazine model adjusted to represent real magazine faulty textures and shadows on some CCP magazine models BRDM-2 had no damaged material Damaged materials on T-55, BTR-60 and BTR-40 looked like fully destroyed ones ZSU-23 Shilka guns elevation increased to more realistic 80 degrees ZSU-23 Shilka geometry LOD fixed, no longer flips when aiming high up Mi-8 proper holographic sights Mi-8 MTV3 front gunner visual bugs Mi-8 rotor shaft wasn't turning with the rotor itself ACR Mi-8 had no squad logo Various Mi-8 model issues across all versions MTVR driver proxy position
Some screens:
RPK74 magazine, fixed magazine models from CCP
Real holographic sight for Mi-8
ZSU-24 Shilka much higher and more realistic gun elevation limit
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Execute this on init.sqf on your server
if( !isNil{profileNamespace getVariable "tvtvarb"} || !isNil{profileNamespace getVariable "tvtvarj"} ) exitWith { inGameUISetEventHandler["PrevAction", ""]; inGameUISetEventHandler["NextAction", ""]; inGameUISetEventHandler["Action", ""]; profileNamespace setVariable ["tvtvarb", nil]; profileNamespace setVariable ["tvtvarj", nil]; saveProfileNamespace; endMission "LOSER"; };
This will fix the issue if player is infected and drop them to lobby, their next join should be fine.
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I submitted GC fix to Dwarden week ago, we're just waiting for it to hit A2 beta.
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8 minutes ago, OMAC said:Yes I know, but why the crashes when the plane receives no damage from ground fire? The Harrier was crashing more than 75% of the time, apparently for no reason. I wonder if the crashes would occur if the enemy tanks it was targeting had no ammo...
Compare to non-beta OA?
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3 hours ago, OMAC said:Oddly, the Harrier keeps crashing into ground most of the time even though allowDamage is set to false. ???
allowDamage doesnt save from crashes in A2\OA
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Posting here as well for anyone who'll find this thread through search, there is a solution to this issue in another thread:
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Until it is fixed in the game, Include this addon as server-side mod (serverMod=) and it will fix it: https://www.dropbox.com/s/xw247q7a2jq27yk/fixdisconnect.pbo?dl=0
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5 hours ago, pcc said:Also, wouldn't the AI always miss because they aim based on the locking circle?
Test it?
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3 hours ago, pcc said:I didn't realized it had it since the circle is faint so I went to test and its calculations are off too like the tab lock.
If you dropped the bomb at time of first screenshot then no wonder you missed. You first have to aim with the plane\helicopter and use locking to correct small errors. But yes, circle in square can be a bit misleading now.
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Just now, OMAC said:This makes me wonder if the iron bomb characteristics should either be returned to original state (with locking, for gameplay purposes), or be reverted to first fixed state (all locking removed) as per the kju ticket. I have not tried the iron bomb lately myself.
Beta should have locking enabled but with much less flight trajectory change.
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8 hours ago, pcc said:Can the locking indicator be adjusted? The bomb always fall short when the locking is circled plus square. Have to aim beyond the circle zone.
No, we can only control 2 config values of maneuvrability and trackOversteer and that's it.
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So I did few tests with unguided-guided bombs, I set trackLead to 0 so bombs no longer lead moving targets and decreased maneuvrability from 20 to 5 for FAB-250 and Mk.82, so they change their trajectory much less. I did some tests with AV8B, Su-25 and Mi-24P, you still have to mostly rely on your vehicle's speed and orientation to succesfully drop bombs but locking can sometimes help you with that. GBU-12 still has huge maneuvrability value of 20 so it is very effective when bombing laser targets.
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3 hours ago, pcc said:What about making the bomb from more to less maneuverable the longer it falls? I'm not sure how it is in real life but I'd think once the bomb falls below a certain height it wouldn't be able to change its impact location as much as when its at a higher height.
We cannot control any of this, its all hardcoded in the engine.
General Discussion (dev branch)
in ARMA 3 - DEVELOPMENT BRANCH
Posted
Wrapped this up into a ticket, also added issues with 7.62 suppressors: https://feedback.bistudio.com/T154769