Brutus404
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Everything posted by Brutus404
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That, or the fact that the upper body moved sort of completely indepent of the lower body?
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Arma 3: Community wishes & ideas- NO DISCUSSION
Brutus404 replied to Maio's topic in ARMA 3 - GENERAL
Simple idea for adding immersion to diving: in first person view, there should be a divemask overlay similar to a gasmask overlay as seen in ACE or other games. -
Combining this with some out-of-the-box launcher like Six Updater is now would be awesome.
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As was said before, adding another dimension to the Arma sandbox is definitely a good thing. However, I do think that the full potential of the diving part isn't used by an area like Limnos. A good area for this would be an "island" (not the geographical term) with a lot of rivers, an industrial port or a flooded city like the one in the new Medal of Honor video's. From what I have seen now, it's just "funny to try out, but we might as well use a zodiac".
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From what I have heard, anything that can run on Windows 7 will also run on Windows 8. Arma 3 should be no different, but don't take my word for it.
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As long as the system is flexible, its fine by me :)
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What underwater options will do to warfare? It'll probably end up in 50% of the players wanting to get their hands on sneaky underwater gameplay, leaving almost no one to play the actual objective of warfare...
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For global action key you could use something similar as in the Splinter Cell games (the first few, not the last one): the most relevant action is shown in some sort of dropdown box. With the press of a button, that action is executed. When holding the button, the box drops down and shows all other options. Then you can scroll to the desired one and release. (I already posted this in the ideas/suggestion thread, but I thought it could be relevant to this discussion).
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I think what you want will require some sort of coding, which is fine with me as long as it is simple and straightforward. Also it would be nice if you could make confiqs out of these which can then be downloaded by other people who don't want to bother looking into it.
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I'm not really sure, but is it even confirmed it is a Tavor used by Iranian troops? And if it is, it could just as well be an example of industrial espionage, similar to what the Russians did with the Concorde. The Russians didnt care stealing kapitalist plans, even though the mighty Soviet Union with its communism was superior in any way. Same with Iran and the Tavor: steal the design from the Israel, modify it a bit to suit your needs and here you go! Iranian troops using Tavor-like weapons.
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Yeah thats what i posted on page 4.
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What about the Crysis 2 (singleplayer) cover system? Of course with proper sight/bore line displacement, which Crysis 2 didn't get right unfortunately. Aim at what you want to lean around (or over), hold right mouse button and aim just like you would normally do. The camera adapts appropriatly. No weird camera rolls, complete control over the amount that you lean past a corner and alse the possibility to simplify the bipod mechanism (should they implement one). Also, you get your Q and E keys (by default) back to use for something else. Arma already requires enough of my keyboard. Now that I'm typing this though, two issues already came to my mind: 1. Crysis 2 is a first person game. Animations of the player don't need to be spot on, since the player will never see them. Making the animations good will be quite difficult, and getting the hitboxes right for multiplayer might be even harder. This is probably the reason why I don't recall Crysis 2 multiplayer having this lean system. 2. Crysis 2 is a lineair game, set in an urban environment hence it has a lot of blocky geometry (cover). This system works very well with this kind of geometry, but I don't see it combine so well with the rocks and stones we'll be hiding after a lot in A3. Nevertheless, I think that if BI got this working properly it'll be fantastic.
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Regarding the animation for mount and dismount (I have this strange feeling we have been over this before): Wouldn't it be a solution to, instead of complete freedom of movement inside vehicles, to have some kind of rail system? For instance: in a chinook you will have 3 rails running in the back. Running onto the ramp while it is lowered will put you on one of the rails. You can move along this rail through the chinook, sit down and stuff, or switch rails (I suggest using WASD, with W and S to move forward/backwards, A and D to switch rails). Same thing applies to IFVs or even tank crew seats if BI bothers making immersive interiors. This would solve the problem of uninterruptible animations: if bullets fly over your head when trying to climb out of a hatch, you just reverse and close it again. Now this comes with the problem of the person in front of you not wanting to move on, so I think you should be able to push the guy in front of you to some extent to avoid traffic jams on the ramp.
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A2/OA/BAF Assets in A3 - Official Add-Ons (discounted for owners of the originals)
Brutus404 replied to Defunkt's topic in ARMA 3 - GENERAL
I'd really like to see the old content being ported into the new game, either by BI or by CAA or something like that. And if BI would upgrade this old content to A3 standards, Ill be glad to pay some extra bucks for that. But if they just port it into A3 and leave it as it is, I dont think that deserves my coin, since I already paid for it once. -
Arma 3: Community wishes & ideas- NO DISCUSSION
Brutus404 replied to Maio's topic in ARMA 3 - GENERAL
A combination of the ACE interaction system and the interaction system found in Splinter Cell Chaos Theory (and its predecessors): In the top right corner of the screen (or anywhere else for that matter) there are two "dropdown-boxes", one for interaction with the world, the other for self interaction. Next to the boxes it says which key is bound to that action (for instance windows app key) and in the box itself there's one of the available actions (this, of course, should be the most common action used in the situation. For instance: get in pilot when looking at the door to the pilot seat). When the player then presses the key, the action currently listed in the dropdown box will be executed. When the player holds the assigned key, the box will drop down and the player can then cycle through the available actions with the scroll wheel. Releasing the key will execute the selected action. This, combined with hotkeying all pieces of equipment in your gear, could completely replace the scroll wheel menu which is currently there in A2. I don't know if this is the best solution, but it's a suggestion. -
Will we ever have a real "city" in the ArmA Series?
Brutus404 replied to NKato's topic in ARMA 3 - GENERAL
*Half a century from now* Me: "Hey grandson, how's your game going?" Grandson: "Good, we just cleared this skyscraper all the way up and are now waiting to be picked up, because the previous chopper slammed into that building you see there." <points at skyscraper with a hole in it with smoke coming out> Me: "Is that scripted?" Grandson: "Scripted? Whats that?" Although I very much like the idea of urban warfare on such a scale, I'm afraid that with current technology it will turn into another Fallujah like in Arma 2. Fallujah surely had its moments, but it was too generic to get fully immersed for me. -
Force a unit to move forward
Brutus404 replied to Brutus404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I got it to work, cheers everyone. This is the code I'm using right now: atv2 disableAI "FSM"; _dir = direction atv2; _vel = velocity atv2; for "_speed" from 1 to 22 do {atv2 setVelocity [(_vel select 0)+(sin _dir*_speed),(_vel select 1)+(cos _dir*_speed),(_vel select 2)]; sleep 0.001}; atv2 enableAI "FSM"; It's not the prettiest thing i've ever seen, but hey! It works so i wont complain. -
Force a unit to move forward
Brutus404 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to make a proof of concept for my mission where 2 chinooks drop off 4 atv's. The atv's are attached to the chinook at the start of the mission and on landing, I want them to drive out. For now, I'm just looking at the chopper which drops off the player and another AI atv. For that, I use this bit of script: chinook animate ["Ani_Ramp",1]; //start a time-delay to allow the chinook to land fully before detaching to prevent atv's from drifting inside the chinook. sleep 5; detach atv1; detach atv2; _move = [(position chinook select 0), (position chinook select 1) - 25, (position chinook select 2)]; atv2 doMove (_move); However, the AI atv (which is the first off the ramp) won't drive straight out or it won't drive out at all with some variations which I've tried already (some of them are down here) _move = [(position chinook select 0) - 1, (position chinook select 1) - 25, (position chinook select 2)]; _move = [(position chinook select 0) - 25, (position chinook select 1), (position chinook select 2)]; Also, I've tried putting the last bit of code from my script (I deleted the underscorts) in the init field of a unit in the mission editor. That doesn't really work either and gives the same problem: it won't drive at all or it won't go straight. Can anyone help me with this? -
Force a unit to move forward
Brutus404 replied to Brutus404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I've already tried forceSpeed and that didn't work out, but i'll try this out for sure! Thanks for the fast replies btw. ---------- Post added at 12:44 ---------- Previous post was at 12:34 ---------- Well that pretty much did it for me, thanks a lot. What happens now is that the atv is sorta launched out of the chinook. I suppose there's no way to let it gently drive out of there? And my apologies for not searching good enough through the list of commands at the BIKI. I thought forceSpeed was the only command that could set a velocity, so I didn't look any further when I found and tried that. ---------- Post added at 13:20 ---------- Previous post was at 12:44 ---------- I've tried setVelocity for a few times now and it isn't really a perfect solution: the atv's are being launched out of the chopper like I already said, but about 50% of the time they won't launch out completely straight, hitting the side of the chopper and remaining stuck there, or flying out and landing upside down. Also, I've been trying to combine the sinus and cosinus part from the setVelocity example on the BIKI with my old script (with the doMove-command): _dir = direction atv2; _distance = 10; _move = [(position atv2 select 0) + (_distance * sin _dir),(position atv2 select 1) + (_distance * cos _dir)]; atv2 doMove (_move); Unfortunately, this doesn't do the job either and I run into the same problem of atv's driving into the side of the chopper about 50% of the time. Sometimes, it's even trying to reverse inside the chinook and then go forward ... into the side again. Does this have something to do with the AI pathfinding or is it a problem with my code? And can it be solved at all? -
Force a unit to move forward
Brutus404 replied to Brutus404's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
As a player, I can drive out just fine. However, the AI which has to come out first tends to make a sharp turn and then becomes stuck at the ramp, after which the chopper lifts of and you probably know what happens then :D. Edit: And I forgot to mention: I'm using this http://www.armaholic.com/page.php?id=6232 chopper as my chinook. It doesn't have that nasty m230 at the end of the ramp which blocks everything trying to drive in or out. -
Arma 3: Community wishes & ideas- NO DISCUSSION
Brutus404 replied to Maio's topic in ARMA 3 - GENERAL
Some minor stuff: - (give an option to) disable negative mouse acceleration. If there's one thing that annoys me off the aiming, it is this. I understand that BI wants to make mouse movements more realistic, but to me it doesn't seem like this does the job properly. IRL, there isn't a magical force either which slows down your turning movement when you turn too fast. - change the vaulting animation (v by default in A2). It is so ugly! - give us some impressive weapon sounds. The default weapon sounds in A2 (especially that of the mk.17) didn't make me feel like I was firing a bullet. It sounded more like a paintball gun. I know that there are soundmods that deal with this, but that's no reason to have such ... bad weapon sounds. - when the AI is in careless mode, they shouldn't stick to their formation so strictly. Ever seen soldiers IRL walk around their base in a perfect wedge? -
Although I do think that the current system in ARMA 2 is far from perfect and could use a lot of improvement, I think that improved AI would benefit commanding AI much more than altering the command system. But if BI has the time, the should surely have a look at it. For instance, I would like to see some kind of magical circles indicating where my men will go when I order the to move somewhere to make it easier to assign cover for your AI (much like a system found in Brothers in Arms). Also when issueing a move order, it should be "magnetically" attracted by cover (combined with a good cover finding mechanism for the AI). And I would like to be able to split your squad into smaller teams. I haven't found a single (human) squad leader who commands all his 8-12 men individually. I know this can be done in A2, but when commanding 5+ soldiers or so, split teams should be default, not an option. Voice command seems a good idea to me, but I would rather see a perfect command system and no voice control than a half-broken command system and a reasonably functioning voice command (and of course: all of this after AI improvement).
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Perfect accuracy when firing from the hip
Brutus404 replied to SandboxPlaya's topic in ARMA 3 - GENERAL
+1, and I would also like to see a way to balance for heavier weapons as I descriped earlier. But that's a different discussion. -
Perfect accuracy when firing from the hip
Brutus404 replied to SandboxPlaya's topic in ARMA 3 - GENERAL
:confused: -
Perfect accuracy when firing from the hip
Brutus404 replied to SandboxPlaya's topic in ARMA 3 - GENERAL
I thought that the problem adressed in this thread was the effect of perfect accuracy when 'hip'-firing (not really the crosshair) in close quarters. Calibrating the crosshair at 20 m doesn't change anything about that. Having said that, I think we are slowly drifting off topic with the discussion about BF3 and CoD.