

lukio
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Everything posted by lukio
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Task modules working with JIP - CO-OP - Hosted stable
lukio replied to Doodle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
By using your approach - all tasks are created and visible right from the get go - so what is the point of assigning them additionally? Is this just to get the JIP part working as they are synched to triggers? Furthermore is there any way to unlock the tasks step by step for example by putting a an additional taskcompleted condition in the trigger? -
LEA - Loadout Editor for ArmA 3
lukio replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
So now we know. Thanks for looking into it! My current workaround to the problem is to add all throwable objects to the backpack. Seems to alleviate the issue when adding too many items to vest. -
LEA - Loadout Editor for ArmA 3
lukio replied to major_shepard's topic in ARMA 3 - COMMUNITY MADE UTILITIES
So I'm working on a coop misison and decided to go with LEA to equip the units, because I still remember it from A2 and it was pretty awesome then. Anyway - problem is, that units equpped with 2 chemlights, 2 smokes and 2 handgrenades do not have any selection to throw any of these items. :confused: For example this dear Squadleader here has all items on him but the throwable items do not get displayed in the weapon UI - also pressing the throw button does nothing. SP and MP the same problem. A friend of mine who helped me test found out that you can throw them once they've been placed on the ground and picked up again. Edit: Forgot - he can only throw the item that was placed on the ground and picked up again. removeallweapons alpha_SL; removeallassigneditems alpha_SL; removeHeadgear alpha_SL; removeUniform alpha_SL; removeBackpack alpha_SL; removeVest alpha_SL; alpha_SL addWeapon "ItemMap"; alpha_SL addWeapon "ItemWatch"; alpha_SL addWeapon "ItemCompass"; alpha_SL addWeapon "ItemGPS"; alpha_SL addWeapon "H_MilCap_mcamo"; alpha_SL addWeapon "G_Shades_Black"; alpha_SL addWeapon "NVGoggles"; alpha_SL addWeapon "Rangefinder"; alpha_SL addBackpack "B_TacticalPack_blk"; (backpackContainer alpha_SL) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",1]; alpha_SL addWeapon "arifle_MX_GL_Black_F"; removeBackpack alpha_SL; alpha_SL addPrimaryWeaponItem "acc_flashlight"; alpha_SL addPrimaryWeaponItem "muzzle_snds_H"; alpha_SL addPrimaryWeaponItem "optic_Hamr"; alpha_SL addBackpack "B_TacticalPack_blk"; (backpackContainer alpha_SL) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; alpha_SL addWeapon "hgun_Pistol_heavy_01_F"; removeBackpack alpha_SL; alpha_SL addHandgunItem "optic_MRD"; alpha_SL addBackpack "B_AssaultPack_blk"; clearItemCargoGlobal (backpackContainer alpha_SL); clearMagazineCargoGlobal (backpackContainer alpha_SL); clearWeaponCargoGlobal (backpackContainer alpha_SL); (backpackContainer alpha_SL) additemcargoGlobal ["FirstAidKit",2]; (backpackContainer alpha_SL) additemcargoGlobal ["acc_pointer_IR",1]; (backpackContainer alpha_SL) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",4]; (backpackContainer alpha_SL) addmagazinecargoGlobal ["3Rnd_Smoke_Grenade_shell",2]; (backpackContainer alpha_SL) addmagazinecargoGlobal ["3Rnd_UGL_FlareGreen_F",2]; (backpackContainer alpha_SL) addmagazinecargoGlobal ["3Rnd_HE_Grenade_shell",4]; alpha_SL addVest "V_PlateCarrier1_blk"; clearItemCargoGlobal (vestContainer alpha_SL); clearMagazineCargoGlobal (vestContainer alpha_SL); clearWeaponCargoGlobal (vestContainer alpha_SL); (vestContainer alpha_SL) additemcargoGlobal ["FirstAidKit",2]; (vestContainer alpha_SL) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",2]; (vestContainer alpha_SL) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",2]; (vestContainer alpha_SL) addmagazinecargoGlobal ["SmokeShell",2]; (vestContainer alpha_SL) addmagazinecargoGlobal ["HandGrenade",2]; alpha_SL addUniform "U_B_CombatUniform_mcam_vest"; clearItemCargoGlobal (uniformContainer alpha_SL); clearMagazineCargoGlobal (uniformContainer alpha_SL); clearWeaponCargoGlobal (uniformContainer alpha_SL); (uniformContainer alpha_SL) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",2]; (uniformContainer alpha_SL) addmagazinecargoGlobal ["30Rnd_65x39_caseless_mag",2]; alpha_SL selectWeapon (primaryWeapon alpha_SL); Anyway - to find out whats behind this odd issue, I set up another unit named "Testerman". Now the funny thing is, Mr. Testerman has the same issue. EXCEPT if I add the grenades the traditional way with testerman AddMagazine ["Handgrenade",2]; removeallweapons testerman; removeallassigneditems testerman; removeHeadgear testerman; removeUniform testerman; removeBackpack testerman; removeVest testerman; testerman addWeapon "ItemMap"; testerman addWeapon "ItemWatch"; testerman addWeapon "ItemCompass"; testerman addWeapon "ItemGPS"; testerman addWeapon "NVGoggles"; testerman addWeapon "Binocular"; testerman addBackpack "B_TacticalPack_blk"; (backpackContainer testerman) addmagazinecargoGlobal ["11Rnd_45ACP_Mag",1]; testerman addWeapon "hgun_Pistol_heavy_01_F"; removeBackpack testerman; testerman addUniform "U_C_WorkerCoveralls"; clearItemCargoGlobal (uniformContainer testerman); clearMagazineCargoGlobal (uniformContainer testerman); clearWeaponCargoGlobal (uniformContainer testerman); (uniformContainer testerman) addmagazinecargoGlobal ["SmokeShell",1]; testerman AddMagazine ["Handgrenade",2]; if (count weapons testerman > 0) then { private['_type', '_muzzles']; _type = ((weapons testerman) select 0); _muzzles = getArray(configFile >>"cfgWeapons">> _type >>"muzzles"); if (count _muzzles > 1) then { testerman selectWeapon (_muzzles select 0); } else { testerman selectWeapon _type; }; }; In that case he can select the normal handgrenade as well as the smokeshell and also throw them (normal behaviour). However, when I add the grenades to the unit above with alpha_SL AddMagazine ["Handgrenade",2]; nothing changes, he still can't see or throw any of the throwable items in his inventory. LEA Version 2.0 Update 2 A3 version - Release branch Mods in use: CBA Taskforce Arrowhead Radio VTS_WR STHud Any ideas? Is this a loadout/mission, LEA or an A3 issue? -
Lamps/lights such as street lights, small lamps, big lamps e.t.c. Gone from editor?
lukio replied to Metall's topic in ARMA 3 - QUESTIONS & ANSWERS
There is however a campinglight with integrated fly zapper. -
Would you pay for "modern warfare" dlc
lukio replied to Sterlingarcherz101's topic in ARMA 3 - GENERAL
Which part of A3 is futuristic again? That old LEO tank renamed "Kuma"? That old Comanche attack chopper named "Blackfoot"? That old Fenneck vehicle named "Strider"? etc. etc. All I see is equipment that was produced and deployed within the last 10 years, not even the AH-6 got it's most recent upgrade within the game. What some people seem to be calling for in "Modern Warfare" rather seems to be "Outdated warfare". -
If 1 BI developer would post " Hey guys btw I am working on weapon resting" I'm pretty sure that tons of people would shake their fists in the air and scream and kick and shout about Bohemia not doing a damn to fix the lag on the precious Altis life servers and instead diverting precious development to such a nuisance. Look at Zeus. Free DLC implemented by 2 (or 3?) people, that brings something to Arma that has never been done in a tactical first person sandbox game - what happened? People f**king whined and moaned about something that cool. An actual game master mode for free? *FU BIS we want more FPSZZ'es because they are kewl!*.
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I have this weird issue where I hear a muted moan / groan sound although I have 0 injury and am just sitting (no stress / breathing). It's like someone is standing 50m behind me and is groaning out of pain, but it even occurs when in SP or in a vehicle far away from anyone elese. Mods used: CBA3, TFR, STHud, have tried deactivating these mods and it still occurs, so I do not know where it is coming from.
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If this is the case, I will be a very happy person. The gamespy server browser in A2/A3 is a horrible tool and I am happy to see it going away. Technically Gamespy did a decent job (when used in other games), but somehow in Arma it was got treated like a unloved stepchild. At least now this never fully implemented feature will go away completely. I sincerely hope that the new kid gets better treatment.
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Also he'd frequently bump his head driving in a tank, but maybe the big guy would be a great breacher or door kicker. If only.This is a serious game with seriously indistinguishable characters to underline how serious it is. Variations in size, body type and features could be done for cosmetic looks without impeding on the game experience and actually enhancing the interaction between players. Somehow its contradictory that so many people complain about the lack of realism but everyone is complacent with being displayed as a a clone.
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If I take A2 vanilla and A3 vanilla side to side, I must honestly say that there is much progress under the hood with A3, but the first impression is "same old song and dance". The multitude of redundant key configs, the whole menu UI that is still awful, the odd default keys, the AI command menus, the weird way AI reacts to the player and generally moves over the map, the scroll-wheel menu, horrible horrible outdated server browser and the odd way how you cannot join a server if you do not have the exact same mods, no mod syncing or updating, no standardized distribution format for mods etc. etc. So these are all superficial things that are 1:1 the same in A2. No improvement in this area. So then you start a mission, first thing noticeable is that moving around is quite fluid and the map looks fantastic and performance is quite decent. The weapons have a nice feel, the vehicles look and feel good when driving. The sounds are solid and believable (No more coconut clapping when you run for example). Then the different stances, what a nice feature! Then you notice that you can't swap positions while a vehicle is driving. It all makes sense! So basically once you start playing you notice all kinds of niche improvements that slowly appear depending on how you play the game and what you like to do. All in all i'd say A3 is very candid with it's steps forwards from A2, but still needs a complete overhaul in the user experience department. UX is the place that is most visible and still looks like A2's old clothes. I'm not even going to start on ACE which is a completely different topic, but even with such "service pack" like mods, the core issues that are lacking cannot be mitigated.
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How to change Arma 3 branches between STABLE & DEVELOPMENT versions @STEAM client
lukio replied to Dwarden's topic in ARMA 3 - DEVELOPMENT BRANCH
If thee was only a way to have them both installed in parallel, this would make things much easier. I've tried creating a separate Steam directory on a different hard drive and downloaded version of the arma3.exe is 1.11.115.651 but somehow when I start it, it starts up Steam and the stable version is what I get, instead of the development branch. The only solution I can currently think of is solving it with a virtual pc. Is this really the only way? Swapping between beta and normal in Steam every 2-3 days and having to download the whole shebang every time takes away lots of time (and bandwidth for those with limits) I do understand the usefulness of Steam for the workshop items, keeping every one up to date and also (perhaps later) addition of mods to workshop, but for handling two different versions the system Steam employs is quite a hassle imo. For ARMA 2 there were two different Steamp IDs (stable/beta) if I remember correctly. If anyone has an idea how to do a separated install of both versions, feel free to post a how-to. -
I don't really see it as "futuristic" but more of a "what we've got right now or will be standard in 5-10 years". Had it been anything else, we would see 1000s of posts complaining at how the vehicles, equipment and setting is completely outdated and that BI needs to get a "reality" check. Still there are some people who want back their trusty M-14 and a bucket for a helmet and that's what mods can do, but in general I like the step forwards that BI took and how they presented a pretty good overview of the capacities of a modern day army.
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Main pet peeve - all those unnecessary or inconsistent keybinds and the useless implementation of the Gamespy browser.
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Thanks a lot for these very in detail guides. As you say in the video some things made "Click" for me. I love flying around Helis, but especially landings in tight spots and the funneling maneuver have been something I was never really able to pull off nicely and in a controlled manner. Thanks!
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Share your first Arma3 Beta Impressions (all first impression type posts here pls)
lukio replied to fabrizio_t's topic in ARMA 3 - BETA DISCUSSION
Well here goes. Pros: Muchos improvmenets to the engine, better responsiveness, the map is very detailed and for an Alpha stage release the game has decent performance and stability, finally a decent inventory management Cons: Still the same crappy control mapping, it seems nothing has changed, except now you have even more keys to map, Gamespy browser, many keys are not explained, redundant or comprehensible, the AI seems very weak in CQC I really really hope that BIS is finally getting away from the old clunky keybind system / UI. For someone who does not play WASD you have to rebind all keys and it is not apparent what they exactly do. For example I still haven't found out after 3 hours how to use the mounted weapon in the Hunter. Arma 3 is supposed to be a simulator - but does that mean it has to be incomprehensible and have so many redundant controls? -
Playing a game enthusiastically is definitely a hobby. Thing is though that all the other hobbies you listed are easy to get into but hard to master, which makes them popular. ARMA is not easy to get into and remains hard to master. Popularity doesn't mean dumbing down the game and moving it out of its niche genre, its all about making the entry level experience less of a hassle and more streamlined.
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Enb Series for ArmA 2 or OA [GFX Mod]
lukio replied to DeclaredEvol's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
As i've used ENB before in Fallout and GTA I thought I'd give it a go, but it looks just like a blur filter over the whole screen, the color shift is minimal at the most. Doing it wrong? -
How to make ingame screenshot in Arma 2 and OA?
lukio replied to bboy's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If you are using Steam, there is a wonderfully simple feature which allows you to make Screenshots and upload them to Steam cloud without any Fraps / Photoshop workaround (works in Fullscreen as well). Configure the key used under Settings -> Ingame under "Screenshot shortcut keys:" and on top of that under Settings -> Downloads + Cloud you can enable "Open the screenshot manager after games when screenshots are taken", so you can immediately pic out the nicest one for Facebook etc. and delete the others, just like with a Digicam. Simple and straightforward, Steam :-D -
Assign a key to board vehicle/aircraft?
lukio replied to Lick's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Hmm if you are to the side of a vehicle just press the use button (default action) when the targeting reticule changes to a seat symbol, is faster than using the menu. On servers that disable the reticule I have the same issue though, often miss hopping into vehicles because of this. Instead of adding a new key - why not just make it a general "interact" button. I basically have this for many actions right now just by binding multiple "interactions" with one key. -
Unfortunately ARMA2 MP is everything else than a "jump in" experience. Most servers use ACE or / and ACRE and these two addons need to be configured separately, have own special keybinds and often are a cause for problems. Just the documentation to get everything set up is mind boggling and a show stopper for any "jump in" fun. If you are lucky you can find some vanilla MP servers that do not need any previous preparation and time consuming configuring, usually these vanilla servers run Warfare or Domination mode.
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So this is my theory on why the game isn't that popular. Personal first steps experience (basically long rant and listing of frustrating moments). Roundabout 5 hours of time invested and not one moment of actual playing (although I have the full, legal version of the game). Entry level players repeatedly run against walls just to actually get the game configured and understanding the core mechanics, even after that there are so many barriers to overcome and the mod fragmentation does more harm than actually benefit the game. If you just bought the game and then install any kind of mods, you basically also should count in additional 10 - 20 hours of configuring, playing and understanding these mods. So that makes around 30 hours of personal time just to walk around with some buddies through the desert or doing a patrol in Chernorus. TLDR The game isn't brand new and some mods are really good, but generally it is rendered inaccessible to anyone who wants to give it a honest try and jump into Armed Assault. Luckily there seem to be some community driven events to counter this, but imo it is BIS's job to make the game more accessible (not by dumbing the simulation core down, but by integrating more useful services and making the process to actually join a game intuitive and less intimidating). I assume there is only a fraction of players who bought the game actually playing on a regular basis (5% maybe) and even now - several years after release - there would be more potential. Currently ARMA 2 reminds me of a great game (edit) with a large audience car but you have to build the parts together on your own befoce you can drive. Each time you drive somewhere though you have to change the chassis or the wheels and on some streets swapping the gearbox is required as well. Many players have a drivers license, but to be able to drive you actually need to be a hobbyist mechanic with a range of tools in your garage. A decent driving experience without being forced to tinker around too much is imho what would make this and future games of this series more popular.
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Flying is more difficult than in other games that feature Helos / planes as a goodie to the standard infantry combat, but its really simple to figure out and medium / hard to master, which is fine. Currently i'm happily flying with my controller using the stick, 2 shoulder buttons & 2 two for the pedals, thats all. X+ / X- for bank, Y+ / Y - for down / up and left shoulder top / bottom for thrust / altitude increase. Its just two buttons more than in other games (the pedals) so its no biggie. To get the typical feeling like for example Joint Operations, just leave away the bank / pedals and use the turn commands, it will make precise flying and low speed manoeuvring very weak though.
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100% agreed. As awesome as some mods are, I really wish there were more vanilla servers. Every time I pick a server I either don't have the mods or have to download missions, maps etc. then have to understand what kind of stuff the mod does to my interface, gear and keybinds etc.This is really creating barriers for new coop/MP players and to me is a turn off from any (random) MP gaming in ARMA2. The fragmentation / separation into micro communities is not helping entry level players at all. Actually for tactical coop I could fire up SWAT 4 right now and probably still be able to join more servers with less hassle than with ARMA 2/OA. As a general recommendation for people currently deciding on buying the game, I'd recommend ARMA 2 free to get a look & feel of the game, what it is about; then decide if this works for you. Only afterwards buy A2/OA. The official mods (aka DLCs) are unnecessary because everyone prefers to play their own "microbrewery" mods, which is a unfortunate. :(
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I just did it, and possibly had the same issue as you did, I think its important to exactly follow the instructions step by step. Go to waypoint, stop helo, engage autohover, go up, target selection (green squares around targets), command fire.
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Agreed, the controls are completely overwhelming and seem to feature lots of unnecessary control options which adds to the confusion. For MP Action something like capturing and holding controlzones or capturing a briefcase *cough* and bringing it back to the own HQ would be great. All within the normal ARMA simulation / experience of course. Negative on This is exactly what leads to a strong difference between the actual gameplay in MP and single player which is quite confusing, its like making a balancing act between "action shooter" and simulation, getting that right is really hard, it would be better to slowly get the player used to the whole simulation thing than give him the impression he is playing a action packed shooter. This will only lead to more frustration imho.