lordprimate
Member-
Content Count
1313 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by lordprimate
-
Hell NO... Weapon sway needs to be reduced and completly removed when prone.. I am sorry I strongly dissagre. when i am prone shooting a gun .. there is NO weapon sway.. I am PRONE.. my body and gun are stabilized on the ground.. there is NO sway.. Further more with the weapon Resting mod that has been released, I reiterate that the sway needs to be able to be Reduced when you have a weapon Rested on a surface.. How can a weapon sway so exaggeratedly, when its placed against a Solid Object.. like i said I strongly disagree. And i really pray that BIS doesn't increase this BS weapon sway.. It maybe easy for you to hit people.. I can right click all i want the sway is barely reduced and I spend most of my time dead because i just cant F'n hit a target "Standing Still" while I am prone.. Because of ... Weapon sway.. I think the weapon sway is absurdly chaotic, and needs some serious refining!!! On the subject of snipers, What really needs to be implemented is proper wind simulation, making long shots more dependent on skill.. Rather then dumb luck in trying to get your crosshairs to hold steady for a sec.. Proper wind and friction simulation will be better then masking the issue with some BS weapon sway that in reality wouldnt occur.. Snipers dont F round with sway.. They use Bipods, and other aim steadying objects to firm up their barrel in order to get that shot.. adding weapon sway to locked down sniper rifle is unrealistic.. Adding proper wind and friction simulation would solve the issue, with super accurate snipers..
-
Yes please, a V2 bisign and key would be nice! Please and thank you in advance!!
-
Getting AI (non Grouped and non-command) to set off satchel charges
lordprimate replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I found out the problem.. The release of the beta changed the loadout for the Explosive Spec. So that unit no longer carries an AT mine in their pack.. So in order to get this to work i had to clear their backpack of all items and then addmagazine "ATMine_Range_Mag"; to get them to be able to place it.. Once the AI had the mine in their inventoy it worked.. I hope they add the AT mine to an AT rifelmans pack.. would be nice.. or at lease some unit that carries a few AT mines.. -
Beerkan, Thanks for the reply. As you can see, I commented out the "createmine" and the animations, and replaced them with "action", and "fire" commands. It was working in Alpha for a while... Until BIS changed the loadout for the Explosive Spec. So far my testing has shown this. The Ai cannot place the AT mine any longer because it was removed from their Inventory.. I had to clearallbackpackitems... and then addmagazine "atmine_range_mag"; to get them to drop the AT mine on the road... Once they had the mine in their inventory the script modification i posted earlier, worked perfectly.. When you use Any "APERS" mine, the AI do something stupid.. Once they place the "APERS" mine they will stay there for and extended period of time.. some times never moving away.. However, some do move away after a few minutes and they kill them selves because by that time the mine is armed.. I would say unless you can find away to get the AI to move away from the "APERS" mines right after they place them, the AT mine is your best bet.. They place it, and walk away, moving back to their ambush point. "Just as they do in Arma 2" I also made a change to how far they look for "nearRoads" to 35 meters.. they will group up their mines better instead of them spread out along a 100 meter stretch of road. I have tried 25 meters but they start to place the mines offroad.. As if 25m is to small a distance to search for nearRoad... This is found the the main UPSMON.sqf file about halfway down in the ambush scripting.. looks like this
-
Hey, I havent seen it posted in this thread anywhere.. I have been tooling around with the AMBUSH paramater.. Obviously had to change a few things for A3. I commented a few commands out and sub'd in a few others. And it worked well before the release of the BETA.. In the UPSMON/common/mon_function.sqf file, down near the bottom are the functions for creating the mine.. you need to edit this.. I was testing it out to see how reliable it was.. It worked great.. And i wanted to test out other mines but the BETA has broken this attempt. Does anyone know if they changed the classnames for the mines.. If so i cannot find the info, in the dev changelog or anywhere else.. Prior to the Beta release the AI would go to a Road pos. and place a mine. Now they still move to the road, and do the Action of placement.. but there is no Mine.
-
Hmm, I cannot access the site .. It seems to be down.. EDIT: I just tried the Server Repo threw Play with Six and it also could not connect.
-
Getting AI (non Grouped and non-command) to set off satchel charges
lordprimate replied to mikie boy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hello again, Since the beta update, I cannot get AI to place mines.. I cant find anything that denotes that the classname for the muzzle has changed.. It use to work.. not it doesnt.. this is the code i was using.. _soldier action ["UseWeapon",mine]; _soldier fire ["MineMuzzle","MineMuzzle","ATMine_Range_Mag"]; The AI move into position and do the ACTION.. but there is no Mine placed.. -
Hey neuro, where did you get sweetFX 2.0.. I have tried looking for a few and the link posted by author at Gugu3d doesnt have it..
-
Just noticed that the DEV team has F'd up the compass again!! WTF. Its Small again and almost unreadable.. Please fix it...
-
If this is True... I am glad I only paid $32 for this game.. Part of the Awesomeness of the game is the attention to detail "in most cases" inherint threw out the game... the Inside of a vehicle is part of that detail.. Like I said, If this is true. I am glad I only paid $32.. Because that is some BS!!
-
CBA: Community Base Addons for A2, OA and CO
lordprimate replied to killswitch's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I am soo F'n tired of people asking this question.. It is asked 5 times a day!!!! And it is Answered Just as many... PLEASE READ!!!!!!! TAKE SOME INITIATIVE!!! You are getting this error because you are not launching the beta correctly, or not at all.... This has been said OVER AND OVER AGAIN... this is getting re-fu#$ing-diculous.. -
Vegetation Texture Pop-Ups Still Ugly
lordprimate replied to Donner's topic in ARMA 3 - BETA DISCUSSION
I cant tell everything flickers at 11fps.. -
yea, this is kinda bad.. When in the main menu i get 11fps... Wholy Crap!! And it gets worse in Game.. The first update at 3am I was still getting 100 fps in the main menu.. after the most recent Hot Fix.. I get 11FPS in the main menu... Edit: I want to add, I am getting less frames then I did when A3 was initially released... I had been seeing improvements in my PC's performance due to game optimizations.. That is out the window now..
-
Just noticed that if you are wearing NVG's the flash doesnt effect you.. It doesn't linger. There is a flash but it goes away instantly. With out the NVG's it works well. I cannot get the launcher to launch flashbangs? when I fire i dont see any flashbangs..
-
Virtual Ammobox System (VAS)
lordprimate replied to tonic-_-'s topic in ARMA 3 - MISSION EDITING & SCRIPTING
That is what has been discussed the last three pages, IE new scripting commands, that have broken VAS.. And the author already stated he is waiting until the beta to post an update to deal with that exact issue.. -
Do a search for Squad XML
-
Nice Cant wait to shot a FB from afar!
-
Any thoughts on a flashbang round for an underslung.. maybe alpha team ran out of FB, Bravo can launch one in threw the window?? I donno just an idea. Thanks for this!!
-
Drongo's Toolkit (command engine, artillery, AI, objectives, more)
lordprimate replied to Drongo69's topic in ARMA 3 - ADDONS & MODS: COMPLETE
HMM, Trying out the demo missions and I get a hint when i click on command that says "No Radio" I check my inventory and i have a radio.. -
Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
lordprimate replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Fromz, Thanks for the Patch!!! The island is great, its nice to have a new place to War it up. Looking forward to the update and server keys/bisigns.. Thanks much! -
Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
lordprimate replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
so far i get that error i previously posted when i run FA_Stance or HMM_StanceIndicator. There are others that are causing the error, ill report more later And to note I cannot play in the editor when this error pops up.. It starts to load the mission and kicks me back to the editor, with the error.. I can try to preview again.. same thing, kicked back into editor with error message. I dont know why they would cause there error but as stated only when i run those mods and a few others yet to be narrowed down.. Nice island!!! -
Diaoyu Islands by Fromz - New Terrain simulation for ArmA3
lordprimate replied to fromz's topic in ARMA 3 - ADDONS & MODS: COMPLETE
just downloaded and launched "With other mods" tried to view in the editor and i get this error: no entry 'bin\config.bin/RscTitles/SplashFromz/Picture.type'. The is land is launched, It shows up in the map list. You can place a player unit. But once you click on preview i get this error. P.S. i do have the african foliage mod added to "addons" folder as instructed.. However, when no other mods were running the island loaded just fine. testing now to see what mod is interfering. -
I edited my OP just going to search for or create a ticket about it in the tracker. I am bad and writing i get sidetracked and go off on tangents.. this is not about the dev build and doesnt belong here its me griping about the, "Close Up Textures and Level of Detail". I wasnt talking about combat for a reason. I get sweaty palms, my heart starts to beat faster and i actually catch myself holding my breath when i right click to steady aim. I was talking about the level of detail on close up objects.. simply walking around the game and "looking". I agree, Arma is stunning in Many ways.. Thats why I play. However, back to what my OP was about. I am pretty sure there are Several "LOD's" right? for far away, things at a mid range, and close objects.. well why not add one for when its less then 5 meters from your avatar? I dont know how LOD switching works is there a blending effect? can you not push a texture threw another and then delete the one that was overtaken? See these are things i dont know... so I am going to get some screenshots together and formulate a proper ticket.. But either way my point is that the "Close up Textues and Object detail" Does seriously need attention at some point. All your points Pure are valid and like i said I agree. However, again I was talking about the level of detail of the close up textures and objects. Not the gameplay, the size of the world. Strictly how things are rendered at 5 meters or less.... And just to put this out there.. I Never played any FPS until I had seen videos of Arma And Arma 2/OA.. Arma is the first, first person shooter i like to play. I have never played COD or BF.. I have since, only purchased a few other FPS's strictly for their visual content. Crysis 2 was one of them..
-
[Utility] - Arma FOV Changer
lordprimate replied to the_dmx's topic in ARMA 3 - COMMUNITY MADE UTILITIES
I have not downloaded this yet but i have a question to those that have used it.. When you increase you FOV in ARMA 2 and go to your map .. you cannot grab your radio, compass or GPS, by clicking directly on them.. The point that you click on to interact with your compass, gps , and radio while in MAP view moves .. and is no longer centered on the object.. Does this still happen with this .EXE ? -
I am really glad you posted that video of crysis 2.. This has reminded me to make tickets. instead of post in the wrong section. but basically I think that the Level of detail of objects and textures in ARMA 3 is SERIOUSLY lacking...