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WhiteArcticFox

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Posts posted by WhiteArcticFox


  1. Being able to have such a fine control what your stance is in Arma 3 is great, it's a great addition but I think it can and should be expanded upon, such as in vehicles. With these new armoured vehicles like the Hunter and Infrit the windows aren't really in a great position all the time when driving and if you're one who prefers 1st person and usually disables 3rd person then you know this can be quite a pain in the ass as your field of view is very limited.

    So my suggestion: Ctrl + W / A / S / D will change your posture or so to speak in the vehicles, so you're able to lean closer and further away from the windshield and to the left and right so you can see through the side windows better.

    A little example:

    Here's what it looks like as a driver in the Hunter

    577616_524709580905997_39615629_n.jpg

    Here's what it looks like as a passenger in the Hunter

    602243_524709650905990_419074603_n.jpg

    As a passenger you're slightly elevated and towards the windscreen yet it makes a great difference to what you can see outside infront of the vehicle.

    Another example

    524939_524709684239320_1561585503_n.jpg

    580891_524709780905977_2137515680_n.jpg

    Being able to change posture so you can lean towards the window will make a big difference as a rear-seat passenger as you can't see anything outside of the truck.

    Which also raises to an issue with the Infrit gunner seat, this should probably be put in the arma 3 alpha section and probably has been discussed but never-the-less, as the gunner in the Infrit you are limited to only looking left, right and down when not looking through the weapon camera, should be sorted out as it's really annoying.

    And another thing about the Infrit

    Is this intentional?

    259971_524709754239313_1400995832_n.jpg

    As the side-view mirror is pretty much useless in that location ...


  2. What I find hilarious about this thread is that people come with videos of gun enthusiasts / military personnel for argument saying "See, the weapon doesn't ever raise" ... Well no shit, that's because it's being expertly handled, ever seen an amateur handle a weapon? Can't control it in the slightest, the weapon raises skyward, he loses ground etc.

    That's what I believe what BI is trying to re-enact here, you can't just go around and say "If my gun has too much recoil that means that my character is an amateur who doesn't know how to fire a weapon", no, that means that you can't pull your mouse down and correct your aim, not saying it can't go out with adjustments, it surely can, IMO the recoil while standing or kneeled is great, feels like the weapon packs a punch, but when prone the kick is way too slow, you fire a weapon and the kick is still going on .40 seconds later.

    Not saying everyone is wrong, but these are some quite ridiculous arguments to bring to the table, I find the recoil fine except when prone and I agree that you should be able to mount your weapon on window shells or fences or deploy bipods on the ground for better stability.


  3. And remember that because maps of BF3 are so tiny and in addition to that they have the every annoying "get back or die" they can slap more fake detail on backgrounds because you simply can't go there and see how badly drawn it in fact is. There was a video on youtube where a dude managed to leave boundaries and he encountered sprite 2D trees from mid90s that were always facing him as he moved.

    That happens even within the map boundaries.

    @OP Though aren't most of those things in the game already?


  4. Automatically stand up when you're prone and you're trying to access the gear of a dead soldier, I absolutely hate and it has gotten me killed countless of times.

    Stupid stuck in place because your character is still in the "Throw grenade" "Puts hands in the air accidentally because you pressed the wrong button" "switching weapons"

    You should be able to move around while switching weapons, throwing grenades, raising your weapon from having it lowered otherwise you just feel restricted and don't feel like you're in control.


  5. I see only two minor problems. First is, AI is confused enough when walkng inside building in small group, I can totally see myself raging over 20+ soldiers blocking each other path and walking in circles.

    Second is, moving inside tight vehicles like a BMP, where soldiers have to enter and leave in specific order

    Maybe problem could be tempered by allowing soldiers to clip through each other during getting in and out action?

    Why are we worried about details like this? Just have the animation where when you're entering in the back, open the rear door, get in animation, when in the vehicle you get warped into seat ( maybe a little touch for first person where your camera floats into the seat, somewhat like what ACE does )

    We don't need perfect animations, just animations that show the player opening the doors and getting in the actual vehicle instead of putting the weapon on the back and warping to place.


  6. Things I'd like to see, probably mentioned already;

    - Keyboard click to switch units between playable and not

    - 3d Editor where objects can be placed, their height and angle / rotation be changed, and saved.. What we have now is almost good enough, it just needs minor improvements to stop stuff from being re-located when saving etc.

    - init.sqf and description.ext auto-creation when saving mission for the first time (minor)

    - Larger or resize-able init-fields inside editor (objects etc). Maybe add possibility to make new lines etc for easier overview of code

    - Fix crash to desktop when missing #includes and similar stuff.

    - No popups when "could not find image\ blabla", "could not find cfgWeapons\blabla" force it into showScriptErrors or something similar. It's annoying when you're in combat and you get one of those popups.

    - Please don't name objects, parts, animations or any other stuff in Czech language ( probably don't have to mention this :) )

    Undo / Redo button, we can't forget that.


  7. [EDIT: RiE has confirmed it's the crosshairs moving where the muzzle is pointing at]

    This will be very helpful, at least to me and others I know, where as most of the time you don't exactly have a sense of weapon position in the game and it's especially annoying when you're behind cover and you think you have your gun far out enough from any muzzle obstacle but then you fire and you end up hitting the wall instead of your target. Very nice feature and I support it.


  8. I don't think that's auto-aim, what I think it is, is the crosshair actually being where the muzzle of the weapon is aiming, like in previous titles where you were behind a wall, the crosshair was aiming at an enemy soldier but when you fired you only hit the wall infront of you, because the crosshair wasn't where the muzzle was actually aiming.


  9. The mission editor itself is anything but complicated. It's pretty straight forward. Mr. Murrays editing guide covers all of the editor features and makes using the editor a breeze for those who may not understand the editor. In any case, even without the guide, everything should be self explanitory. There's even tool tips for code, you can press F1 while a tooltip is floating and see a entire description & example of said code. I don't understand.. which part of the editor is confusing?

    I think you mean scripting in general and not the actual editor... If anything, BIS needs to add more features into the editor. No refining of simpliying needed. Go use the editor for a month or two instead of for 5 minutes before asking BIS to simlify the editor.Just saying, anyone who has honestly spent a legit amount of time in the editor wouldn't find the editor as complicated, or needing to be simplified. Hell... it's just the base/starting point for editing missions... it's not complex :cool:

    Did I say the editor itself was complex? No, I figured out mostly everything the day I got into the editor of Arma, as of now I'm working on a mission which I've been working on the past week and still isn't nearly finished.

    Say, did you read what I wrote?


  10. Well, making the editor more simple to use doesn't go very well with it being improved at all. You can't improve something by removing features can you?

    In-game document editor? Would you prefer that to a whole range of free and awesome tools available in the windows environment such as notepad++ etc?

    You got me wrong mate, I'm not for removing features, not at all, I'm merely talking about adding features to make the editor easier to use, wipman explains it perfectly.

    Hi, for me a good 3D editor will be an improvement, to be able to place AI units inside buildings with accuracy on balconys, rooms or corridors; linked between 'em or not, to have something specific for the coverage of a building, like for example a sniper shooting by a door from inside the middle of a room, while his spotter sing the targets for him/her closer to a window, another one (a grenadier i.e.) covers the back window and other two cover the room's door, one from inside and other from outside it. With waypoints and orders GR style while indoors or arround their perimeter... and other waypoints/orders system for the open field combat.

    Be able to see through the roofs and ceilings of a building when you gonna place a unit inside, UFO: Enemy Unknown style; but things like be able to write briefings or just data on the notebook aside of objectives from inside the editor, would be a very big improvement, as it'll be to be able to look for external files like objectives pictures.

    Click on a text line on the notebook, drag the cursor above it, select the text that we want and then.. Right Click to open up a menu with what we could do with that selected text line; like transform it into a link to an objective... an external picture or whatever.

    A visual 3D armory to choose the gear that we have available for the playable units, with a part for the taken weapons during the SP missions of the campaign, also a section for our combat backpack, where we choose what to carry for the mission, as backup uniform and ammo, a guillie suit or parts of it or parts of armor... tools that we may need... food and drinks to recover our stamine... . This things will be an improvement of the 3D editor and gear menu IMO. Let's C ya

    In-Game document / file editor is so that you don't always have to minimize the game and go to the mission foldier, find the document, search about on it for the right line to edit. Just an idea to make the editor more streamlined.


  11. ( I'm tired as I am writing this so I'm fairly certain there'll be lack of punctuation or sentences that don't seem to make much sense, just writing this down so I don't forget the next day as I often think about making this thread on these forums as I have been thinking of posting it for about 2 weeks now but keep forgetting it when I go to sleep )

    A simple question, is there any word on what the mission editor will look like or whether it'll be improved and simplified for A3?

    Don't get me wrong, I know my ways around the mission editor in ArmA and I can use it fairly easily, but I'm wondering if it's going to be improved and simplified in A3 as I think it's truly a hassle in A2 to make a simple mission, often I find myself having opened 8 documents, 20 tabs on the internet, have hundreds of triggers, waypoints, game logic blurring the editor when I make a fairly simple mission in A2 and maybe if I want to get back to a mission I made a couple of months ago and tweak it a bit I find myself trying to search for the right trigger, find the right unit etc. ( maybe it's because I'm a bit unorganized in making the missions but still )

    I know most of you have been using the mission editor since back in OFP days so I can understand if you don't want any major changes to the mission editor but something like an in-game Ext. file creator, document editor, 3D mission editor so you don't have to worry about something like if a soldier was put on the roof of a building or in the second floor of it or in the basement until you click Preview to check it out and then go back to tweak some codes to bring the unit to the right altitude or if an empty aircraft clips the wing of another empty aircraft etc. etc.

    Bottom line is : Something like a 3D Editor ( Optional for personal preferences ), in-game Document Editor and File Creator would make mission editing much simpler to work with, also something like already built in respawn mechanism, respawn location marker, revive mechanism, in-game note editor / task creator, artillery radio and placement easier, playable AI enabled / disabled pre-fix etc. etc. etc. would be very handy

    Thoughts?

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