![](https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_pattern.png)
![](https://secure.gravatar.com/avatar/c802e501a0315e4541539b2d50e2776f?d=https://forums.bohemia.net/uploads/set_resources_8/84c1e40ea0e759e3f1505eb1788ddf3c_default_photo.png)
Cwivey
Member-
Content Count
13 -
Joined
-
Last visited
-
Medals
Everything posted by Cwivey
-
I'm having two major issues with this mod at the moment: *It seems to stop the 2 sniper rifles from having the SOS scope on-top when spawning the sniper characters in the editor. *If I crouch and move while aiming with the Susat version of the rifle, I get clipping issues where my characters shoulder fills the screen and I can't see a thing. Other than the above, the mods pretty cool. :)
-
If your sights are set to 300 metres, you aim at something 300 metres away, your bullet will travel in an arc to the target, traveling up then down. This is because the sights setting has made your muzzle aim higher than the horizontal. What he was saying with BF3 and BC2 is that the game doesn't simulate distant zeroing, merly that gun's sights are set to 0 metres (Or something very close), therefore, aiming with the sights perfectly horizontal will not result in any shot going higher then the sights during its flight.
-
RO2 uses hitscan for Under 50 metres, simply because the bullet flies fast enough that it's next to pointless calculating it during those distances. After this distance, it uses a proper balistics system (Traveling bullet) with drop taken into account, but not wind. People should actually read-up on things before blindly stating such things as fact. :X As for RTT scopes, it would look very pretty indeed. Although I think my PC would have a heart attack, twice because of the double rendered view.
-
Lense flair is so last decade, what you want it oversaturation followed up by high contrast mixed in with OTT depth of field blur. Speant a while today just watching through all the GameStar DE videos. I'd say ArmAIII is going to shape up very well, especialy on the movement side of things.
-
What do you mean by this?
-
Forgive my interuption, my vision is augmented. It's realy GRAW, I quite like that. But it shouldn't just be limited to folk with two or more screens. Give everyone the chance to use it. Again on the map front. I can't see someone with a two handed weapon walking around with the Map out (Excluding the above System), that's the key issue. A guy with one screen has to stop moving, go down on one knee and open the map to view it. <--- This is what people don't like.
-
There was something like this in the ArmA2 campaign and ArmA2:OA campaign. It often involved doing mini-missions during a larger mission that got the Guerilla forces on your side, or there would be more favourable radio reports for your side.
-
You missed the part where I typed that? :X
-
It's not neccessarily the map that's the issue, it's the Icons, Objectives, Players and waypoints that appear on it. The one's people use for DayZ have no extra information on them other than town names in English and Russian. (dependant on skill level, nothing shows on the map when playing in Expert mode) If the ArmA map was on the second screen, those players would have an advantage over those with a single screen.
-
I wouldn't be so hasty there, Ekko, it's all speculation until we hear some offical word on it.
-
Well, it used to be like that, now combined operations runs when you run ArmA2:OA, nothing else needs to be done. (May have come in around the 1.59 patch or around there) As for SteamWorks, seeing people's knee jerk reactions to it make me say No to it. It'd just cause so much fuss. :X
-
I like the way it's implemented in the RO series. Rebolting after firing has become second nature, and the action manages to stay seperate from the way I use the other weapons (Automatics). Adds a bit more feel to the weapons, a rythmic dispensing of death. Client-side option would probably be for the best.
-
What, in particular, was so "absolutley aweful" about the way it was in ArmA2? Admitdedly it took a little bit of configuration in the Key-Bindings section to get my Joystick working, but nothing too out of the way. Ater that, works very well and I've not encountered any issues with it.