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zychon

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About zychon

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    Mariusz Zychon
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    Zychon
  1. Okay, I've got a lot of controllers. ...A lot. :) The current controller support is not fully implemented, and it appears to be a placeholder imported from carrier command; because there are controls for "walrus", "carrier" and "manta". This will probably be going away before release. Assuming the above is true, I have a couple of questions. 1) Will the game natively support any DirectInput device, or only the xbox controller support? 2) Will the game support multiple DirectInput devices? 3) Will the actions be expanded? Will we see the commands expanded so you can directly assign actions to buttons? (Example: Activate EAS = Jostick 1 Button 11, Next Task = Joystick 3 Button 4) Right now, you can press a unique key to activate cameras 1-6. Id like to see the following commands added: Cycle Cameras Cycle Active Sensors/Devices Next Task Prev Task Filter Nav Points ON/OFF ON/OFF High Intensity Light #1 (2,3 etc ...just like the cameras are now) Cycle Tabs in the status window Active Camera Zoom In Active Camera Zoom Out ...You get the picture. Take each unique action in the game that is now handled by clicking with the mouse, and assign it a command that can be bound to a button -or as many as possible. Of course if you don't want to use this, you could simply control the game in the UI like you do now. All of the BI games that I own have really awesome controller customization. I'd love to see that tradition continue in TKOM. I know Xinput is a lot easier to implement than full blown DirectInput, and it helps small Steam developers and other small dev teams to get controlller functionality in their games. Still, it has the disadvantage of reducing one of the strong points in PC gaming over consoles: depth of customization. -Great Job on this game so far! I know a lot of non gamers/ non Arma players that would love this game. I'll try to spread the word around.
  2. Hello all, Sorry if this is a newbie question, I have searched this and other posts. Playing around with the ACR units in the editor, I noticed that the SECOPS dispatcher is American, and when you use the support feature, equipment is USMC. However, in previous missions I have done in Chernarus, I have used NAPA units and gotten a Czech dispatcher and the proper Sov Bloc equipment. I assume that SECOPS has some sort of "local" parameter (like how you can spawn a "local" ammo crate), and that the reason the voice is American is because this is an artifact in the maps Bystrica and Bukovina left over from the Chernarus map they were borrowed from. In other words, side "BLUFOR" for the map defaults to USMC and the SECOPS Module calls out USMC "local" stuff if the module is synced to a BLUFOR unit. Can you specify what defaults for BLUFOR when you initialize the mission? Is it possible to specify alternate voice files and equpment used for SECOPS? Furthermore, can you break it down and even get specific about what equpment is used (get an Mi-24 for transport instead of an Mi-8)? I am sure that this -particularly the latter part, would involve a level of scripting I have yet to attain, but am I on the right track here? Sorry if this has been discussed elsewhere, but I have yet to really get my bearings with editing, and only could think to search for "SECOPS voice". Thanks
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