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sproyd

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Posts posted by sproyd


  1. Well it seems like hostility from the most established members of the forums, while the newer members (or less frequent posters) with a more open mind think its a great idea.

    I hope even the most jaded arma vets actually WANT to see this in the game despite their misgivings that such an endeavour would be clearly too difficult for the talented BIS devs.

    And on that note I give you an Arma 3 feedback ticket to vote up

    Edit: PS: Congrats Chortles/DM for being the first person to downvote the ticket.


  2. You would also have to somehow have to modify the position based on the equipped vest - not every vest has a holster or might have it in a different place.

    I guess it could be comparatively easily implemented by just gluing a pistol model to the vest model and then hiding/unhiding it via animation from the engine. Of course, cue "wrong pistol in holster" complaints :cool:.

    Hang on, the sidearm holsters are all drop-leg holsters not vest holsters so this point is irrelevant

    ---------- Post added at 10:17 ---------- Previous post was at 10:13 ----------

    only certain people's inherently-subjective "immersion".

    Would you say the same thing about the fire selector switch? BIS added that. I certainly don't think having a sidearm visible in a holster is subjective immersion it is absolutely fundamental immersion. Something is missing from the player model that should be there.

    I mean look at launchers, they don't just magicly disappear into your backpack they are always slung over the back. Why not pistols?

    If what DM is saying about pistols being part of the right hand bone is true this makes no difference whatsoever. Let me explain why. While the player has his primary equipped, the pistol models are hard locked into the holster. Once the player wants to switch to sidearm, the pistols in the holsters just disappear and reappear in hand with the current animations and models.

    You can't tell me that it would be hard to extrapolate the existing detailed pistol models into the holsters. I mean the pistols have a working slide and everything they definitely exist as a discreet 3D object on BIS's computers. Yes, this might take some coding trickery but I honestly don't see how it would be that hard to just hard-anchor a new item to the holster when pistol is not equipped, and then disappear it when equipped.

    I honestly see DM's argument as a cop-out and I feel to see how this prohibits or makes difficult implementation of pistols in holsters.

    I'm not denying it would be more work but BIS has an (amazing) track record of attention to detail that makes this series so unique. Dragonflys casting shadows anyone?


  3. Sorry if this has already been mentioned somewhere but I don't remember ever seeing it... Question is: Are we ever getting sidearms in holsters?

    I know sidearms hardly get used in Arma given the ubiquity of assault rifles etc but I always find it strange when my char has a completely empty drop-leg holster when he clearly has a pistol on him. I mean if its poly-count we are concerned with (although pistols must be low poly) then why bother modelling the holster?

    Anyway I think it would just be another cool immersion factor, like the fire-selector switches on the ARs. Thoughts? Does not having visible sidearms bother you?

    Update: Enough talk, more action - vote for the feedback ticket here


  4. waht for anti tank Terminators ?

    the problem is you need 3-4 missels for tank :p and no your a not a terminator ! this is ... uhmmmmmm. i have 95 kg in my pathfinder packpack and yes maby a pzf3 to !!!!!!!!!!!! an no im not a 2m men with 120 kg crack

    ---------- Post added at 12:36 ---------- Previous post was at 12:34 ----------

    and in the training is not a nogo than have all paratroopers a pzf3 or a anti tank weapons on the men - in a szenario with many armor

    well said


  5. Would it be possible to throw in an adrenaline factor into fatigue. Because while it it realistic, adrenaline is a huge factor in combat. It would make fatigue seem a lot more realistic.

    A great idea! Let's look at this for V2.0 though and get the overall fatigue nailed first (which is looking bloody good).

    Someone mentioned a heartbeat sound effect earlier in the thread. I think this would work well for Adrenaline rush as anyone who has ever experienced this will know, your heart beats crazy when your adrenaline shoots up and your breathing actually shallows.

    I don't know what effect this has on aiming though.

    ---------- Post added at 12:48 ---------- Previous post was at 12:47 ----------

    Man, this is soo exploitable. I allready imagine certain people, having to travel a lot, shoot at each other to boost their adrenaline.:uzi::hyper:

    so applies to enemy fire only. problem solved.


  6. ________________

    Where are you calling the remove from ?

    Is the local variable _supportRadio still in scope?

    I have a simple trigger zone (that can be repeatedly triggered), whereby when the grouped vehicle (the player) is present the comm item gets added and in the deactivation field for the trigger it gets removed. The same applies though if I try it in the Local Exec field.

    The idea is - the player in zone - he can use radio, the player out of zone - no radio.


  7. Cheers guys calling in the script worked. However, I'm having issues removing the comm menu item. I mean once I leave the area it throws up an error even using BIS's example from here.

    I use this to add the radio

    _supportRadio = [player,"myRadio1"] call BIS_fnc_addCommMenuItem; 

    and this to remove it

    [player,_supportRadio] call  BIS_fnc_removeCommMenuItem;

    It throws up "Item -1 not found in the comm menu. "

    however this works... once. but not when the radio is subsequently added again (the next time I have to use 2 and so on)

    [player,1] call  BIS_fnc_removeCommMenuItem

    Any ideas how I can have it so that the radio will reliably add and remove upon entering and exiting an area? At the moment the radio will not remove and when re-entering the area new radio menu items just stack up.


  8. Despite the issues with JSRS and SOS mods (which I actively switch between for their respective pros/cons) I just can't play with Vanilla Arma 3 sounds anymore.

    The ubiquitious 6.5mm rounds are the main culprit for me - they just sound SO awful in vanilla. Helicopters are significantly improved in mods as well.

    What vanilla does well is volume balancing, and its usually easy to tell how far away or in what exact direction someone is although distant firefights aren't audible and samples are mostly questionable. When you add more reverb you also lose some spatial direction (as reverb turns mono samples stereo) but this is realistic really.


  9. It won't bloody work, even passing strings with single apostrophes instead of quotations. Here is the full code

    class CfgCommunicationMenu
    {
       class myRadio1
       {
           text = "Radio Alexandros"; // Text displayed in the menu and in a notification
           expression = "howfaraway = charles distance alexandros; howfaraway = howfaraway / 50; howfaraway = ceil howfaraway; howfaraway = howfaraway * 50; charles sideChat 'Radio: Alex, I'm at the RV, where are you?'; alexandros sideChat format ['Radio: I'm on the way - about %1 metres from your position. Hold tight.', str(howfaraway)];"; // Code executed upon activation
           icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa"; // Icon displayed permanently next to the command menu
           cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected
           enable = "1"; // Simple expression condition for enabling the item
           removeAfterExpressionCall = 0; // 1 to remove the item after calling
       };
    };     
    

    and to add to the player's init line or init.sqf

    [player,"myRadio1"] call BIS_fnc_addCommMenuItem;

    Edit: however using hint str(howfaraway) instead of using sideChat works fine. It won't let me pass strings within a string anyone got a fix?


  10. - A fatigue meter is a bad idea.

    - Also someone suggested fatigue should be based on gear % bar. Also a bad idea, needs to be purely by weight.

    - Short Term fatigue vs exhaustion is not a bad idea. Although given the lack of veh in many situations, Arma has a disproportionate amount of long distance running in kit so I don't know if an exhaustion mechanic is going to be very fun for anyone that hits it.

    - Regarding the heavy breathing it could definitely be toned down. I usually run in 3rd person and always get surprised by how loud breathing is when switching to 1st person.


  11. Glad you enjoyed the mission Zatoichi.

    I'm not too sure what you mean about the task not showing up. You should have received the task upon rendezvous, although its not auto-assigned until you complete the "Get Changed" task.

    The Ifrit in the river has never happened to me on any playthrough so is very likely to be related to TPW traffic, where the IFRIT probably tried to drive through the river instead of over the bridge and got stuck. I really couldn't think of a way that you could reliably take out the IFRIT in that situation, but of course no mission is designed to handle additional mods and the myriad of potential side-effects that they incur.


  12. Update: Added an establishing shot over the Solar Plant.

    here's what people are saying on Steam

    Nice mission. Long, involving and rather difficult in places. Lots of surprises and good tension. Should I sneak in? Should I take out guards silently from a distance? Should I shoot out the lights or have they got NVGs? Lots of great stuff like that really makes for an excellent level.
    I have to say.. This is one of the best missions ive played so far on the workshop.. Great gameplay and not only is it fun it actually puts you in the role to somone undercover specialy how you have to change and drive over to your hold out position.. Great mission and i would love to see some more undercover missions :)

  13. I have this strange tiled overlay covering the uav shot. It's grey/black tiled (like when you escape to option screen) and almost opaque. Is this a bug or how can I avoid this?

    ---------- Post added at 13:41 ---------- Previous post was at 13:20 ----------

    Where did you put this code snippet please?

    +1 when i added that code to the script it would stop the establishing shot from playing altogether?


  14. So I want to add a custom communication menu item, which I have managed to do using the wiki pages here and here.

    However, I'm confused as to how I get this communication item to execute a custom script. Whenever I put any code in the expression field I get CTD and error messages. How do I get the comm menu to execute regular code?

    Thanks

    class CfgCommunicationMenu
    {
       class myRadio1
       {
           text = "Radio Alexandros"; // Text displayed in the menu and in a notification
           submenu = ""; // Submenu opened upon activation (expression is ignored when submenu is not empty.)
           expression = "[b][color="#FF0000"]THIS IS THE BIT THAT THROWS UP ERRORS, HOW THE HECK DO I GET IT TO BEHAVE[/color][/b]"; // Code executed upon activation
           icon = "\a3\Ui_f\data\GUI\Cfg\CommunicationMenu\call_ca.paa"; // Icon displayed permanently next to the command menu
           cursor = "\a3\Ui_f\data\IGUI\Cfg\Cursors\iconCursorSupport_ca.paa"; // Custom cursor displayed when the item is selected
           enable = "1"; // Simple expression condition for enabling the item
           removeAfterExpressionCall = 0; // 1 to remove the item after calling
       };
    };


  15. Overall an awesome first effort - only tweaks required from here not a radical overhaul. This is cool because it means people will want to use vehicles more to transport their stuff... The slowest speed of jogging (i.e. after maxing out tiredness) is perfect. The legs look like they are dragging.

    Changes, both covered above I agree with;

    - Going from prone to standing should be proportionate to your load. If you are carrying some 80kg of gear, it is always going to be VERY slow standing, even slower when exhausted

    - Diving to prone shouldn't really be slowed in any circumstances.

    My only concern (and this applies pre-change as well) is that everyone is at identical fitness level, when IRL there are huge variances. If you look at say SAS troops they can carry huge load-outs very long distances (still tiring but they can actually do it) while some unfit basic grunts aren't always very fit. My idea was to corellate it to the skill bar (in the editor) but then I don't know how you'd apply this to player units. Anyway just a thought for discussion

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