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adanteh

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Everything posted by adanteh

  1. adanteh

    MH-9 Door Control

    I was changing the script a bit to disable the bench seats (Just by locking them) and making every door lock/unlock the seat it's next to, however I can't figure out how to lock the copilot seat. Any idea? I tried to figure it out by using player moveInTurret / moveInGunner / moveInCargo but I can't figure out which seat is the gunner seat. Could anyone example of how I go about figuring out which seats a vehicle has (Like if I'm in a certain seat that I type a command / execute a script to display the seat I'm in in the text area or so, or even something that just gives me a list of all available seats in a vehicle I already did the following to lock the benches Edit: Another question: Right now I can always get out even though the door right next to the seat I'm in is locked. Is it possible to remove the get out function if the door right next to you is closed? I know I can do it by locking the entire vehicle, but I'm curious if you can do it this way. I'd love having to open/close doors before getting in and out first. @Feint. How did you figure out how which doors the MH-9 has? I'm curious about opening / closing doors of vehicles also. Do I need to use one of the tools from BI for this?
  2. adanteh

    Logitech G13 / G700 Profile Arma3

    Next to the New Profile button inside your Logitech Gaming Software (LGS) there is an import button. Just import it and check if everything is set up correctly in-game keybinding wise. I put everything that I changed in-game in the first post, however I'll update this once more stuff get added / when I do some fine-tuning and then I'll make a better list of in-game control changes.
  3. adanteh

    Movement Speed

    That's what I thought as well. I think I'm having the same problem. I also learned that apparently there is a fourth speed now and that Walk/Run doesn't actually toggle between walking and running, it toggles between slow forward and running instead and walking is something else? I seriously have no idea anymore. Maybe that's also a note for the dev. The control scheme makes so little sense, because the binds are named really really weird. Isn't walking / running / sprinting way more simple? Right now we have Turbo and Fast Forward (Which do the same, do they not?) Turbo is just a modifier changing the W key to a sprint key instead.. whereas Fast Forward a direct key to sprint immediately? Am I missing something here?
  4. adanteh

    [Request] Walkable Interior of Vehicles

    @Hammerbalz (AND EVERYONE ELSE ON THIS FORUM!!!!) There is an edit button. It's pretty nice. If you click it you can edit your posts. Now one thing I always saw as a best-practice for forums is to update the first post with relevant information, so people don't have to read every single post. Seeing a feedback ticket for the issue discussed in the topic is probably (very) important it might be wise to add that to your first post. Anyway, I don't care that much for walkable interiors, (Even though walking in a biggie airplane with crates standing around would be nice), but shooting from the interior (Or even outside of car windows) is one of my most wanted features. That would be a nice thing to start with. Walkable interiors would ofcourse be even sweeter.
  5. adanteh

    Hand Signaling & Commo Rose

    Please pleaseeeeee include a commo-rose (Or someone has to come up with a good universal mod that actually has some UIX design to it (Rather than ACE big red arrows). There is so much potential for it. Everyone that played BF2 knows how quick you can use it and that's an ancient implementation we are talking about. Having the scroll menu is cool and all, but it's incredibly outdated and not very effective. Especially seeing a lot of the huge list of items can be given other locations that are more logical and keep things cleaner. The fact that I want this might be the main reason that I'll look into modding, even though I have absolutely no idea how to start with it. The biggest problem with the scroll list is probably that things keep popping up at random locations, whereas a good commorose could be very different depending on the button you hold. I have a very console'y about this and I'm really not a fan of console games in general, but sometimes those menus actually work great to have multiple options combined to a small little menu that you can use fast (and blindfolded). Standing in front of a car with lots of options to get in on all the sides (And don't want to use the scroll menu fast, because that makes you place a satchel/switch to your pistol instead)? Hold the default action button, let a little menu pop up, move your mouse quickly in the option you want. Seems like a good thing for me. Saves random items popping up in your action menu, making it way more intuitive. Anways, when I have more desktop time next week I'll probably make a seperate thread with my full concept and include a video with some animations to it of how I have this in my mind. Who knows, maybe someone that actually knows how to mod will find a way to work it out then.
  6. adanteh

    Stealth Kills?

    A melee implementation would be fairly hollywood, but still, it's a nice thing for the engine to have. Especially a knockout with rifle butt seems interesting. About the non-lethal weapons. I know that Takistan Life has rubber bullets (Which works very weird.), and it could be nice to just 'fall death' but only be unconscious then. Add in some zipties and you're pretty much done.
  7. adanteh

    ArmA2 ACE = CoD ???

    You forgot to use the 'real' arma-vet reasoning: A smooth game is a bad game / CoD / BF trash. Come on guys, movement speeds can be adjusted, but the way movement works in Arma3 is miles ahead of Arma2. It's not really faster, but it just feels a ton smoother. Isn't that a great thing? Having the idea that stuff actually goes fast, even though it's not actually faster.
  8. adanteh

    Look who's talking and Tac signs

    I hope the new clothing system also allows for adding extra items to a player his gear. I just want to be able to attach a bandana or scarf or so to random parts of my body. Maybe I want to attach it to my left arm, maybe to my right arm. Maybe around my neck or around a leg. I don't know if this is possible in Arma3 (It wasn't in Arma2 as far as I know), to layer extra things onto the clothing, but it would be really nice. Also, instead of replacing your helmet by a cap, it would be really nice to attach a cover/net. I really don't know how to mod or any of that, but else I would've looked into it.
  9. I really hope this becomes the case. Sure, I love the modding capabilities, but I like having a fairly complete game. It would be nice to hop in a random server and still have the basic functionality of something that would always work. I'm not saying that this 'basic functionality' is something that would be easy to implement, but just something that wouldn't harm in any of the game modes. Better grenade throwing, shooting out of vehicles, slinging weapon on pistol change. I have no idea how hard it is to make such a thing, but it's something that I'd love to be able to see in every game mode. Even a stance indicator would be really nice, if it's something that could be turned off both in the players config and also in the server settings (More dificult = no indicator). Even something like the PUSH mod (Although it could use some refinement) from Feint would be a very nice addition. For the record: When I mention basic functionality, I mean something that's not that big of a change for the player itself and has very complex systems to use. I do not want ACE or ACRE included by default. I also don't care much for advanced diving modules and the likes. I'm really talking about something that every game mode could profit from right at the start. Inb4 I get swarmed by 'real' arma-vets that tell my CoD/BF3 ass to go away and I should be disgusted of wanting a game where stuff is included by default, rather than having to use mods. I just really hope BI is able to integrate some of the more popular simple mods out there.
  10. adanteh

    A prone lean is needed

    Offtopic, but does ALT still work the way it did in Arma2 for leaning? Aka you just move the upper part of your body around.
  11. adanteh

    Movement Speed

    I've got 2xW bind to Fast Forward. I was under the impression this is the same as Turbo (Sprint). Then Shift is Walk/Run temporary and 2xShift is Walk/Run Toggle. Now if you say that Walk/Run toggle is actually a modifier between slow forward and walk, then what the hell is running? I thought walking was just the standing up straight slow moving/walk with your gun lowered or raised was the same thing. And that running was more or less your default speed (With which you lower your gun). Then the combat pace keeps that default run speed, but gives you the ability to put your gun up. I'm so confused right now.
  12. adanteh

    Movement Speed

    I'm not sure what you're talking about. The combat pace is basically running with your gun up (You have walk, run and sprint as I like to refer to it. Just to make clear of the way I call the speeds). Pressing the walk key doesn't really do anything with combat pace toggle, becauase it will keep your gun up anyway when you run. Doesn't it work fine the way it does?
  13. adanteh

    Does This Look Familiar?

    It would actually be very cool if there was a complete civilian car package. Then again, I imagine making such a mod would take a ton of work (I don't do 3D work, so I have no idea how much work it actually) seeing most civilian cars are pretty damn detailed. Especially for stuff like Wasteland and Dayz it would be nice to have a very widespread selection.
  14. adanteh

    ArmA 3 Alpha Performance Tweaks and Settings Guide

    So what you're saying is that it's useless? Also, can we please get stuff like this to the wiki? It's nice to have a centralized place, instead of everything going everywhere.
  15. Seems like you're doing an awesome job. I just checked out your WIP blog and it looks sweet. Besides the obvious DayZ thing going on it could also be a nice setting for different missions. If you need any help with 2D work you can always send me a PM.
  16. That's why I said that for this thing it would be too much work for the actual ability. I'm just a bit annoyed by the fact that everyone goes on the Arma auto-mode saying "Add it with a mod". I understand dev time is limited, so I'm not going to worry about stuff like this, but when the community comes up with something good I would love to have it implemented officially by the devs. That probably depends on the modmaker though, if they would actually appreciate their work getting integrated into the base-game.
  17. Because that's just weird to say. You might as well release a game without crouch animations and say "Hey, if you want a crouch animation, why don't you make it yourself?". You want a vault animation? Good luck making that yourself. Oh you want a salute animation? Make that yourself. Sit animation? You know the drill. It's somewhat over-the-top, but this really seems like the mindset a lot of people around here have. As opposed to what lots of Arma players think I actually think it's somewhat nice to have a relatively complete game, where I don't have to add everything with a mod (And thus ruining my ability to play a public game relatively hassle-free). I'm not talking about implementing stuff like ACRE by default, I'm talking about relatively small additions like an animation.. a different grenade throw (Roll and so).. Even firing from vehicles is something that really doesn't do any harm by implementing it by default. Anyway, seeing there is no such thing as a modular animation system for Arma (I believe.. Not sure if such a thing even exists in general. I'm talking about just having to animate the lower arm + hand or so and attach it to the rest of the body) it would probably require full animations for different stances, which would take a ton of work for such a small addition.
  18. adanteh

    unclear when I hit

    It would be nice if getting hit would give more feedback to the player. Pulling gun up, twisting camera direction, falling down. There's already some effects, but combined with the different stances it would be nice that you would just fall a couple of stances down. Sometimes enemies can just keep running after you hit them. I'm not talking about insta kill or hollywood shotgun blowback, just something that disrupts the action for a bit.
  19. That really has barely anything to do with the game though. If you use ACRE like a voip spamming moron it's not any better. I still think ACRE should be optional and the default communication system is sufficient, it would just be nice if the general etiquette in Arma was a bit better. Nothing to do about that besides educating people though. Like in Domination in Arma2 a ton of people still don't know that you can form your own groups and use group chat to talk there. I would hope Arma3 will be a bit more clear with that.
  20. Great stuff, could think of some nice additions, however using something weight based would be better of course. Would be nice to be able to push a larger boat back into the water with multiple people (Multiplayer pushing fun) but getting nowhere on your own. Also, having it use your stamina would maybe be a nice addition. Keeps people from pushing things forever and ever
  21. adanteh

    Arma 3 Teamspeak Skin

    If you open up a font, you can press Install in the top left corner. Otherwise you can just type in Fonts in the start menu (Win7) and it should give you multiple options for fonts. You can also go to Control Panel -> Fonts and copy the fonts there. I have a Steam-themed Teamspeak skin (Which I start working from for my skins, hence why all the menus and so are that style) . If only there were such a thing as an Arma3 Steam skin.
  22. adanteh

    Volunteers for helping out?

    I think really all we need is some proper guides. You want to go teamwork stuff and squad tactics? Sure, Dsylexci guides is absolutely(!!) amazing. Especially seeing it's still written from a game perspective. I noticed it myself on our TS. We had a huge influx of Arma2 players, mainly because of DayZ and also Wasteland. Now it's all good, but I keep being surprised when I realize some people don't know absolute Arma basics when they get out of their DayZ safe-zone. I do welcome all the DayZ players in the Arma community, but I'm kind of sick of having to say the same thing over and over. The problem is that Arma changes a lot over time though and the way you play the game changes often (Depending on the missions and so), so even the tutorials that came with Arma2 (And OA) often don't really fall under the best practices. Luckily some groups already have open nights or newbie nights where they get introduced. Props for the people willing to do that. Asking a question on the dev forums is already quite a big step, even if it's a newbie section. You have to register, post your whole reply (And probably read twenty stickies before you can even post). Watching a youtube video is already way simpler. Reading a guide somewhat harder, but can usually go more in-depth. I already like the step you guys took with letting Dsylexci make some videos. I guess we could mainly use some good documentation accessible from in-game at all times. I noticed there was already some of this (In the showcases maybe?). I just hope they get written from a gameplay perspective. Knowing how to drive a vehicle is one thing. Knowing how to actually use a vehicle properly is another thing. Doesn't have to be crazy hardcore stuff, but just some basics. If it's not possible in-game, have one central places for guides (Heck, we even got Steam guides nowadays). In-game, steam, a central website, it's all good.
  23. A guy called 'Gamer' was sitting inside the wall on Kammeny Base appartments on server #7. As far as I'm aware this is illegal. Also, can this please be fixed? A wall right behind the stairs should do it and shouldn't be that hard to place.
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