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Posts posted by enex
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It's interesting how in arcade first person shooters infantry is always first person...however
players in arma have issue of comfort zone.
Sure you can't see behind you in life, neither higher but if it makes playing game easier
people will use it, that's how we work.Sadly that leaves ALT and stance adjust which
are unique to arma and no other games posses lonely in a dark because they have no use
when you can see from elevated position.
The message that I'm trying to bring across is that with this comfort zone you give away
adrenaline rushes, memorable engagements, risks vs reward type of situation unique arma
features and controls that you are missing with 3d person on.
To prove my point I will post this if somebody did not saw it yet
2:40
With 3rd person on you are restricting yourself to a lot of fun.
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Thankyou lord Dslyecxi for teaching us how to play arma correctly, face palm. Looking at your character kitted out is cool and enjoyable, so do it, and enjoy the game. If pistol animation was added that would be extra cool too. To be honest the gun animations don't look as good as the character animations so can you blame people playing in third.I wouldn't change the interpretation of video like you did:He clearly says on the beggining: IS NOT THE ONLY WAY OF DO THINGS,
and is something HE FEELS PASSIONATE ABOUT AND IS WORTH CONSIDERING.
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Wreck model is almost finished :):http://i58.servimg.com/u/f58/18/84/74/35/2014-037.jpg (190 kB)
Looks great to me!Job well done.
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340 meters per second, they mean they have set it to the right speed is all.Oh thanks.How did you figure this one out?
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good presentation.Have you thought about what happens with device when vehicles explodes?
How about collision with the environment?
But those are minor problems, I'm glad you guys gut model working, animated, textured and scripted : )
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Read the thread. In reality you have a much broader field of view especially if you count in eye movement without moving your entire head and more importantly you can sense your body.Don't forget you can change FOV!
example fov 100.Is this broad enough field?Don't forget that once I press alt,
you can see so much more in a split second.
http://i1144.photobucket.com/albums/o492/zemljaje11/arma32014-05-2114-29-32-755_zpsa6dd05cb.jpg
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1st person is unrealistic because you can't see your character.This is a puzzle what you said.In arma you can use alt to look at yourself right?In life is the same - you turn your
head around but can't see your back and what's behind you, neither you can watch area from elevated position.
So how come is 1st person unrealistic?
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Sound: Fixed: Simulation of sound speed for all weapons
Sound: Collision sound volume based on speed
Pleasure to see this in dev branch.Wish I could know more in depth feature of of fixed
simulation of sound for weapons.
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Nice, thanks for interview both of you! ; )
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Waw hours spent on this guns and they look wonderful!I hope that makes you proud men!
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What I secretly wish is 3 different hit animations.To make it easy to picture take the healing animation.So you get hit you fall down, and you roll/crawl
for about 4seconds, signifying pain of bullet crashing into your plate, and kinetic force applied to your chest.After that you get up, you sway and have pain and tunnel vision.
IDEA:animation of being hit pulling your plate out of plate carrier.Of course just a mimic that, I don't think you can really pull out the crashed plate, and throw it down in arma.
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I would very much love a gradual magnification scope instead of a instant change of zoom magnification to the next one, i forgot how this is called in english...i would love to see few other things like the Coriolis effect and the magnus "spin drift" effectYep.Or when you switch from scope to red dot on top, it should move there instead of snap : )
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OP you are listing
Higher fidelity on zeroing
windage adjustment
which are similar things.
You help yourself with windage knob adjustment and elevation knob
adjustment to zero your sight.
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The ability to see over walls in third is of course completely no realistic, but then in reality you have the ability to peek through holes and or other gaps to get a view which you can't do in game.I can with stance adjust.
---------- Post added at 20:13 ---------- Previous post was at 20:08 ----------
Let's clear some confusion that I had too.
3ds person does not give you much bigger image.The difference is few meters.
Field of view is the same in both.
Only thing that is changed is camera: Which is located higher and behind character.
Which is causing problems with over the wall peak and watching things behind you
where is not possible in life.


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Seem like Arma is RPG for lots of people : )
I would encourage everyone who plays lots of time in 3ds person
to join servers which enables first person.It will bring you intense
moments full of risk vs reward situations, because it's dangerous
when you peak through covers with enemy nearby and that's part
of the combat, it's thrilling.But if you sit behind the rock
wall safely, and use disembodied camera to see the enemies
you are at no risk and reward is according.
This are just my thoughts, you can disagree if you wish,
but this is not my intention.I want everyone to have intense
wild, breathtaking experience which first person can offer you.
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Well.We have to speculate at this point because Roadmap clearly says that "they don't want to be specific yet"
A focused overhaul of shooting mechanics together with new weapons, the central goal of this development is to make firing a weapon simple to do but challenging to master. Due after the Helicopters DLC, we don't want to be too specific just yet; however, to achieve our goal, a set of interrelated features are planned, which aim to further improve the authenticity of firing weapons and offer new gameplay opportunities.
In terms of content, new weapons that take most advantage of these planned features will be included; chiefly, this will involve ranged and high calibre weapons. We're selecting armaments that offer genuine diversity; not just many of the same type of weapon with minor visual differences, but a true range that offers distinctive gameplay alongside some inherent advantages/disadvantages. Again, our objective is to improve the A3 platform more broadly; new features and mechanics are designed with existing assets in mind, enhancing the sandbox as a whole.
Very lately devbranch received engine instalement of weapon sway.As indicated by Pettka that's part of future improvements
later down the road.So which may hint that weapon will get realistic sway or inertia.
-Parameter for inertia in weaponType
Source
I would cool You down a bit, but WIP means it's not even configured at the moment, there is just an engine support for some parameter to be loaded. As You may see in the roadmap, we would like to address this for Bootcamp update, more details are inbounce soon :icon_twisted:On the zeroing part - I don't think flipping values up and down is good enough, I think that is very archaic, the only thing that would make
sense to me is actual animating flipping knobs on optics in order to adjust elevation and left and right regarding red dots and scopes.
That would open avenue of zeroing your weapon while firing, which would add interesting aspect, contrary to simple page up page down.
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Rather then argue points I just want you guys to know what kind of experiences
can you live through with first person view enabled server.
Dslyexi hunting group of hunters who are really moving in careful and deliberate fashion
At beginning you can see player passing dslyexi literally at his feet, but he did not saw
him.After 40 min of stalking dsylexi takes down 2 players from their group.
That kind of experiences that you can talk with your friends while drinking beer,
are sadly missed when played with 3ds person view.It's risk versus reward
system which includes ALt (moving your head around), stance adjust and
all the immersion and heart race at peaking through corner not knowing
what will you see.
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Good review, I would only comment on hand grenades.So whole system is Work in progress.Pins are not pulled out
when you throw it, there is only one way to lob a grenade, you can't cook, whoever I'm glad they moved away
from arma 2 chunkiness.Which means that in arma 2 life you throw a grenade and you are locked in that animation.
I can happy report that this restriction is gone in arma 3, and throwing grenade won't lock you in animation.
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You can change FOV in your config files to whatever value you want.80, 90fov you name it.
By playing in third person you are potentially limit yourself for a lot of fun and adrenaline
beacause of huge field of view, (camera above your head) including peaking around the walls, over the walls.
Watch this scenario first 3 minutes by dsylexi
Most of the time people want it on because of situational awareness but
te be honest you have ALT to look around while you moving, there is
shac tac addon that helps with peripheral vision and there is adjustable FOV.
It's funny how people give up all seeing for all the adrenaline and
first person immersion that it can offer.
---------- Post added at 16:51 ---------- Previous post was at 16:47 ----------
Drive a kuma in firstperson, offroad good luck ^^ the game is too bad in many things, you can not all see from a infantry perspective ;)I have no problems driving it, and if I play in community I just ask gunner, hey is my right clear?Before I turn right on the road.In third person all this doesn't matter.
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Shooter can use optics on urban prone position and others low ground pastures.
Main reason why urban prone, and leaning prone sides aren't used as much as
others is unability to aim down the sights.
And yes it is engine restriction.
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No, thanks for sharing, this is awesome! : )
http://www.reddit.com/r/arma/comments/25j7x9/everyone_welcome_endstar_the_newest_designer_to/
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Thats the way how the knob is on M145 - even on real one > http://i441.photobucket.com/albums/qq136/Bettendorf/101_0322.jpg (ofc there is a hole its just minor detail which is not worth to do)Fair enough, sometimes is not the best to focus on little things for too long.Maybe that minor detail will get worked on later down the line if ever comes : )
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Very good work on scopes.Sustain: Great texturing work.Improves: The knob on elcan M145 it just sink in mesh, should be separated.
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Godspeed with removing verticles and segments.I never UV unwraped model before, would like to see that, but I can't and that's ok.

Authentic Gameplay Modification
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
This is truly spiritual successor to ACE.
Question:
Can gesture animations be slow down or perhaps paused/toggable (I'm looking at you Dayz SA)