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AbortedMan

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Everything posted by AbortedMan

  1. Please, just quit talking about CPU utilization. This sentence proves you have absolutely no knowledge on the subject.
  2. Oh, is that how long it takes for your game development studio to adapt your equally feature-filled and functional engine?
  3. I'm pretty new to scripting in ArmA, so I'm kinda in over my head here, but I'm hoping someone can help me out... I have an already-made-mission that defines specific pre-set loadouts for players to choose from which contain their respective gear for their role in a class defining .hpp file. The loadouts call the ArmA3 unit class names for the different types of soldiers in the game: "B_soldier_AR_F" Automatic Rifleman "B_soldier_exp_F" Explosives Specialist "B_Soldier_GL_F" Grenadier "B_Helipilot_F" Helicopterpilot "B_soldier_M_F" Machine Gunner "B_medic_F" Medic "B_Soldier_F" Rifleman "B_soldier_repair_F" Repair Specialist "B_soldier_LAT_F" Anti Tank "B_Soldier_SL_F" Squad Leader "B_Soldier_lite_F" Rifleman lite "B_Soldier_TL_F" Teamleader Those unit class names come pre-equipped with pre-defined uniforms...my question: is it possible to change the uniforms of these classes so that I may change the camo pattern for the loadout/role? Apologies if I'm asking this question incorrectly, I'm trying to fill in the gaps as best as possible.
  4. What's that about strawman logic again? Hey, look on the bright side, naysayers, Playstation 4 and the next EA-raped Battlefield will be out in mere months, your 120fps, invisible barrier laden gaming needs will be satiated.
  5. I'm running with an i5 2500K at stock clock, GTX670 (OC'd 1872Mhz memory, 1135Mhz GPU boost clock, nothing big) 8GB corsair vengeance RAM, ArmA3 and Windows 8 installed on a Corsair Force GT SSD. I run the game on max settings, ATOC disabled, SMAA ultra high, 8x AA, at 1080p and average 50-60fps (vsync is always on) unless the server starts bogging down, for some reason things get slow to about 30fps...I'm assuming there's a correlation between server performance and client performance, not sure, though. All in all, A3 runs great and well beyond my expectations...I mean look at the damn thing.
  6. AbortedMan

    How to identify who's hacking?

    [ALS] Armalive.com server uses a server side script that tracks all players and their gameplay actions. It's a great way to keep tabs on anything suspicious like crazy ridiculous idiots with obvious teleporting and server-ruining scripts and even the more subtle hacks like aimbotting (it keeps stats on player's accuracy on the website so we can catch any obvious 100% accuracy aimbotters). That's just one way, but I'm sure more measures will be implemented in the coming versions of ArmA 3. There'll be more improvements and features soon, so check it out
  7. By limitations you mean rendering a fully scaled huge map, non-scripted AI with complex routines, 128+ player (privately run) servers, multi-session operations, near unlimited moddability, mo-cap animations, high-res textures, and a plethora of control input hardware options, right? Sounds like you're a console-minded square peg trying to stuff yourself in ArmA's round hole. What exactly do you expect from having all this stuff available in a video game? You're right, this isn't BF3, Crysis 3, CoD 47, but those games aren't doing anything close to what even ArmA 1 was doing, let alone ArmA 3. I'm sure it doesn't take a lot of computer cycles to render "Soap" McTavish and the 1km backdrop behind him as the scripted sequence runs the command that makes him prompt you to push the "action" button to grab his hand...doesn't matter if it's multithreaded or not, it's not doing or offering the same. All those asking for "optimization" (guys, my water just broke)...I'm curious to know your PC specs.
  8. So what's the point of this thread again?
  9. So moral of the story...the forum goers know what they're doing and know best, while Bohemia Interactive does not and knows nothing. Did I get it right?
  10. So what I'm getting from this thread is a few tech-buzzword humping "know-it-alls" screaming "MOAR MULTITHREADS PLZZZ!!!" and "HIT THE OPTIMIZE BUTTON DEVS, WTF?!?!!!" aren't happy with how the game runs on their 2nd and 3rd gen hardware. If multithreading was the fix-all for gaming, don't you think it'd be plastered all over every piece of software that game studios produced? Do you really think its that easy? On that note, if I see one more kid make a post excitedly throwing around the word "optimization" and non-stop calling for aforementioned magical "optimization" like they've just discovered masturbation, I'm going to have a miscarriage...and I'm a dude....yeah.
  11. Would it be possible to make it so we can change just the uniforms for opfor or blufor? I know the selection is limited, but having just something like blufor with their sleeves rolled up would make a huge difference with IFF and lower TKs. I couldn't really make sense of where the uniform was called after glancing at the myriad of mission files. Is it as simple as adding a line in the East/West classesDefinition.hpp to change from the default uniform? I'm guessing not.
  12. AbortedMan

    Which should I get to enhance my gameplay?

    I used to be in the same position as yourself and had the same dilemma when I started playing Cliffs of Dover...I took a guess at what I should do and got a Logitech G940 joystick instead of a TrackIR, which I got some months later... As soon as I got my TrackIR, I knew I had made the wrong choice in getting the joystick first. TrackIR adds SOOOOOOOOO MUCH immersion and awesomeness to any game that has headtracking enabled. Even compared to the free alternatives (FreeTrack, FaceTrackNoIR) TrackIR is a whole 'nother ball game of headtracking accuracy and responsiveness. My (imo, highly valuable, was-in-your-same-shoes) suggestion, get the TrackIR and just use a $17 Logitech Extreme 3D Pro joystick for now until you can get a real HOTAS and pedal setup.
  13. AbortedMan

    Changing stance using headtracking

    I'm currently using my Logitech G940 rudder pedals to lean left/right and I've assigned toe brake axes a zone assignment where after 50% of toe brake forward my adjust stance button (Left alt) and strafe left/right (A/D) is pressed on the respective toe brake. Works great and is a decent substitute for not having a single button bind for the step-out commands. You can do the same thing on other peripherals by making macros, for instance, on my Razer Nostromo I bound some D-pad buttons to alt+W and alt+S and created a single key "adjust stance" button. I'm sure any other similar device with half-capable profiling software can do the same. It's an easy fix for the time being and gets the job done well. Unfortunately, you still cannot change the new ArmA 3 stances while running and using this workaround, stand/crouch/prone still work in motion though.
  14. AbortedMan

    RagDoll

    This currently happens when you get hit by a relatively slow vehicle, but not killed. You ragdoll for a bit then can get back up and scurry to safety. It supposedly happens when you eject from a moving vehicle, or is at least planned to be implemented.
  15. AbortedMan

    Hardcore Simulation Mode?

    There are plenty of servers that focus on realism and have 3rd person view disabled, Armalive.com is one of them, for instance. If you want muzzle flash "disabled" use a suppressor or a muzzle break when (if) they add them...muzzle flashes happen in real life, otherwise.
  16. ACRE is hobbled by the requirement of a TS3 server, which requires funds, an extra program running that players have to alt tab to or start before they play, and alienates a lot of the community as opposed to just having it in game. It could be a server enabled option, ideally, so the current system could still exist in not-so-milsim servers.
  17. I hear ACRE is working with A3, but only the directional voice, no radios. I can't find any more information. Anyone know anything?
  18. AbortedMan

    RagDoll

    That happened to me in an ArmA 2 MSO campaign with TacticalGamer after my squad was attacked by a vodnik. I was unconscious for some time when another blufor squad found my injured body and loaded me into a humvee. I could faintly hear them talking as they stabilized me and I faded in and out of consciousness on the ride back to base for further treatment. It took about 9 minutes to get to the base perimeter where I finally died (critically injured death timer was set to around ten minutes without critical treatment from a medic). That time staring at a fading in and out black screen as they raced back to base to save me was one of the awesomest, high suspense, and memorable moments in my 15 years of gaming. I have high hopes for those sorts of moments in ArmA 3.
  19. Actually, anyone can hear you in directional chat on ANY channel that they aren't in. Enemy can hear you when you talk in side, vehicle, group, direct, and commander channels given they're close enough to you. The current system works great when you are playing with a bunch of like-minded, mil-sim oriented players that use the system properly. Unfortunately, this is impossible in any public game as it only takes one person to ruin it for all...it may not even be because their intent is malicious, but that they just don't understand or know what they're actually doing. ArmA does its best to adhere to a realistic simulation of military combat procedures in regards to weapons/gear/movement protocols/tactics, radio communications SoP should be no exception. To me, this is huge and it's the biggest problem ArmA 3 has right now. I can handle the occasional CTDs, the seemingly WIP ground textures, the inventory bugs, the limited content...but the current old and beaten VoIP system is a rotten sore on ArmA 3's beautiful face that I cannot excuse.
  20. AbortedMan

    ARMA 3 PvP - Eazy does it

    I hate Wasteland, I hate its players. I hate that song. I hate your video. ...you should hate your aiming at ~:30 sec. <drops mic> I'm out.
  21. AbortedMan

    3D Editor (Real Time)

    Are you talking about something like this? http://forums.bistudio.com/showthread.php?147821-VTS-3-5-Live-Multiplayer-Coop-mission-editor-for-A3
  22. It seems whenever I enable the aiming deadzone my Y view axis gets a mind of its own when TrackIR is enabled. With zero input from mouse or TrackIR, my soldier will oscillate between pointing his face/weapon at the ground and sky ceaselessly. I've unbound every view keybind to troubleshoot and it's not related to a key conflict. Anyone else having the same problem and found a fix?
  23. AbortedMan

    Aiming Deadzone with TrackIR woes...

    I'm theorizing it has something to do with your crosshair and head tracking trying to orient themselves with eachother, one is mistakenly hardcode bound to moving the other and its creating a perpetual "correction loop" on the Y axis that doesn't stop until it reaches the limit of the range if movement. I don't think there is a fix that we can leverage by conventional means at this time.
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