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AbortedMan

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Everything posted by AbortedMan

  1. AbortedMan

    Aiming Deadzone with TrackIR woes...

    What you guys are describing in your posts and that video is not my issue at all. This has to do with TrackIR reacting with the aiming deadzone feature on the Y axis. When I look up/down with TrackIR my soldier will alternate looking full up and full down in "gaining momentum" type of movement as if its a swinging pendulum on the Y axis with zero manual mouse input. This only happens with TrackIR activated. It has nothing to do with the X axis. I'll post a video showing the issue in a bit.
  2. DLC, lol. Welcome to ArmA, friend. BiS won't be gouging us with DLC purchases. All new addition will be free and made by the community. This is a good thing.
  3. Ah, that was it. Got it working. Much appreciated.
  4. this looks like a great tool...but I haven't the slightest clue as to how to get it working... Can someone provide some guidance? Is the .bat extracting missions that I can load in A3?...I don't see a "Stratis" pbo listed. Am I suppose to run this as a mod? Sooo confused. Pretty sure I help from step 1...maybe even step -1.
  5. AbortedMan

    Double Reload -> bullet in chamber

    If a round is in the magazine, it's not in the chamber. What you're asking for is the ability to charge your weapon. Chambering a round isn't strictly limited to reloading like BF3 has seemingly made you believe.
  6. I absolutely loved the headshaking effect when sprinting at full speed in ArmA 2 in first person. The rocky shakiness effect produced a perfect representation of running with an unfixed eye or a head mounted camera. In ArmA 3, that effect is pretty much gone, even with the head-bob slider to its max. There is still movement when running, but it's more of a sway rather than a jagged, realistic shake. Is this just an unfinished placeholder waiting for further implementation? I hope so. What are your thoughts, community?
  7. AbortedMan

    Headshake/bob whlie running...

    It's a variable setting on both A3 and A2, so it's not (and can't imagine it will be) intrusive to those that don't like it.
  8. AbortedMan

    JUMP please!!

    Vaulting/climbing over acceptable obstacles, yes...jumping? No. What would jumping bring to the game? Nothing. No one jumps in real life like any video game ever, and even adding an acceptable height (1 to 2 feet) would be absolutely pointless except for comical filibuster...which is not needed in ArmA 3. If you're going to say it's needed to get over stuff, a mounting/vaulting/up-and-over type animation function would work a la Rainbow Six style, but not free, unbound jumping. If you want to get over obstacles push for something like the SMK Movement mod, it already seems ArmA3 has taken most of its queues from it and copied its functions almost verbatim: Watch at 2:28 for a look at your solution to getting over stuff. http://www.youtube.com/watch?feature=player_detailpage&v=vklOq6KFQy4#t=148s
  9. I also have the same question. Are grenades not objects that can be spawned with a kit just as a specific rifle/explosives are given to each class now?
  10. AbortedMan

    AI Improvement

    So are any of those mods you've banded together working/compatible with ArmA 3?
  11. AbortedMan

    WIll the finale game be better optimized?

    Does anybody know what "optimized" really even means? The way the word has been thrown around in the last couple years everyone acts like it's a magical button that devs press to enable super-fiximization-ultra-fps-go! mode. When I hear people say it, it reminds me of this:
  12. Hey Sharpshooter, good times on HvK server with blitzkrieg running, for sure. It'd be cool to see more people focusing on squad play with blitzkrieg's F10 function...also, Officer Respawn is working just fine, at least it was working on my friend's server, Armalive.com. Can't get grenades working on classes that have them equipped (according to the Blitz UI), though. Armalive.com can chug along with 64 players for about an hour/hour and a half before things get squirrely. The very nature of the mod doesn't really support squad based teamplay, though unless you're playing with a group of friends among the fray. Still very fun.
  13. I replied with a bunch of links to some milsim org sites, but I guess I'm not allowed to post links yet... so google the following: MilitaryGaming ArmA TacticalGamer 7Cav ArmA ShackTac ...that should get you on the right path to finding a suitable group of players that are mature (for the most part) and tactical-minded. Also, do know that these are just a small few of the organizations that are out there. You should dust off your ArmA 2 and try to play with these guys again. Most run ArmA 2 mods like ACE and ACRE that add a huge amount of immersion and gameplay and will give you a taste of what to expect in ArmA 3 in the coming months. If you need help with mods, I suggest using Play WithSIX to download all the mods you need for a server while being able to browse for available servers as well.
  14. OP, I'm sure your answer is "yes, it can be done" but with your attitude and quick-to-bite answers to people in this thread, good luck finding someone that will do it for you. Unless you code it yourself, you'll probably never see it. You definitely won't see it anywhere common enough to be able to use online, since any sane server admin will enable signature keys that will only allow certain server approved mods (if any at all) and the feature you're asking about doesn't sound like it'll be popular or feasible enough to the masses to make the "common mods" cut.
  15. AbortedMan

    Stuck on 20-30 on Multiplayer.

    When the game is released.
  16. Bachmann... http://Militarygaming.org http://dslyecxi.com/shacktac_wp/ http://tacticalgamer.com http://arma-wargames.com/ http://www.7thcavalry.us/ just to name a few
  17. AbortedMan

    PLayer Finder?

    Using PlayWithSIX launcher/server browser, yes. You need to know their exact name.
  18. There was no "ass about it" in your post. It's informative and answers the OPs question.
  19. Are grenades not working, or is it just me? They don't seem to be throwable/selectable when I pick a class that has them equipped.
  20. Well, then you're gimping yourself a bit in regards to playing with 1st person view, and missing out on a well received and entertaining feature. You have to admit, though, using 3rd person to look over walls and see around corners and such is a bit of "gaming the game" and chips (chunks, actually) away at the concealment/cover/firing-solution-in-regards-to-visiblity aspects of the gameplay...it effectively negates a strategic and tactical use of walls/trenches/corners/buildings/windows/trees/bushes/cover/concealment/etc cover/fire/hiding meta-game. ...forward slash.
  21. 3rd person doesn't just compensate for a limited FOV though, it allows you to look over walls and around corners when you really truly should not be able to, creating an overly unrealistic scenario. Simple solution to the problem is to just stick to servers that allow or, conversely, don't allow 3rd person view...there will most certainly be plenty of both flavors. Also, to debunk the "TrackIR costs too much so it's an unfair/unreachable advantage": By saying TrackIR, you're just saying head tracking, FaceTrackNoIR achieves the same exact effect...granted you have a human face (or 3 LEDs) and a webcam, or $17 to buy a PS2 EyeCam (streams at 120fps for maximum effectiveness over most other cams), and the software is absolutely free.
  22. Yup. FaceTrackNoIR. Google it.
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