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machineabuse

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Posts posted by machineabuse


  1. If the recoil for arma 3 is the same as it was for arma 2, it's done via a short animation applied to the weapon each time it is fired. You can make the weapon do whatever you want, for as long as you want, afaik. So, you could make the gun come back to the original aimpoint so long as the gun didn't fire again before it returned, without even changing the way recoil works. And then, as long as the animation is longer than the weapon's cyclic rate, the weapon would climb (or do whatever else) as long as it's being fired.

    Yup. Essentially asking for that +fries on the side.


  2. I personally think that combat pace's stability of the point-of-aim should be contextually based on the kind of ground the player is walking across.

    flat ground = just as it is right now

    Tall grass = not having a good time

    Rocky scree = ffffffffu~

    Since the engine already detects the surface you are on to determine the kind of footstep sound to use it should be easy to do.


  3. I wouldn't really say it changes anything difficulty wise for a new player as the weapons would behave the same way they do currently with the only exception that holding the trigger down brings the muzzle back down and the audible reset. So again for clarity;

    1. If you press and hold the trigger the shot kicks the muzzle up into recoil, comes back down and settles back at point of aim

    2. If you just tap and release the trigger, the shot kicks the muzzle up and off the target as it normally does in the game.

    3. Releasing the trigger you hear the trigger reset with an audible *click*.

    4. If the bolt/slide is to the rear; no click.

    The guys here who are old enough to have played Infiltration UT will remember that one thing we did (there goes my cover ;)) was make it so that with the .50 cal bolt action you could follow through the shot by holding down the mouse button and on release it then cycled the bolt. This is an extension of that idea.

    I'll create a ticket either this evening or tomorrow morning :)


  4. There are a few topics that have been talking about the walking recoil of the Alpha on average being more severe than in ArmA2, personally I'm down with it already having learned to control it. However I did have an idea that might have some merit/appeal to others.

    The idea is to simulate shot follow through for semi automatic fire only. The mechanical rule is that after you press the mouse button and fire the shot, your sights will return to point of aim as long as you have the mouse button held down through the entire recoil cycle.

    Additionally when you release the trigger there will be an audible click as the trigger group resets. In a weapon with a bolt/slide holdopen this will let the player know audibly that the weapon is empty if they are slow firing (The shooters in the forum will know what I'm talking about).

    Just a thought :) feel free to discuss or ignore~

    *edit* Tracker added!

    http://feedback.arma3.com/view.php?id=6643


  5. Frankly speaking I'm fine with the MX rifles in the fictional canon of ArmA 3. In any case I'm sure there will be a comprehensive standardized mod set that will implement current day facsimiles of real weapons *coughACE3cough*.

    What I would like them to fix however is the 100 rounder on the MX LMG being longer than its bipod. :)


  6. SOP for many armed forces is that the weapon goes on safe whenever the weapon is not shouldered. Mechanical safety is not a replacement for the cardinal rules of keeping your finger off the trigger and not pointing your gun at anything you aren't willing to destroy.


  7. Voice Coms does add a huge layer to the ArmA experience that cannot be understated. Personally I say get a mic and set it up for when you need it, but don't feel an obligation to use it.

    Last night I was playing a game of Headhunters with 3 strangers on a pub and all of two sentences were said in half an hour but the team gelled well enough that we all fell into lockstep with each other despite the silence. That in itself really complimented the "silent professional" feel of the mission :cool:

    But better to have and not need than to need and not have!


  8. On a similar note i can not get the Head Tilt to work with my trackIR. Moving my head left right (not turning ) actions the step out but still have to use keys for tilt. how do I get this working ? please

    ED

    As far as I can tell via experimentation, tilt (pitching) is only accessible in the vehicle simulation in ArmA3~ While you are infantry the camera pitch is always oriented level with the horizon (Someone correct me if I'm wrong.).

    I recommend going into the editor and spawning an MH-9 or AH-9 to test your TrackIR, if memory serves it is currently the only vehicle in the game with full support for 6DOF. Also it's hella fun to fly! :)

    Every other Alpha vehicle I've gotten into does already appear to support tilt, just not pan or dolly.

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