fn_Quiksilver
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Everything posted by fn_Quiksilver
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Tanks - Armored vehicles customization
fn_Quiksilver replied to kllrt's topic in ARMA 3 - DEVELOPMENT BRANCH
Dev 1.81.144446 Rhino APC has camonet LOD issues. at close range (<20m) it is not visible -
Tanks - Missile flight profiles and weapon improvements
fn_Quiksilver replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
if you can trace a line between the center of the Nyx and the center of the target, it should be able to lock and fire (within range). It needs to be tweaked so the line is traced between the Nyx turret and the target- 328 replies
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good spot, i noticed this as well, trying to peek out from behind a tree with the Nyx :)
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Tanks - Missile flight profiles and weapon improvements
fn_Quiksilver replied to oukej's topic in ARMA 3 - DEVELOPMENT BRANCH
The new Nyx AT appears to not be able to lock on target unless the center of the vehicle model is visible to the target. IMO the raycast should be between the weapon/turret model selection instead of the model center of the vehicle. this will allow us to not expose ourselves to the target as much. (i could be wrong, but i was unable to lock unless "aimpos" of the vehicle was visible to "aimpos" of the target --------- Nyx AT AI also appear to default to their HMG instead of their AT missiles, when fighting against armor (rhino) Would be better if they didnt fire HMG at APCs until their missiles are expended, as this just alerts the target without doing much damage.- 328 replies
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i just focus on the vanilla assets and vanilla terrain. simple 3-waypoint road patrol is no longer possible in MP
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For every 1 of us there are 5 "fanboi's" who will try to tell us and others how good arma AI driving is for what it has to do and how our criticisms aren't wanted, and praise BI for every tweak and hold up their 'driving overhauls' as evidence. its not whining, the driving is terrible and getting worse. how many hours of dev time in 2018 devoted to fixing the glaring ai driving bugs ... 0? thats my guess I wonder what the excuse will be for this one:
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10/10 team more than impressed with the Tanks DLC content. Dev feedback: 1- AT Offroads have no weapon firing sound 2- New AT soldiers (opfor) need editor preview pictures 3- Placing a unit in Zeus produces an on screen error (awaiting orders audio) 4- Some offroad variants have incorrect Simple Object Z offset. (hatchback cars also suffer) 5- New AT Offroad has a “Beacons On/Off” user action despite no animation/lightbar. 6- Ejection sound effects have unlimited range (the sound should play near the ejecting unit, not near the player) 7- Little red lights on Tanoa still have unlimited range, affecting fps. look at georgetown at night from a distance.
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are you trying to use the restricted arsenal in parameters? it is not functional in 1.0.6, only 1.0.7 which isnt out yet restore the arsenal option in parameters to default and then see 1.0.7 will have both a whitelist and blacklist template to use
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Soldier Tracker ( Map and GPS Icons )
fn_Quiksilver replied to fn_Quiksilver's topic in ARMA 3 - MISSION EDITING & SCRIPTING
thanks for the bug report, the issue has been fixed now -
whats this new “disablemapindicators” command? Pretty neat disableMapIndicators [bool disableFriendly, bool disableEnemy, bool disableMines, bool disablePing]; Need a getter too :)
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great news!
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pvp WARMACHINE - Game mode - SP/Coop/PvP
fn_Quiksilver replied to IvosH_cz's topic in ARMA 3 - USER MISSIONS
very cool -
Question concerning locality, server and waypoints
fn_Quiksilver replied to thirith's topic in ARMA 3 - MISSION EDITING & SCRIPTING
are you referring to https://community.bistudio.com/wiki/setWaypointStatements ? -
Tanks - Armored vehicles customization
fn_Quiksilver replied to kllrt's topic in ARMA 3 - DEVELOPMENT BRANCH
New Marid variants have incorrect Simple Object configuration ... looks like they need some config work in general ^ ^ thats this variant: o_t_apc_wheeled_02_rcws_v2_ghex_f <----- needs ghex livery as well -
What are the most popular and recommended ArmA 3 game-modes to play?
fn_Quiksilver replied to pixelmonkey's topic in ARMA 3 - MULTIPLAYER
aye, it is just a hobby after all. thanks hopefully po4 before june :)- 27 replies
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you could try making a more PvP oriented mission maybe? AI is an arma 1/2 feature, ported to arma 3 but not really developed since 2011
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Tanks - Armored vehicles customization
fn_Quiksilver replied to kllrt's topic in ARMA 3 - DEVELOPMENT BRANCH
Dev 1.81.144418 Mora APC spawns with all selections active -
Marshall APC still not liftable by Blackfish VTOL on Dev. Is this just the way it is now, or is a fix coming?
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Can we please reduce the Action Menu priority of the new "Unload Incapacitated" user action? It should be down the bottom, at least under all the "Get In" actions. Reason: In MP when soldiers run up to a vehicle, they spam the space bar trying to board it. Result is that they will inadvertently unload any incapacitated units inside at inappropriate times. For gameplay reasons, technical actions like this should be a lower priority. More importantly, its available to vehicle passengers. This could lead to inadvertent selection, such as when trying to press the eject or get out option in combat.
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What are the most popular and recommended ArmA 3 game-modes to play?
fn_Quiksilver replied to pixelmonkey's topic in ARMA 3 - MULTIPLAYER
i posted a 'joke' post back in june last year about PO4 release date :) is coming true sadly https://forums.bohemia.net/forums/topic/158714-spmpcoop-patrol-operations-official-thread/?do=findComment&comment=3200046 not entirely a joke though. im familiar with arma 3 gamemode development and know how easy it is for development time to be underestimated. even after its finally finished, there will still be an extra 3+ months of playtesting before the major/minor bugs have been resolved. knowing roy86, that 3 months could be 9 months bc "busy with IRL" always- 27 replies
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there are no drawbacks of movement/agility constraints when using the ghillie suit, so why not?
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These were discussions to have in 2013/2014. Is too late 2017/2018 for arma 3 changes like this.
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remember arma is a game, “fun” is paramount. modelling these complicated things would use a lot of CPU on things a player may not know or care about, while the opportunity cost of that CPU time could have been used on something more “fun”.
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Every AI unit should also be given a randomly generated variable which has nothing to do with skills and stuff. just a random number to use for delays and stuff.
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