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Von Quest

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Posts posted by Von Quest


  1. Is this just in vanilla?

    Curious. I wouldn't be surprised. I find config errors all the time, as they add and upgrade things. It's like they don't do quality control, and have someone check and keep track of settings/configs, etc. They are often wonky and out of proportion. I just finished checking volume space in backpacks and containers last week. Same thing. Grrr.

     

    Keep in mind though, there are other factors for the damage and effect calculations. There is penetration, explosion (splash), drag, deflection, etc.

     

    The shear volume of content and coding in the game often lends itself to things getting missed or disproportionate to other similar entries of the same type of group. It can be a tad frustrating sometimes.


  2. Triggers are tricky. They scan every half second or so I believe. So "select 0" isn't always the first one if it's close. Also the trigger will only trigger once (globally), and not reset until it's empty, making it a bit confusing and sometimes frustrating.

     

    If it's a Race with no combat (keeping it simple), checking for Distance to be UNDER a set number to an invisible object in the middle of the road/track. If you want a higher quality, it will be a tad more complex. (on my phone so these are off the top of my head/quick)... You'd likely need to use both local and global variables (and publicVariable for MP).

     

    Options to Explore :

    https://community.bistudio.com/wiki/distance

    https://community.bistudio.com/wiki/waitUntil

    https://community.bistudio.com/wiki/publicVariable

    • Like 2

  3. Something doesn't add up....

    You should have the Original Editor Mission. You shouldn't be changing things directly in the other versions. Just Open the Original Version (the Eden Editor one), and then you'd EXPORT as MP. Thus never touching the exported version. Each change and work done, has to be exported each and every time.

     

    Seems goofy. Not exactly sure what your Workflow is here.

    (lol, 😓 why are you taking screenshots with a physical camera?)

     

    Do you have an Official Version of ArmA 3, or is it a bootleg?

    Odd!

    • Like 1

  4. See my post above.

    ArmA is NOT a game for the general public. It's a Sandbox + Toolbox. You BUILD what you what, how you what it. That's it. It's no mystery.

     

    It's an "unlocked" dev kit, disguised as a shooter, marketed as a video game.

    I can still play and dev on an old 15 year old i3 shitty laptop at 60fps.

     

    You can't drive a Ferrari in the snow. Learn to drive, or go back to an easier climate on Xbox. You knuckleheads are completely missing the hobby!

    • Like 3
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  5. It's a limit of the current Game Engine. The only true water is the game water table at sea-level. It used to be way worse! It's not bad now... You can explore making your own custom "water objects" as they are just .pd3 objects, but probably not worth the effort nor time.


  6. Because it's Arma...

    FPS are always over 100 in the menu. With anything more than just a handful of activity, frames can drop significantly due to the intense number of calcs per cycle when dealing with an open-world simulation like ArmA under the current game engine. It's normal for everyone.

     

    You have to think of Arma as a sim, not a game. It's incredibly intensive and taxing on all systems. 


  7. UPDATE:   v0.5.3
    ==============
    ADDED: Player Radial Menu (experimental) SHIFT+D

    UPDATED: Upgraded the Long Range Support Radio

    UPDATED: Hit/Damage Event Handler

    UPDATED: Lost/Dropped Gear

    UPDATED: Rewrote about 95% of CORE

    UPDATED: Official Name Changed to: Zero Dark Zero

    FIXED: Tactical Throw

    OTHER: Numerous misc, fixes, and tweaks, etc

     

     

     

    This may get worse before it gets better. This is the first of several updates for the summer. I'm in the process of rewriting the entire project.

     

    I added an experimental Radial Type Player Menu that's gonna be specific for this. Let me know what you think. SHIFT+D (default, you can change). Its only partially functional as its going to tap into all player click-options once all files get converted into the New ZDZ system. Currently only CORE has been rewritten. Note: Click the center Icon to go back one-level.

     

    Example:

    To use the Long-Range Support Radio (LRSR), place Transceiver into Backpack, and the Accessories into Gear Slot #3 (radio). Press SHIFT+D to pull up the Menu. Click on "Gear" then the Radio Slot (gear slot #3) to pull up the Radio Dialog (don't forget to Place the Module of course). Default Range is 5km to make a call. Extend out to 10km if adding the LRSR RadioPack Backpack. Press the R/T (Range/Type) Key for more options specific to the Channel/Support you are calling, for example: If using a Jet Strike, you can select the Direction of the Strike Run.

     

    Super busy right now with other home projects and getting into the Unreal Engine, so not sure how much time or effort I can put into this. I would like to at least see the full rewrite of all files and a few expansions.

     

    Onward and upwards.......

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