rtek
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Everything posted by rtek
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All the Shacktac vids, the swissmaverick, and the jester videos are what I watch. Ive been having problems with manual landings. Watched dslyecxi's video on the three stages of landings. Went into editor, and was manually landing like it was nothing.
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Why not? When I go camping on an overcast night, I make a fire to illuminate my campsite. Fire=Light , blow something up and there will be light.
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I see them just fine. I don't play in a brightly lit room, and I turn off my second monitor so my eyes can adjust to the darkness better. I haven't changed anything on my brightness/gamma. Possibly my monitor's settings are tweaked so there's a bit more contrast. Anyways, the in game moon/stars give off enough light that I can see clearly. Especially if I stick to higher ground away from the fog. Plus the enemy run around with flashlights. Also, I don't sit still when I engage. I shoot, move, shoot, move. I also create a diversion by blowing up the lighthouse first(draws the enemies towards that hill), then I move down to the valley. I fire off some shots at the camp. Then move up the NW hill and proceed to fire down onto the camp. By that time, they've popped flares in the sky, and are running around with flashlights. So I kill what I can hit, then move to another location. They don't have night vision goggles either, so unless I'm in the light, they can't see me. I got through it just fine and had no issues seeing my targets and/or avoiding getting shot. The first time I died was because I hijacked one of their trucks and started running them over. Dude came out of a building and shot me up before I could run him down. My second play through I went through without any problems.....well except the weird glitching the enemy A.I. did by the lighthouse camp and the far left camp(Red (!)'s on the map).
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Because you are a highly trained special operations soldier. You don't need night vision goggles. You have highly advanced retinal implants. ;-) Seriously, its a Showcase for night and lighting, not green vision. Their purpose is not to show off NVG's.
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For me its left cntrl + alt, but trying that doesnt work. If I hold both, the alternate options remain static, but if I release alt it just selects from there, never the option I want of move there or enter vehicle. This pisses me off.
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https://www.youtube.com/watch?v=J_E5UQWEqsg&feature=youtube_gdata_player I installed the beta today. Went into the editor and started placing down all the new stuff to try it all out. I noticed a huge issue with commanding soldiers. When I tell them to Enter Vehicle, or Move There, a hidden option appears to Observe/Watch Target. I can't seem to get them to enter a vehicle or move to where I want them to move. Anyone else having this issue? Edit: I found the problem. In the beta, they added an option called Command Watch under the View tab in the controls. My controls are changed and I use my Left Alt for Default Action(Because reaching over to the Enter key just doesn't cut it). So....Left Alt was tied to this Command Watch function. Anyways, I deleted that Command Watch key and it works fine now.
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I use a Saitek X52 Pro. Use my hatstick to look around. For me using a joystick is best. I want to get some pedals and trackIR someday when I can afford them.
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I never had an issue till I switched to the beta. No issue with mouse or keyboard. Watch the video closely. Hidden options appear when I select the option Enter Vehicle or Move There. A2 and A3 Alpha I dont have this issue. Only on Beta. And is I tell them to Stop or Hold Fire, the correct command goes through. Its the top two commands that somehow switch to alternate command of Watch Target.
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Just added a video to my op of the bug.
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I am uploading a video to youtube now. I'll post video here soon as it finishes uploading. I tested this bug in the editor as well as singleplayer missions. I hope they fix this.
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http://feedback.arma3.com/view.php?id=10029 I just posted a ticket for this issue.
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Distant ground not showing/floating objects
rtek replied to Hud Dorph's topic in ARMA 3 - TROUBLESHOOTING
The issue I run into is when I'm scoped in, the A.I. are either above the terrain or below it. This happens on flat surfaces, like the main AirBase. I like to sit in the hills and snipe down into the airfield. Problem is when they go prone, they vanish into the ground. Occasionally they will appear to be running on air about 2ft above the tarmac. It looks weird when they go crouched and the airfield tarmac is at their chest level. They look like their legs got amputated. -
I want to see some f16s, and f18s. All variants of them too. Especially in the 2 seat f18 variants. Would be cool to have 2 players in one.
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AI Helicopter search light
rtek replied to MassDefibrillator's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Does Combat or Aware work by any chance? -
I am working on a mission involving a SEAL team. I got the initial insertion to work via a Transport Unload. However, I'm trying to get so that when I complete my main objective trigger, a Speedboat is waiting for me at the extraction point I have on a beach just north of Camp Tempest. Except I don't see a Select Type for a Transport Load. I know I can just have one sitting there, but if I get there before it, I want to see it coming. I saw a video just now showing how to get a extraction via helicopter when smoke is deployed. That's cool, except I want a Speedboat to pick me and it be triggered when I complete my objective. Is this possible, and does anyone know how to do it? I guess just Load works. Trying it out now with a SEAL team see if it works.
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Load works if I'm by myself. The speedboat goes to next wavpoint after i board. However, when i tell my team to board, the dumb AI decides to make a B line for the shore. Either it beaches itself, or it goes straight for the rocks. It's amusing the first couple times watching the AI struggle. Boat hits the rocks, and the AI Diver team decide to go rock climbing till they glitch off into the water and board. The few random times it worked, the AI boat is stuck on the beach. Apparently the AI don't understand how to use the reverse function on the boat. They say with the pedal to the metal going straight into the shore. I've tried setting all the wavpoints to far enough away from the shore that the boat has enough time to stop, and stops far enough away that it can turn around. Problem there is when I tell my team to board, the boat heads to the shore to pick them up, even though they are right next to the boat. It's become too much of a pain to mess with so I've stuck with having a few empty enemy boats to steal, and/or the boat I used in my insertion in the beginning. Hopefully BIS fixes some of the AI pathfinding issues associated with boats, beaches, and rocks. I also hope BIS tweak the physics of the speedboats ability to maneuver. I'll try out the reverse script. Thanks.
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I use VAS in my mission and respawns set to base which is usually my initial beginning point of a mission. So when I die and spawn I can just load my loadout at the supply crate I have at my respawn point. I sort of knew of the condensed script for mags, but forgot to use it. All this stuff is making me scatter brained. Learning so much so fast. I'll definitely go back and consolidate my loadouts asap. Thanks for the tip.
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I was watching the recent live stream when they showed the SDV. They showed that you can open/close the hatch underwater. However, I noticed a bug. The diver next to the player wasnt wearing his rebreather tube or goggles. The hatch was open too. They even joked about drowning if the hatch was open and you weren't equipped with dive gear. I hope they fix this. I was really looking forward to seeing the SDV be shown and that bug was annoying to see. Can we make Issue Reports on content we haven't gotten yet, but have seen in the live stream?
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BTW, Im not talking about with the SDAR either. There is a ticket already made for it. In the comments, I posted a screenshot of it. Far as the SDV issue, since its not out yet, thats why I was asking if they knew they screwed up on it.
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I have a trigger for detection. Does the alarm have to be linked to the trigger to work? Ive tried linking and/grouping, but the alarm never fires. Trigger works, message displays what I put.
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This is the loadout I use for my Night Diver Team Lead. I have one for my Medic, my LMGunner, and Sniper as well. My Daytime Diver loadouts are the same, except I have their NVG's in their bags. Come to think of it, I need to add and AT loadout to one of my guys..... RemoveAllItems this; Removeallweapons this; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addweapon "arifle_MXC_Holo_point_snds_F"; this addmagazine "16Rnd_9x21_Mag"; this addweapon "hgun_P07_snds_F"; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addmagazine "30Rnd_65x39_caseless_mag_Tracer"; this addmagazine "16Rnd_9x21_Mag"; this addmagazine "16Rnd_9x21_Mag"; this addmagazine "handgrenade"; this addmagazine "handgrenade"; this additem "nvgoggles"; this assignitem "nvgoggles"; this addweapon "Rangefinder"; (unitBackpack this) additemCargo ["FirstAidKit",3]; (unitBackpack this) addmagazineCargo ["DemoCharge_Remote_Mag",3]; (unitBackpack this) addmagazineCargo ["SatchelCharge_Remote_Mag",1]; (unitBackpack this) addmagazineCargo ["ClaymoreDirectionalMine_Remote_Mag",1]; (unitBackpack this) addweaponCargo ["MineDetector",1]; (unitBackpack this) addmagazineCargo ["30Rnd_65x39_caseless_mag_Tracer",6];
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How do you remove nightvision goggles from a unit
rtek replied to Rossrox's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I went through each individual opfor soldier i put down and put in the script. How do I remove nvg's from soldier put down in a Site? You know, the ones we can't see in the editor but spawn in because there's a site there. I tried to put in the init but there's not enough space for the whole script. -
Well thats cool. Have they fixed the issue with not being able to shoot unless your feet are touching the ground?
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I hope the devs are aware of it. Seems to be quite a few bugs with regards to the maritime operations side of the game. Not being able to shoot while treading water at surface, unable to access gear, unable to switch weapons, hell even the shadows on the ground show you wearing fins on your feet while on land. I just hope they fix these issues.
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I want a campaign of 8-10 missions starting off with SEALs securing the main airbase before sunrise. At sunrise the Marines land at the South of the Island and push north, with CAS from the main Air Base. As more bases are secured, artillery and other supports become available for future missions. Bases get lost in some missions giving the sense of a waging war. Im still a noob at mission building, but I know most the basics now. Maybe this will be my project. Write my own story I guess.