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tinter

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Posts posted by tinter


  1. Pls read Q&A first post.

     

     

    For what reason is it not modular? It seems it would very well help out with developing the mod as it would just facilitate keeping a logical data structure, for example having vehicle weapons as part of the vehicles instead of weapons. I don't see when you would ever use vehicle weapons without vehicles, so it doesn't make much sense to me.


  2. I just hope that we will some day get AI that can maneuver under fire. Setting up a proper hit and run attack is impossible at the moment, as the AI will not run, but keep firing at the target. The most success I've had with this is using disableAI for FSM and TARGET, but it seems to have problems on dedicated servers.


  3. And another thing I remember, being able to edit coordinates of multiple objects, but only one coordinate. The way it is now is that you have to tick the edit position button, but if you want to keep the objects' X and Y coordinate intact then there's nothing to really do.

    But then again this is mostly because the rotation widget is not yet implemented, leading to their rotation resetting when you raise them up and down.


  4. The 2D editor is largely made redundant with this new 3D editor. This is lovely, but it's use remains for niche cases, like with the ship you mentioned and what other bugs we will see that affect the 3D editor but not the 2D one. If BI however can fix these issues, then the added ease of having to only maintain one editor is worth it. For this reason, I'm personally not bothered by it.


  5. What I personally would like to see.

    Bring the camera in line with the splendid camera, instead of the way that Zeus does it. The sensitivity based on height above an object is unreliable, especially when zooming in on objects.

    Involve classnames in searching somehow. Either by default or allowing a toggle between classnames and displaynames. If I specifically want to find something from RHS, I could add RHS to the search field to filter out most things that don't have RHS  in their name.

    Also the ability to see classnames of stuff you're placing or editing, like in the 2D editor. Having it show up somewhere would be nice.

    Other than that, basically what other people have said.


  6. Problem has been fixed after much recompiling. I added

                    minValue="rad -360";
                    maxValue="rad +360";
                    angle0="rad -360";
                    angle1="rad +360";
                    memory = 1;

     

    To the animations of both the turret and the gun, as in those using the mainTurret and mainGun source. Not sure which one them did it, I suspect memory=1 wasn't it though. Not gonna test though.


  7. Got an issue with a tank that works pretty well when players use it, but AI consistently undershoot their target. It seems their aimpoint is higher than where the projectiles actually come out.

    I've googled around and found something that seems to describe my problem.

    https://forums.bistudio.com/topic/176346-tank-under-shooting/

    https://forums.bistudio.com/topic/59081-racs-m60a3/page-3

    Neither of these provide a fix though, it is apparently an issue with the model, but nothing looks out of place, I've tried moving some memorypoints around but none of them seem to affect the AI in a way that wouldn't effect players. Comparing my model to the tank sample looks fine as well, but I still can't help but wonder if I'm missing a memory point that the sample doesn't have either.


  8. Is there anyway to shoot airburst ammo from a gun without the FCS, or at least make it so you can tune the FCS with page up and down?

    I have a turret with airburst ammo loaded, but the only way to set the range is to press tab and that isn't really realistic for my purpose. If I could put in the range with page up and down or use the default zero as the setting or whatever, that would be good.


  9. As far as I know there's no way to make the flare last longer without changing the config of it, but what you can do is give the impression of lasting longer by creating a flare when it burns out. I don't remember the exact timing,  but just remember it takes a bit for them to start burning so you have to spawn it a second or two before it burns out.

    As far as intensity goes, I don't know much about these light commands.


  10. The second argument can only be code, so you'd have to make it into a single piece of code. Just separate the lines with ;, as such:

    this addEventHandler ["killed", {deceased = this; null = [] execVM "unitkia.sqf";}];

    As for the problem with "this". "this" is a reserved variable, but it's null anywhere not in the init field. When you add an event handler, it runs some code, but it's separate from the init field. Luckily you can get the object the event handler is assigned to, in most cases with "_this select 0". "_this" being an array with some arguments to the event handler.

    There's a long list of descriptions of the event handlers here https://community.bistudio.com/wiki/Arma_3:_Event_Handlers


  11. Pft wtf? The amount of civilian stuff is what made OFP and Resistance a great milsim game and more immersive. I hope the BIS doesn't have too much fallout from this leak. I'm sure they had contracts with the event planners and sponsors.

    I'm sure they'll be fine, it was only a few pictures and a small description. If this isn't all they'll be just fine. I'm interested to hear what BIS has to say about the map anyway.

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