blackjacktom
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Posts posted by blackjacktom
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How long until a mariokart mission?
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Is there any plan to change the speed at which AT soldiers fire. At the moment they can fire another missile almost immediately after the first.
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That's a double-edged sword: In certain situations you just need ARBs since they give you more stability on road conditions, as nearly every vehicles uses them to achieve higher speed in corners. You can flip vehicles even if use ARBs, you only need the correct amount of force, or speed if you drive into a corner, to flip the vehicle.That it unflips itself, is something coded into the game-engine, I believe....
You can clearly see that vehicles get to a point where they will obviously tip over and then a force is applied and the right themselves. I could not get a Zamak fuel to roll, even turning fully at going 100km/h down a hill.
I just want to roll some vehicles.
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Could you please add some more altitudes between 500m and 2000m. A greyhawk at 500m can be easily spotted and at 2000m objects are out of the object draw distance.
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While testing my COOP mission, noticed that sheeps are invisible only casting shadows for clients. Other animals seemed to display right and those are all from same script.I used to get this problem with goats. Haven't tested it in a while though.
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Why do no vehicles have night vision for their commanders? Since the thermal vision instantly washes out into a haze it makes doing anything a night a pain.
Vehicles still do not reverse 9 out of 10 times when ordered and getting a gunner to change weapon is a nightmare.
I realize these aren't specific to the new AAF vehicles but it's annoying to find they still haven't been solved.
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Do you think that the Buzzard will get an update when the 2 new aircraft are released?
It's still missing some pretty important things like a working bomb-sight and HUD that is usable at night.
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Default Veteran with all AI sliders down.
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Regarding "omg identical factions": consider it just expanded possibilities. If you don't want the AAF to have an MBT, don't give them one in a mission. Write it out. Same with the other factions, with the other vehicles. Arma is a sandbox, they're just giving us the tools to play with, its up to us to decide what we want to do with them
True, I just wish they would give us some more low tech stuff.
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It's nice to see new vehicles and weapons being added but why did you have to give the AAF a tank and an attack helicopter? I thought the whole point of the AAF was that they were a rather small force like the Armed Forces of Malta. Now we have almost 3 identical factions... only thing missing are the jets for both BLUFOR and OPFOR...Agreed.
I'm pretty sure Malta just uses trucks and 4WDs.
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Please stop making tickets for every single thing. I'm sure BIS can add more scripting commands if they think they are needed.
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Removing the delay just for turning would at least make ordering the driver manageable.
I would be happy with just that and having the AI actually do what I ask (like being able to reverse).
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The AI still use the Zafir in single shot mode. Is this intended? I would expect them to use bursts like with the other LMGs. Maybe its related to the fire-mode being semi by default.
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It has been reported that addUniform is only local unlike addVest, addHeadgear etc. Could be related to that.
Here's the tracker link: http://feedback.arma3.com/view.php?id=15298
I'm not sure if there is a workaround
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If they did that, we'd need a way to disable it via the mission. If you aren't in a position were you would have protection then the realistic gameplay is having to either speak up or wait for the helicopter to leave or power down.Except in real life people would get headphones. And I really don't want to have to change my helmet every time I get into a helicopter.
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Is the AI for drivers/gunner in a player vehicle likely to be updated soon? Currently as a vehicle commander commanding them to do anything (reverse, switch weapons, fire at targets) is fairly broken.
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Have you tried shooting at the buildings? They collapse after couple of seconds. Compare that to other 7.62 weapons in the game. Even 600 rounds from Zafir will do nothing to the buildings. Splash damage is not the right way to fix this.Sounds like its a problem with how the damage is applied to buildings, like Tonci87 said. Having miniguns actually be useful against infantry is pretty important and I don't see another way apart from using the burst value, which you think they would have used if possible.
They should make some of structures be bulletproof on some types of ammo. Same for vehicles and vests.Agreed. Keep the penetration though.
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Splash damage is meant to simulate more rounds being fired. I would of course prefer having a higher RoF but if that isn't possible then I think, while obviously not yet fully implemented (burst value needed etc.), that splash damage is fine.
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Shouldn't the miniguns have penetration? That jet video somebody showed very powerful rounds that appears to penetrate the building rather than destroy it. We should not be getting into the nerf and buff crap. What we should be doing is requesting better penetration and more realistic damage to structures and vehicles. Miniguns are powerful, and we should never start modifying them because there too op or something stupid like that.I'm pretty sure they all ready penetrate, the same amount as other 7.62 rounds. Cannon rounds also penetrate they just seem to have the explosion effect at the point of penetration as well as where the round hits afterwards.
If the splash damage on miniguns is supposed to simulate multiple rounds being fired then each shot should consume more ammo.
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Ideas to fix this:Remove splash damage from the ammo let the guns converge instead to make hiting targets easier+increase RoF.
Why would removing splash damage have an effect on hoe many rounds it take to destroy a house?
And it's been said many times that the ROF is limited to 1 round per frame.
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Well, currently the game limits fire rate to frame rate. Once this this limitation is eliminated, we can have miniguns and machine guns that fire realistically!They have splash damage now too :)
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I believe the Gorgon was imported from the ACR dlc for Arma II and has an interior because there is no separation between the crew and passenger areas. I wouldn't take it as a sign that vehicles in Arma III are going to get interiors.
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It's whatever key you have bound to sprint that causes it even if its not the same as hold breath, http://feedback.arma3.com/view.php?id=14660.
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Also ^^ you sprint while holding your breath ... like to see you do that in RL !There is never a point where you would want to sprint and hold breath, that's why I have them both bound the the same key. I like having the hold breath separate from the zoom (rmb), was working before maybe has something to do with the sprint zoom fix.
AI Configuration - feedback
in ARMA 3 - DEVELOPMENT BRANCH
Posted
skillFriendly/Enemy are related to the player (so the Friendly side could be bluefor or opfor depending on the players side) and has been for ages.
Anyway I'm pretty sure CSAT are supposed to be a well trained / equiped force.