Polygon
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Everything posted by Polygon
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AI Enemy spawning under or inside rocks?
Polygon replied to Sgt.Rock's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Sad but true. Even BIS have brought this on their devs... -
Wolffy.au had a project for enhancing functionality of default BIS modules for A2CO. Not sure it will make its way into A3 though. Seeing as MSO will definitely be released soon, there's a chance.
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You can always pack your mission as an addon, but will it work with Steam workshop? AFAIR it automatically puts mission files in A3's /mission folder only.
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
Polygon replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Awesome work as always, kju. Hopefully we'll see all A2CO official content on A3 platform in high quality until 2014. -
Metro Last Light has some nice touch on the effects and their interactivity with Physx on, but it's so GPU heavy. Here's a video comparison for MLL Physx on/off: Only in Arma 4 or even later. :P
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Spot on. Made me smile. There's a lot to do/fix/add on A3. Everybody knows that.
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Classname decide what equipment to use when mission start for spawning units
Polygon replied to Cold Evil's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Wrong subforum, Evil. -
Marker icons floating above units?
Polygon replied to alleycat's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Have you tried "{ _x addMissionEventHandler ... } foreach allUnits; " ? -
Bombing run not working?
Polygon replied to Samplethief's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Do you have a ticket on FT for this problem to vote on? -
Defence module -- how do you do it?
Polygon replied to tarkett9's topic in ARMA 3 - MISSION EDITING & SCRIPTING
this info you've provided should make its way into BIWIKI. very useful. -
How turn off the lights in the lighthouse and base, city,.....
Polygon replied to pescadorrr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Voted. This must be fixed ASAP, along with enabling default A3 houses to have switchable interior lights. Would be awesome for tactical missions. -
How turn off the lights in the lighthouse and base, city,.....
Polygon replied to pescadorrr's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Can we manipulate lighthouse and other preset lightsources now, in A3 full? And how do I focus a lightsource (like its FOV)? I was considering adding #lightsources for a script. -
CSLA for A2:CO (with campaign '89)
Polygon replied to EMSI's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Good content, CSLA Team! But the campaign is not up to par. - extreme lack of logic in missions / military actions - lots of broken english (you should've had a native speaker to proof-read all the stuff) or cut down the amount of text/explanations if you can't handle it properly - dragged / boring cutscenes - non-existent characters, their stories and relationships I thought '89 wasn't going to be a showcase of new content. More like a proper story with interesting missions and situations to get into. I was wrong. The advertising must've affected my expectations. :D The number of missions isn't indicative of overall quality at all (too bad). As free content, this is still good though. Keep it up and good luck. -
ArmA3 Classnames - no discussions
Polygon replied to memphisbelle's topic in ARMA 3 - MISSION EDITING & SCRIPTING
OP's post is very outdated. I think Meatball's post's content must be included in the first post. where are you, moderators? -
SIX Config Browser - Editing resource - ARMA 3 Alpha available
Polygon replied to sickboy's topic in ARMA 3 - MISSION EDITING & SCRIPTING
I guess now it's the time to keep this beast project on its feet! :) Well done, Sick. A feature request: - a dialog so select the number of entries displayed per page. Right now, the default is 15. Need more, especially on bigger monitors. -
BIS-invented piracy control systems never had anything to do with weapon recoil. It's always been about degrading accuracy or blurry vision.
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Ambient life (bunnies + insects) in the showcases suck and kill immersion. Just played Armed Assault. Saw multiple bunnies running around in peace nearby the factory, on the battlefield. Nice AI there, by the way.
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Control your monitor brightness to daytime accordingly (lower on dark, viceversa) Use f.lux to lower monitor color temps within time, reduces eyestrain Calibrate your monitor Turn off blur in A3 video options completely Maybe expect somebody to make an addon which removes blur altogether (you get a slight blur effect at the edges of the screen (when tired) even with it disabled in video options) Google for "how to reduce eyestrain" and such for more info
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A solution to the A2/BI content in A3 and your thoughts
Polygon replied to .kju's topic in ARMA 3 - GENERAL
This is a great initiative and I fully support its realization as a HUGE + for existing A3 content. Speaking of A3 quality itself, this installment has more improvements than downsides which is surprisingly well and mostly minor details on realism and such. I consider A3 a technical improvement for sure, but fundamentally, the gameplay is going the wrong way - however, this can be corrected after the release within time. Time is the essential component here. Content-wise I'm not very pleased or disappointed - just neutral - simple. But copypasta really shows and this shouldn't be encouraged to be part of Arma4. -
Arma 3 full analysis - The Good, The Bad and The Ugly
Polygon posted a topic in ARMA 3 - BETA DISCUSSION
Thread’s title is self-explaining. Since statistically most of the society prefer bad news and make them more popular, let’s start with… THE BAD: - Zero weapon handling simulation (you can turn 360 degrees prone in 0.5 s) - No gear selection in briefing screen (yet) - Flawed capacity and weight system (can carry up to 180-200 kg, and even SWIM! Backpacks somehow can contain 3-4 12kg each missiles) - terrible PhysX implementation (wooden boxes and other misc objects are indestructible, deliver too much damage, vehicles drive and handle like cardboxes etc) - clunky action menu (watch Dyslecxi’s FFS video) - no door opening/closing sound, can’t close window shutters - grenade throwing is bad – you can’t normally control the distance, direction or time till explosion, you can throw 6 grenades in 3 s (WTF – grenade throwing Olympics?) - inertia-less movement animations, lots of other issues related to anims overall - no 3D editor or any bigger improvements on 2D variant (no welcome screen to provide new users information on where to look for information, scripting documentation. Missing loadout control, external .sqf/.ext file editors etc) - no bipod deployment - no ability to walk inside vehicles / land/drive on ships - medical system is ruined by spammed FAKs, actual medic’s role is no longer crucial - no elaborate armor penetration system - no TOH flying model - no dynamic terrain grid (so much wasted performance on fixed global grid issue) - no campaign at release, instead we get a 3 DLC episode pack - no dynamic sound engine implementation, vehicle sounds simulated inaccurately - no wind simulation – doesn’t affect snipers, helicopters etc - lack of logic/rationale while “balancing†– increasing Ifrit/Hunter grenade capacity without increasing any of its parts in size from where grenades are taken. Where do they fit, I must ask? Also, how can a UGV contain 200 grenades without ANY reload/swap packs? (see the August 10th BIS livestream) - bad performance in MP (still) - lack of new modding tools - broken aiming deadzone (inane acceleration) - no soft shadows, bad/washed out stock midrange terrain textures - outdated server browser with several important filters missing, no option to favor/save servers - see the feedback tracker to be shocked even more THE GOOD: - most interesting and useful combat stance animation system in history of video games - graphical, sound, and visual effects improvements - most advanced and flexible AI in video games because it combines all types of vehicles and infantry together - underwater exploration / combat inclusion for the very first time - huge and vastly detailed sandbox landscapes (Altis + Stratis = ~315 km^2 of land alone) - new scripting commands, editor option sliders and overall better control of mission parameters visually - splendid™ tools for mission testing, manipulation, screen capture, config / anim browsing - PIP and autonomous vehicles - more (graphics, gameplay) parameters to control in options (however – sound params are very limited – look at how Fallout New Vegas did it) - Field manual (although it lacks the most basic information on mission editor and where to start etc) - a great way to handle issues – feedback tracker – so far, the best I’ve ever seen to incorporate free QA - improved AI (but still flawed in numerous aspects – orientation inside buildings, for example) - highly detailed vehicles, their interiors/cockpits, useful functionality, infantry, high-res textures, great 3D vegetation / environment props models etc. - new and more realistic radio protocol - lots of new weapons, ground / air vehicles (even if some of them aren’t very useful) - realistic and intuitive vehicle steering (with a bit of a broken wrist at full side turn) - BattlEye - understandably much less annoying / game-breaking bugs at A3 full launch compared to its predecessors THE UGLY (AVERAGE): - hit & miss GUI – for example, “Exit†button in main menu does not request to confirm your choice, people tend to press on it accidentally - vehicle damage and building destruction - pretty bad “futurized†main menu cutscenes from above without any music that would set the mood (is the future depressing?) - no rivers, underground structures - underwater lighting / color issues, water does not reflect the surroundings (may impact the performance heavily, though) - indestrucable side/back mirrors - lack of usable objects in the editor (cannot place buildings, vegetation etc) - lack of sounds (birds, animals etc) in the editor That’s it for now. If I’ve missed anything that belongs to any of the sections above, don’t hesitate to suggest. I will not classify current or future SP/MP playable content because it’s highly subjective, as is the selected A3 setting. Despite all the flaws and “uglies†of Arma 3, it is still a game worth a try produced by a caring developer and supported by smart community. -
[SP CAMP] Liberation of Chernarus
Polygon replied to forzajuve's topic in ARMA 2 & OA - USER MISSIONS
[please delete this post] -
Arma 3 full analysis - The Good, The Bad and The Ugly
Polygon replied to Polygon's topic in ARMA 3 - BETA DISCUSSION
The further I play, the more I dislike island cutscenes. 0 atmosphere, 100% futurization. Terrible design choice, as part of Arma brand are vast landscapes and their natural colors/realistic terrain design. -
The Invisible Top Half of the Ladder
Polygon replied to rehtus777's topic in ARMA 3 - BETA DISCUSSION
A possible workaround: - add a black in/out effect when a character's hand or torso memory points lines up with the surface of a building (which lines up with the end of the ladder too). Because similar technique is mostly used for vehicle get in/out animations, this could be applied in a similar way without risking anything. Maybe a temp. black screen (from other client's perspective - teleportation) looks unrealistic, but it's still better than current animation. -
There's so much other features waiting to be implemented / fixed that "smooth transition" between sea level should automatically be at the end of priorities list. It's just a visual cake, Arma has always been about its functionality and possibilities at its core. Ok, will throwing delay to smoke grenades be added (just like with 4s on grenades)? "Quality QA"...
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Arma 3 full analysis - The Good, The Bad and The Ugly
Polygon replied to Polygon's topic in ARMA 3 - BETA DISCUSSION
It's possible that when making particle effects potential average player PC performance on Altis and considering many other factors must be taken into account. This is why effects look quite lacking in detail and realism. This is just an assumption of mine, though. Seems logical when it comes to adapting to consumer's specs. But there's still a LOT to do regarding RV optimization. There's so much areas where performance seems to be wasted. Here hoping to see improvements on this in the future.