Victim9l3
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Everything posted by Victim9l3
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EM_buildings - new buildings
Victim9l3 replied to emoglobinsky's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Will these buildings have positions in them for AI to move to? I can't wait to use them. I don't know why the Arma 3 buildings drain so much fps, but how will these buildings compare to the A 3 fps? -
SMD_Sara_A2 Full Sahrani Map Port - Initial Release
Victim9l3 replied to cifordayzserver's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is seriously great! I didn't play arma1 so I don't know if this was in there or is similar or whatever. But it looks great. The best part is that it is playable. There are a lot of islands out there that look good but isn't so playable, or placements of things are bad. This is good. The colors and placement of everything is good. AI drive on bridges. There is only one problem. And for me it can be kind of big, but maybe not. There are very few open buildings. Everything has to be done out of buildings. Any plans on replacing anything with A2 or OA buildings? Thanks to everyone involved in this. -
Personally I don't know why all you guys are worried about flags on uniforms. The fact that BI thought they could make anyone happy by making "NATO" U.S. units but putting those U.S. units in vehicles that belong to other countries. To me it's insulting that U.S. crewman are fighting in Israeli armor. Both Merkava and Panther. NATO has never had a uniform. U.N. does, or at least blue helmets. But NATO has always been the countries in NATO. U.S. crew with U.S. vehicles. BAF wearing BAF uniforms. And if BI wants to put Israeli stuff in the game then they should respect them and make them the crew of those vehicles. ARMA 3 is a completely generic game. Pink and orange sky with generic armies just randomly put together. And every army has the exact same stuff. Every turret is the same. Half of the vehicles are the same for each army. So it's ridiculous to me that you guys are complaining about flags. NATO will never have a single uniform for all countries. If Bi needed more time to make the game right, they should push it back. I'm only complaining because BI has always raised the bar. I expect a quality product from them. I'm not complaining because I don't like the game. It's just that they need to get it right.
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Does anyone here use the user mod that allows you to use Opfor in urban camo? After one of the updates this week the Urban uniform is gone from the inventory list. They still wear them but they don't show up in inventory. And that causes them to lose most of their ammo. Once they spawn, their leader tells them to resupply somewhere.
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Lights on off autonomous
Victim9l3 replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks but your code doesn't work. The game freezes at the end of the loading phase, right before game mission starts. -
I don't want to complain, but it seems I have been doing that a lot here lately. But I can't help look at this picture and ask if this is really how we want Arma going. I haven't seen a lot of complaints about the colors in the game and even I have gotten used to it. I think bi has tried too hard to make a beautiful product and has sacrificed some realism for a game that has a pleasing look. If you guys don't know what I am talking about, look at the videos for the AllInArma mod. They moved the OA and A2 maps to Arma 3 and made video showing how they look. Those maps don't look real anymore. There is too much color, or the colors are too loud or too something. For example, the takistan terrain has been a sandy color, in A3 it has more of a yellow or orange color as if someone just turned up the tint knob on a tv. The sky is such a nice deep blue now and so is the ocean. I have complained about the color of the fog in A3. That is a good place to start if you don't know what I mean. The fog that changes when you change the view distance is what I mean. It's blue. Fog is never blue. It should be gray/grey like in reality and like previous arma. But the blue adds to the new beautiful color change. What really bothers me is that I can't have a sunrise or sunset without everything in the game turning orange for hours. The only time we get to see the normal colors are between 11 am and 4pm. It changes depending on seasons but still there is just too much orange. and now also pink. I only see color changes in my environment for about an hour. Things get a soft orange color, but for a short time and usually when there are a lot of clouds reflecting the color. Not 4 or 5 hours at time. But this picture was the final straw. This would NEVER happen anywhere. In the game this is Dec. 8 2036 at 7am. Overcast set between 40 to 30. The fog set around 80-70. video settings near best. Play with your settings. You will find many, many situations like this. But, if we want beauty over realism then so be it. :(
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Lights on off autonomous
Victim9l3 replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks. I was going to try the scripting command that shuts off lights but it never worked. I might still try it in this version but i'll try your way first. I do have a question though. What if I or anyone turns the lights on? Will it go back to normal or will your code still work after? -
I disagree, the best solution is for bi to respect the structure of NATO and give each country their own uniforms, like real life. But as I mentioned in a thread, this whole Arma 3 is overboard generic. Every faction has the exact same vehicle weapon, in fact for most, the exact same vehicle. Arma is, or is supposed to be a quality product, yet too many things are pretty much re skinned OA vehicles or one vehicle put in all three factions. I think they are relying too much on community made addons. Maybe they will surprise me when the game comes out. Or maybe they are spending all resources on finishing a playable game by their deadline and then fine tune everything with playable content later. The orange is not soooo bad. It's a nice change but should be faded a lot more because it is way too strong.
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One thing doesn't quite make sense to me. In the case of helicopters with pilot and gunner, shouldn't the pilot be the one to fire rockets? The rockets have a fixed direction just like the guns on a fighter plane. I don't know how it is in real life but in the game there is no sight for a gunner. They only have the Arma crosshair. The gunners have a camera sight that moves, with no way to tell where the rockets would land. Even if there was, all it takes is the pilot to move slightly and the sights would be off. If you don't use the camera sight, as a gunner, you can see forward but still it's more of a calculated guess as to where the rockets will hit. At least it is if you don't use Arma's artificial crosshair. And on the other hand, the pilot does have a HUD that shows a sight directly in front where the rockets will land. So why not give the rockets to the pilot so the gunner can engage targets with his guns or missles?
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They look like they look good, downloading now. But for future reference, when you take pictures, turn them or the sun (change time of day) so that you don't get shadows covering them. You only have a few sections where we can see the camo clearly. Show them off, they look good.
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Taking away the "tab" key for targeting isn't the best idea. It's not "magic". In fact, I hate when people say it is. It needs to be in game, and in fact it should work better. I am so tired of seeing things I want to have my gunner or squad shoot at, but the game has decided that I can't see it. I'm constantly in a tank trying to get my gunners to fire at things but they won't cause the game says I can't see it. So I can't target it. Hell, I've been 60 meters from another tank but a small obstacle is in front of it and I can't lock it because the game thinks the obstacle is blocking it. That tank can't shoot me either even with is gun pointed in my direction, above that small obstacle. Or trees block some of the target or it's a little foggy so the game won't let me target the tank out in the open 100 meters away in some fog. So that key is necessary so that I can "tab" and see if the game even knows my target is there. And for an Arma 3 reference, put some Striders in camp Maxwell and take the Kajman to kill them. "Tab" won't find them. I have to keep pushing the "zoom" button to try to get the Kajman to lock with a missle. My gunner doesn't see them through the trees, so the Striders don't exist. And I hope the Dr was only referring to targeting friendly targets with an answer like that and not empty targets as was most of the complaint.
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Hey, this doesn't work anymore. With the new faction specific night vision goggles that came with the latest patch or dev build the night vision is back to bi. I'm going through withdrawals. :(
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I guess I can see the Blackfoot having the gunner with the rockets. But maybe their can be a way to implement something for the gunner so he can easily find the extreme range of the rockets. I'm not finding the right way to say what I mean. If he uses the gun sights for rockets, maybe when he selects the rockets a new box comes up so that he isn't aiming at a point where the rockets will not reach. Maybe from wherever he is looking, when he selects rockets, the sight resets to direct front. then as he pans to one side, there is a boundry, or an alarm saying that he is aiming out of the rockets turning arc. Similar to a NLAW or something. When you look away far enough, the target stops locking on the tank, that's how you know you're aiming too far. You wouldn't want to lock the gunners free look because if he is pointing a laser he can find the target and wait until he is facing the right way. 519Sanel519 - Manual fire takes care of that.
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You are very correct. "Exited is not the word", but "excited" is the word. :) sorry I just couldn't pass that one up.
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I have been trying to use the super secret incomplete 3D editor and I am wondering if there is any workable init in the unit properties. I want to use "this setunitpos "middle";" So I can make sure that when I set a unit down he will be able to shoot without hitting the object/wall in front of him. Like aiming out a window. I see there is a "init expression" box but anytime I put something in that box my unit is either not there or invisible. I could also use it to edit the weapon loadouts and various other things. and what is the "can collide" option? Thanks
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Init in the 3D editor?
Victim9l3 replied to Victim9l3's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Thanks for the help. I was hoping there was a way to do this in the editor so I can see if I even want to put them there. If my soldier isn't high enough in a middle stance, then I won't bother putting him there. So if I have to edit it the way you suggest, I would be going back and forth all the time, taking 2 or 3 times longer. But I can still use the code you gave for a way to make sure everything is good. Thanks -
I kind of brought that up a page or two or few ago. It should have at least a Laser pointer cause it is pretty useless. Making it carry cargo (if you designed the mission for it) will lose it's fun about a second after you played it. And with no real injury simulation that requires anything more than a first aid kit, there is no use for it to carry anyone. And being unarmed opfor can stop it whenever they want. So it really is useless. You could give it ammo and have it operate like a dog following around a convoy but a manned vehicle makes more sense. LASER POINTER. You can control it while you are in it. Just get in then take control and it's just like a vehicle except you have to release control to command anyone/anything else. Nimrod123 - You must be using a OA aircraft or set up. When I used AllInArma, the fixed wing controls came up. I think it might when you add any fixed wing besides autonomous. Once you remoce the fixed wing from your inventory, you lose the configuration. MadocComadrin - The Darter is pretty much a remote controlled hobby helicopter. Slightly better than you find in a hobby store. It's a flying camera. Yaw should be weak. Everything about it should be weak. SirJD thanks for the link to the countdown list. However I notice that there is only one fixed wing aircraft. And let me guess which one it is. Oh, yeah, the one that bi loves so much. The one they gave takistan, and cz. But back to greenfister comment - It makes me think a purpose built UGV specifically dedicated to carry wounded might be a good idea if bi had a lifelike wound system.
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I believe that refers to the UGV's they just released. they have both HMG and GMG on one unit, the stomper rcws. Or more likely, I have no idea what launch weapon list you are talking about. I thought you meant todays release.
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Thanks, I assumed the UAV terminal was an object. Since the UAV Operator already comes with it, I counted them as 1 thing. They should have said they added a UAV terminal backpack. On the UGV, I thought the same as you, thinking it's a recon. Which is why it should have a laser pointer.
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I found an unfortunate feature of taking controls of uav. You can't command your squad anymore. I don't see why it should do that. You can still talk and give orders to people even when controlling the uav. Especially since you can look through the camera wherever the uav is. That way you can tell units where you want them to go even if they are far away. Does anyone know what the UAV terminal item is? Also the ground UGV stops about 15meters before reaching the waypoint I give it. That will prevent them from moving into specific areas and or hide.
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What is the purpose of the Stomper? I don't see a laser pointer and it's not armed. oh and what/where is this: Added UAV Terminal item?
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Being new, learn to search, especially when it's a common or simple request. Also this is in the wrong section. Go to the "mission editing" section. This has been mentioned a few times. But to answer, do not tell them to disembark. That means "when convenient get out". They search for land then get out. You need them to eject. You couldn't do this before because helicopters had no eject. But they put parachutes in them and now allow cargo to eject. Not crew. And your next question; how? If they are in your group, select them, push 6 I think, and eject them. If it doesn't come up, then do it individually. But if all are in the right place (cargo) then they should have the same actions. If they are not in your group, search the mission editing thread and see how to eject with a trigger or something
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I can't find who mentioned this but it seems like the littlebird doesn't turn as well anymore. I used to be able to aim at something and circle it without losing the view of my target. I could keep shooting while flying sideways around it. But now it's pretty much impossible. I keep breaking line of sight.
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Well then I don't know what a crosshair is then, because no matter if I have a gunner or just me, my Blackfoot fires here everysingle time; http://i1340.photobucket.com/albums/o726/Victim913/offcrosshair_zpsa545ea9e.jpg Zoomed in or zoomed out, 100 meters or 10000 meters it's the same. The devs must not have trained their engineers to line up the gun sights (as the changelog might put it). Or maybe you weren't flying straight. As long as you hit what you aim for who cares.
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I see the crosshair you mean, but isn't that just a center view so you know where you are pointing? A reference point. It's more like what we use in tanks. Where the sight is on where the gun is pointing but the machine gun is off to the side. If it was a for the purpose of shooting the gatling gun then the crosshair would be centered.