-
Content Count
483 -
Joined
-
Last visited
-
Medals
-
Medals
Everything posted by blackpixxel
-
Well, at the moment I made it so that the launchers are able to damage/disable the RHS tanks, which are the enemy threats we have on our Arma 3 server. I haven't read that much about the real armor system, but as long as the launchers will still be compatible with non-RAM vehicles, I will do what you said. I also did not want to make the launchers overpowered, I wanted to have it similar to ACE. There a HEAT-round would eleminate a tank by killing it's crew, while the tank would often survive it. So very often only one AT-shot was required to make a tank completely harmless. The easiest way of bringing this to Arma 3 vanilla is by destroying the tank, which looks absurd on the other hand. So I will try to make it RAM-compatible in the next few days. Thank you for the comment!
-
When talking about the distance between eyes and weapon, I would also love to see the camera zoom of magnified 3D-scopes increased. This would make the scope appear larger and more monitor resolution would be used for the scope instead of the outside part. At the moment the circle through which you look through a 3D is too small, even on a 1080p monitor it is much harder to aim precisely compared to Arma 2, where scopes used more pixels of your monitor.
-
Here is hopefully the last update for the next days ;) The AT4-scripts should be 100% reliable now, as long as you have at least a bagback or a vest or a uniform. In addition to that, I changed text and icon of the 'silencer'-item, to avoid confusion. When the config-parameter to hide it in the Arsenal is working in the stable version of Arma 3, I will use this. But basically the silencer should be removed automatically and not cause problems anymore. For the M3 firing-bug: I had the issue that firing in upwards works fine, but firing downwards inverts the angle, so that the rocket flies upwards. This is fixed now. But I am not sure if that was the same problem Sundowner and Flipper had. Download Version 1.3.2 Dropbox (73 MB): https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3
-
While it worked fine in the editor and the virtual arsenal before for me and other players, it looks like it is broken in multiplayer. It happend to me 5 min ago. I will try to fix this with another update this night. Another issue will be fixed as well: the suppressor-helper-item gets atached after every shot from every weapon, which breaks the sight-mechanism of the AT4. This needs to be fixed as well. During testing I didn't notice it, because I never fired another weapon before firing the AT4. Sorry for trouble..
-
Weapon Resting & Deployment Feedback
blackpixxel replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Without having tested it, I don't like the idea of a passive resting. I would prefer to have resting + deployment on one key, with a little camera-shake for visual feedback when you are resting the weapon (just like AGM or VTS do), and the same when the weapon unrests when you turn too far away. Automatic resting is too much like all these auto-cover third person shooters.. -
HEAT has more explosive damage and HP has a higher penetration. In Arma that means that HEAT can be used against infantery and armored vehicles, while HP is primarely against armored vehicles.
-
Advanced Helicopter FDM Feedback
blackpixxel replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
I also noticed this, but it only seem to affect the Roll-Axis. I would say that this stabilisation is a bug. And I would also love to see input delay fixed. -
It won't work with AI at the moment, they only switch to a weapon if they have a magazine for it. But at the moment they only get the required magazine when they switch to the weapon. But I will make it AI compatible soon. So at the moment it does not work if you simply give them the magazine via script, it will get removed.
-
It's not a bug, it's a feature :p This 'suppressor'-item is required to keep the ironsights unfolded after firing the weapon and gets automatically attached to the AT4 after firing. As far as I know the config-command for hiding objects from the Virtual Arsenal is currently broken (but fixed on DEV-branch), so we have to wait until the next stable update so that I can hide it (as well as the empty AT4-tube).
-
I had to update the link after I found a situation where the script would not work. I also changed it so that only clients have to run the script, so that servers don't have additional calculations. 1. Sounds great, it would add another teamplay-aspect. But I am not sure how well I could do it. Maybe if everything else is finished. 2. I think that is to much effort for these two little functions. 3. The scopes are already 3D, I think what you want is that they are more like the vanilla 3D-scopes, so that you can see the outside of the scope. But I think that the scopes of the M3 and SMAW are to thin and to long, so that the scope itself would cover most of the sceen area, and the hole through which you could see the target would be very small. In addition to that, I am not a big fan of this zoomed outside view.
-
Hi, now I added the latest version of the M136 AT4 to the mod. It comes in three variants: HEDP - against infantery and light vehicles HEAT - against infantery and armored vehicles HP - against armored vehicles The real AT4 is disposable, and so is the AT4 from this mod. When you take this launcher out of the Virtual Arsenal or an Ammobox, you don't have to add the ammunition separately. As soon as you switch to the launcher, a rocket will be added to your inventory. Now you have to prepare the launcher by reloading, which will unfold the ironsights. After adjusting the range from 50 to 400m, the launcher can be fired. As soon as you open your inventory or switch to another weapon, the AT4 will be dropped on the ground with a changed model, so that it cannot be fired again. The AT4 is usable in confined space. When you are using AGM, you should notice a significantly reduced backblast area. As long as you stand 1 to 1.5 m from a wall, you should not take any damage. This allows the AT4 to be used inside of buildings or near to friendly units when AGM is running. The script-error when firing is also gone. (It turned out that AGM changes the trajectory of the projectiles based on its upvector, not only on the velocity-direction.) Download Version 1.3.1 Dropbox (73 MB):https://www.dropbox.com/s/vu5m40jlii7e7ul/%40tf47_launchers.rar?dl=0 This modification requires CBA to work: http://forums.bistudio.com/showthread.php?178224-CBA-Community-Base-Addons-ARMA-3
-
Advanced Helicopter FDM Feedback
blackpixxel replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
Yep, I can confirm that and it does affect EVERY joystick command for me, not only helicopters. I can bind the joystics to RWS of MRAPS and I still have this delay. Here is a video which I made months ago to proof it: The interresting thing is that it is something that is scaled with the simulationtime. If you use 'setacctime 0.1', then the input-lag will get slowed down as well and it takes 10 times the time for the virtual joystick to move when I move my one (Saitek X52 pro, do you maybe have the same one?). If you accelerate the time by 2 or 4, the input-lag is accelerated as well and not noticeable anymore. So the problem is definetly not the hardware, but the game itself does some weird things. But: When I sit in the cockpit of the modded F18 (http://www.armaholic.com/page.php?id=22594) there is NO input lag at all. So it is something that Bohemia should be able to fix, because it looks like a problem in their config or vehicle setup. This definetly has to go, because I cannot hover a helicopter with 0.5 sec delay, I get these annoying oscillations as well. In DCS I can do it, because there the helicopter will react without input lag to my commands. It is time for Bohemia to fix this problem. -
Authentic Gameplay Modification
blackpixxel replied to koffeinflummi's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I personally prefer the alternative pain effect, the twitch-effect looks to artificial for me. But it would be even better if pain would affect you like it did in ACE. So increased weapon sway would be a great solution, or a change to get unconcius when you have pain. At the moment there really is no need (as far as I know) to use morphine. I also noticed that the backblast-zone of AT-launchers does not really work when you are on top of buildings. You will always get knocked out on rooftops, even if there is nothing behind you. -
A laser would definetly be possible, I think the second picture in my previous post also shows something that might be a laser module mounted the front picatinny rail. And I am really sure that launchers support the exact same attachments as rifles. Maybe I will simply add this front rail to the current ironsight-version, but I really don't like the idea of making something that does not exist in this combination.
-
Arghhh, don't destroy my dreams :butbut: I almost thought that things like placing a magnifier behind a holosight as a seperate item would become possible..
-
Sounds promising, hopefully we won't be limited by one item per category/slot anymore!
-
I already though about the NV-sights. But I don't think that the mounting bracket works for the new AT4 variant, which I modelled. The firing mechanism moved forward, and so the bracket, which is at the position of the rear iron-sight, could not be mounted there. But it looks like SAAB has a different solution for sights, so their new AT4 comes in different variants, one with ironsights and one with a sight mounting system and a secondary rail. Here is another picture, which shows the AT4 again with a different mounting system, which is the one from the M3, so that the 'smart scope' from the M3 can be mounted on the AT4. http://www.defence24.pl/uploads/images/dbf0329a955f29cdb66b18ff0df1ef1e.JPG (1873 kB) I haven't seen a picture of a NV scope on the new AT4 until now, so I am not sure if that one can be mounted, since it would need a picatinny rail as far as I know. The first variant with the reddot-sight only seems to be used for the Anti-Structure AT4, the sight does not look as if it supports zeroing. So the gameplay would not really benefit from it.The second variant with the auto-zeroing electronic sight looks interesting, but I am heavily against such things in Arma, since it is just boring to point at a tank and fire the weapon to hit him. In addition to that I don't think that a regular soldier would get such an expensive thing on his AT-weapon, which he would have to remove after firing the disposable weapon to bring the sight back to base. So for now I think that I won't do the sight-variants of this weapon, but if I suddenly have a lot of time, I may think about it again :)
-
If BI does not allow fire on the own vehicle in FFV, then they should also make blue on blue imposible when playing as regular infantery. There is no reason to have an easy mode in a helicopter but not as soldier on the ground. But I am afraid that the bullets would just fly through the vehicle without damaging it, similar to the tank's commander gun that can shoot through the tank, or the minigun on the speedboats that allows you to fire through the boat, driver and commander without damaging them.
-
Not until now, I may have to ask the AGM team how their code works. AGM uses eventhandlers as well, maybe they have own code affecting the flight path of the rocket. After some trial and error I accidently found out that a script error I had in the config solved that problem, so I left it in. Maybe it somehow interrupts the AGM ones. I know that this is not a clean solution, so I will try to find another trick to let it work.
-
RHS Escalation (AFRF and USAF)
blackpixxel replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I only know that AGM reduces body armor, so it should not cause the behaviour I described. Mhmm, it would be awesome to have a 'community standard' for weapon damage and armor values- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
blackpixxel replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Well, that sounds alot better than what I experienced, and definitely authentic. Does it maybe work better with RHS weapons than with other ones? I always use the vanilla F2000, AGM runs on our server as well.- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
RHS Escalation (AFRF and USAF)
blackpixxel replied to soul_assassin's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Have you ever played a multiplayer-session using this system? Maybe a human could survive that many hits for a short time, but would he still be able to continue fighting as if nothing happend? Because that is exactly what AI (and players) are currently doing. I hit them 4 times, and they still keep on firing. So it may be realistic that a man would be still alive after taking 4 shots, but I don't think that he would remain 100% combat-effective after so many hits. So increasing the 'realism' of one aspect of the damage system while the other one stays the same (as long as BI does not touch medical system) does not seem to be the right approach. At the moment it is not enjoyable for me to fight against these units, it does not feel realistic/authentic at all (from the perspective of a non-military person). Hiting AI multiple times while the still run around, go prone and stand up looks very absurd. But this is of course only my personnal opinion :)- 16577 replies
-
- Weapons
- Accessories
-
(and 1 more)
Tagged with:
-
Hi, while the airburst is working in MP for me, I will try to fix the problem with the next update. The AT4-model is nearly finished (a few scratches and mud are still missing) and should be ingame very soon. Of course I will have to find a solution to make it disposable first, but with a fired EH this should be very easy. http://i.imgur.com/9Gpbk1E.png
-
Weapon Inertia & Sway Feedback (dev branch)
blackpixxel replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I would like to have a reduced sway-pattern size, but a bit more randomnes/shakyness. So you don't have this huge 8-movement of the weapon which look way to artificial. -
Maybe later, after I made some other ones. The M4 basically fires the same round as the M3, so it would not be that much of a difference. Of course it looks very cool and is a bit lighter. If I do it some day, then maybe with the smart sight, so that is has more difference to the M3.