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CombatComm1

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Everything posted by CombatComm1

  1. CombatComm1

    Disapointed with the full release content

    THIS is undeniable. The AK is the most widely circulated, widely used assault rifle in the history of weapons. It will be around in 2035, as will the osprey, as will F-35, as will the F-22, as will blah blah blah the list goes on and on. Even the A-10, the sexiest most badass plane in existence has an operational "shelf life" of 2030 as stated by the USAF. I should know, I work for them. ;) So there is no reason any or most of the ARMA 2 modern day armermaent should not be in ARMA 3. It needs to be, but not as a half ass textured port. ARMA 3 compatible and quality only. Here is my thing about all these anti-critism nutjobs. Is it so hard to believe that maybe the people that bitch, moan, and state their dissapointment love the game so much that they want it to be the best? Maybe they love it more than you!? The ARMA series as a whole has the potential to be the FIRST video game, in video games short history, that is an infrantry simulator/flight simulator/naval simulator/tank simulator all in one sandbox master piece! It's obvious. They are creating all these games that are dedicated sims. Why not put them all together in the most epic game in history!? If pulling the ToH FM at the last second was a business decision where they said "Oh sh*t, we just committed (and they did confirm multiple times on this forums) to putting one of our products ToH in another product and charging the price of one product! Oh Noes!! Retract statement we need to charge another 50 for ToH" than ok, I get it. I would GLADLY pay $100 for a all in one simulator package. And I guarantee if made correctly with the graphical fidelity of ARMA 3, it would sell millions! Innovation people. ARMA 3 has the capability. All I have been trying to say is they need to make the right management decisions to make it work. I understand the market has to be taken into account, but this engine in itself has so much potential! I just think that the people that rage, rage because they care. Maybe too much in a lot of cases. Think about it - People get upset when they lose things they care about or when people they care about disappoint them. Human nature. People tend to brush off or except things they dont care too much about or think they cannot/feel they cannot change.
  2. CombatComm1

    General Discussion (dev branch)

    Lol "bro", that comment may have made sense 1 month ago but we are 7 days out. And anyway I am not talking about code, or bugs, or glitches. I am talking about models being the same for each faction, unfinished and inconsistent quality of textures. Those are all design choices by BIS, not things they intend to "fix" in the 7 days left of beta. Your comment did truly make me lol. That has been rallying cry of "no criticism at BIS" team for the last several months. Anyway, I am not berating them for shitty quality game or having bugs/things not working in beta. I already said in my post it is obvious we have a team of very skilled 3D modelers and texture artist. They are very capable talent wise. But project management and human resources DOES NOT seem to be their strong point. I am trying to understand why the hell they don't have a bigger team if they want to make such an ambitious game. AAA title development companies would never even think of releasing a game the way that BIS does. I understand and appreciate that BIS consider their games long term platforms and patch them like no other company I know does, but shouldent we all want them to get a good review out the box? To sell insane amounts of copies and make money? That being said, I could have omitted a few !!!!!! in my post, I will admit.
  3. CombatComm1

    A2 vehicles a solution or A3 lack of content?

    Not unless AiA or Arma 2 assets are allowed on every server by default. I tell you for a game that is so mod driven the servers are scarse that allow mods that help fix and improve the vanilla experience. This is why I would like to see an improved Arma 3 texture/poly version of AiA released straight from BI so it becomes vanilla content.
  4. CombatComm1

    Disapointed with the full release content

    I didn't see the post about hiring and even as people have told me, they hired new people, is it not ovbious they didnt hire enough for what they are aiming for? You should know as well as I do that multiplayer is not mod friendly. Except for a few exclusive mods that seem to be rampant (ACE) on servers, most servers dint allow ANY mods so you are stuck playing vanilla ARMA 3/2 on servers. So this whole mod fix for everything is not always the solution. This is why vanilla ARMA 3 should be great quality wise out the box. AiA is in no server AT ALL but if BI releases higher quality textured versions of ARMA 2 assets in an official AiA package it then becomes vanilla ARMA 3 and therefore allowable by default online. Please dont get me wrong, this game is GORGEOUS in the grand scheme of things and when you compare ARMA 2 out the box with ARMA 2 OA the difference in graphics are almost night and day so I am sure it will get better. What I mean is the fact that OPFOR and NATO have the same chassis and practically the same everything. I am sorry but not even in 2035 is East going to meet West when it comes to military armament design. I don't care what crazy back story BIS comes up with to try and cover that up. This is the copy and paste I am talking about. The interior textures for instrument panels in some aircraft look downright 16 bit and then in others 2013. It's this inconsistency of quality mixed with low quantity mixed with false advertising that has a lot of people panties in a bunch about ARMA 3. Yes, when a BI developer says ToH WILL be in the game and they show footage of awesome light glare, F-35s etc in videos and then it isn't in the game, that is false advertising. I and many others bought this game with those false pretenses in mind. Great game but fell way short and it sucks to see the potential never met because a company isn't staffing themselves correctly for what they want to achieve. Anyone that disagrees with that is blind. BI is trying to do amazing things but arent there personnel wise. They've said it themselves. Makes me wonder where all that money made from DayZ which they NEVER expected or intended in their budget to make went.
  5. CombatComm1

    Disapointed with the full release content

    Just saw this after posting the same in dev build thread: BIS for your company's sake, for the sake of the community at large, use that unexpected, un budgeted money from the DayZ boom and HIRE MORE TALENT!!!!!!!!!!! Please, I wanted this game to get awesome reviews and be popular. I am tired of going into the server menu and seeing nothing but locked, clan only servers with 1 or 2 public servers with 2 or 3 guys in it. I want you to be a successful company so that you can give raises to the folks that work hard over there and so you can invest in new technologies for the ARMA series. I doubt this game gets better than an 8.0 which is what ARMA 2 got on gamespot. Because while there are many improvements that would help sell the game you skimped on something mentioned in a lot of reviews of ARMA 2. The vastness of possibility and toys to play with. A sandbox, no matter how preatty, is boreing without alot of unique toys to play with. Please, you say this is the issue, resources. Invest in your company so that it can release top notch games from the get go! You have a talented team but its too small. This release is not quality over quantity. While many models and textures/the maps are quality, this copy and paste, some great texture some crappy textures, sometimes both on the same models, IS NOT QUALITY! And we certainly didn't get quantity. I can appreciate the whole fix one thing break a million more things spiel about coding, coding is one thing but this pick and choose whats gets quality and not is annoying. I give BIS the benefit of the doubt that its not lazyness its that they dont have enough manpower. I echo what others have said about releasing ARMA 3 content at ARMA 3 s (good quality texture/model) level. I think you owe it to your loyal customers. This is not a mod that we get for free. This is a buisness transaction and while I wouldent say I feel jipped I am let down. When I see what your company is capable of and then see them fail because of bad management and business practices Its sad.
  6. CombatComm1

    General Discussion (dev branch)

    BIS for your company's sake, for the sake of the community at large, use that unexpected, un budgeted money from the DayZ boom and HIRE MORE TALENT!!!!!!!!!!! Please, I wanted this game to get awesome reviews and be popular. I am tired of going into the server menu and seeing nothing but locked, clan only servers with 1 or 2 public servers with 2 or 3 guys in it. I want you to be a successful company so that you can give raises to the folks that work hard over there and so you can invest in new technologies for the ARMA series. I doubt this game gets better than an 8.0 which is what ARMA 2 got on gamespot. Because while there are many improvements that would help sell the game you skimped on something mentioned in a lot of reviews of ARMA 2. The vastness of possibility and toys to play with. A sandbox, no matter how preatty, is boreing without alot of unique toys to play with. Please, you say this is the issue, resources. Invest in your company so that it can release top notch games from the get go! You have a talented team but its too small. This release is not quality over quantity. While many models and textures/the maps are quality, this copy and paste, some great texture some crappy textures, sometimes both on the same models, IS NOT QUALITY! And we certainly didn't get quantity. I can appreciate the whole fix one thing break a million more things spiel about coding, coding is one thing but this pick and choose whats gets quality and not is annoying. I give BIS the benefit of the doubt that its not lazyness its that they dont have enough manpower. I echo what others have said about releasing ARMA 3 content at ARMA 3 s (good quality texture/model) level. I think you owe it to your loyal customers. This is not a mod that we get for free. This is a buisness transaction and while I wouldent say I feel jipped I am let down. When I see what your company is capable of and then see them fail because of bad management and business practices Its sad.
  7. WOW! Just loaded this up with AiA in ARMA 3, (hope it actually works) but you guys had me at the fully animated swashplate! Just Fing gorgeous and the kind of quality that you would expect from a major game studio like BI NOT a 2 man modding team. I haven't even gotten around to turning the engines on on this complicated piece of machinery (assuming I can in AiA, ARMA 3) and I love it that way. Just found the online guide and going to try to start this beauty up. I am curious however, (and I literally have NO modeling/texturing anything video game creating knowledge, which is why I ask) why did it take 3 years to do and release? Is it because you 2 were learning? The engine just didn't allow/support this kind of model/scripting in 2009/2010 and needed to be patched and added to? A model this beautiful just takes that much time to do? or You guys didn't come up with the idea/desire till the end of the ARMA 2 life cycle? I can only hope and pray that you all will port/make a major overhaul mod of this to ARMA 3 and that it will be released much sooner in ARMA 3s life cycle. I also hope that if you all do decide to port/make a new one for ARMA 3 that the new engine makes it 10 times easier for you guys to make something this amazing. Again wow.............dat swashplate though.... :eek: So intricate, what a model. Kudos. Edited : First Impression! - So I loaded this up both in ARMA 3 AiA and ARMA 2 OA just to make sure everything was as it was suppose to be by the modders. It runs danm near the same in AiA Arma 3 as it does in stock Arma 2 OA minus maybe some performance issues in ARMA 3 from script issues. I know that Nod has said this is NOT complete and has not said whether this was intended for ARMA 3 or not but in any case here are so impressions. 1. Everything is amazing texture/model wise. I am so impressed. BIS needs to hire these guys. 2. Sound inside the cockpit is a bit loopy. What I mean by that is you can tell where the loop begins, ends, and starts again. 3. Flight model is VERY floaty. That being said its 10 times more responsive than the stock Apache, which is GOOD because stock Apache is like flying a semi truck. I have never flown an Apache so I dont know how maneuverable/light feeling they are, but this feels like flying a feather. Every turn is a little too fast. It dosent feel like you are flying a 3 ton aircraft. 4. Again, I know it isnt done per authors comments but I hope/would love to see some sound effects, more scripting added to start up sequence, battery clicks, APU sounds, rotor RPM spin before unlocking rotor break and going to full speed. 5. ARMA 3 compatability: I understand that nowhere in the authors comments or stated intent was this meant for ARMA 3 but I sure hope it WILL BE! :) It would be nice to see the cockpit lighting work for ARMA 3,PiP,cyclic, (collective, if BIS implements) animation etc. The modeling and texturing are sure on par with ARMA 3 minues maybe lighting and new ARMA 3 specific maps. Having a lot of fun with this though guys. Please continue to work on this and other projects of the same caliber.
  8. Please SOMEONE tell me what mod these weapons are from...... :butbut: NEED.
  9. CombatComm1

    AC-130X for Arma 3

    god this mod needs to be continued and updated. It's awesome as glitchy and buggy as it is now. And this game is serious need of more fixed wing aircraft.
  10. CombatComm1

    KEYS: No action menu

    Stick it to the "anti simulation" main stream gamers and make it so you have to open them. As long as you can keep it open and allow for multiple people to enter before closing it. Other wise that's just tedious. Looking forward to this.
  11. CombatComm1

    Advanced Cockpit Interaction

    Considering its almost 99% confirmed the ToH FM will never make it to ARMA 3 Enricks amazing hack is as good as its going to get and therefore essential.
  12. CombatComm1

    Blastcore A3

    This. Also curious to what benefits of the new engine are what and things you think can be accomplished this time around that were difficult/impossible before. Please make smoke thick and dark like it is suppose to be for fuel fires, and without all those little puffs BIS smoke has. Excited.
  13. Hey all, I am trying to spawn items from a script. It works fine in the sense that every spawns as it should at the given markerpos. When using ONLY global variables in the editor the setpos works flawlessly and the item is spawn right where I want it on top of the table. As soon as I spawn these items from a script as local it no longer works. Here is my code... _intel1 = "Box_East_Ammo_F" createVehicle (getmarkerpos "intel2"); _intel1 addaction ["investigate","agia1.sqf"]; _intel2 = "ARP_Objects_computer" createVehicle (getmarkerpos "intel2"); _intel2 setpos [getpos tab2 select 0, getpos tab2 select 1 (_intel2 select 2) +.8]; _intel2 addaction ["investigate","agia2.sqf"]; _intel3 = "ARP_Objects_Folder" createvehicle (getmarkerpos "intel3"); _intel3 setpos [getpos tab3 select 0, getpos tab3 this select 1 (_intel3 select 2) +.8]; _intel3 addaction ["investigate", "agia3.sqf"]; _intel4 = "ARP_Objects_toughbook" createvehicle (getmarkerpos "intel4"); _intel4 setpos [getpos tab4 select 0, getpos tab4 this select 1 (_intel4 select 2) +.8]; _intel4 addaction ["Investigate","agia4.sqf"]; _intel5 = "ARP_Objects_Folder" createvehicle (getmarkerpos "intel6"); _intel5 setpos [getpos tab5 select 0, getpos tab5 this select 1 (_intel5 select 2) +.8]; _intel5addaction ["Investigate","agia5.sqf"]; Any help and discussion on the setpos command so that I may better understand it would be greatly appreciated!
  14. Bro, you are a scripting genious! I have to admit I am only slightly familiar with what you are doing here so its all magic to me. Thank you very much. It works great! With 2 exeptions, on occasions the script will spit out on error for line 1 saying it expected type string and not an array and then all the items will spawn as suitcases. The other issue which is more problamatic for me is that when I change the classnames to look like this forEach ["land_suitcase_f", "Land_File1_F", "Land_FilePhotos_F", "Land_Notepad_F", "Land_Laptop_unfolded_F"]; the only one that wants to sit nice and preatty on top of the table is the suitcase. I have NO idea why this might be. Everything else just falls right through the table to the floor. Even if I spawn it higher it falls straight through and to the floor. Again, I am a very BASIC scripter so far and am learning thanks to fockers great scripting tutorial. Your script is great and works but is very advanced so I cant exactly understand the error or why after customizing the class names they sink through the table.
  15. Thanks again for all the help!! It works! However when I try and use the "randomness" oportunities of the createvehicle array command as you can do with the markers to have it spawn at a random marker it does not work using the object. Here is the manipulated code. _intel1 = createVehicle ["land_suitcase_f", (getPosATL table1), [getPosATL table11,getPosATL table12,getPosATL table13,getPosATL table14], 0, "NONE"]; This is probably not possible because I am setPos it to 1 and only table huh?? I am trying to make this as random as possible by having multiple tables any one piece of intel can spawn at.
  16. @Zenophon, thanks a lot for your response. Firstly, thanks for suggesting better commands. Secondly, Tab 1,2,3, etc are tables. (Objects in the game I put down for these spawned items to sit on top of) I guess I understand the importance of //Descriptions for others reading my scripts now. lol Thirdly, I have NO IDEA what this select 1 is to be perfectly honest. It is just copied from the BI wiki as I am not familiar enough with the function to omit anything unfortunately. fourthly, yes I realized I was missing a comma after posting. With a comma I get NO ERRORS, it just fails to work. Sixthly I am calling this function through a script activated based on the position of a HVT (high value target) who is linked to random markers in the editor. The script calls and runs just fine, the code inside, i am afraid dosent though. 7th-ly, agia.sqf are various investigate actions and yes they all are added to the spawned items and work. They basically play various intelligence gathering information scripts. And lastly, your correction of my original script still fails to place the spawned items on top of the various editor placed camping tables (.8) AGL. Of course this is no doubt to my confusing you and not explaining the script well. Thanks again for your help.
  17. CombatComm1

    General Discussion (dev branch)

    ::CRASH:: Just wanted to report a strange crash on latest dev build. Was just messing with the editor and was Alt tabbing between my mission folder and game. Upon once alt tab back to game everything became very very slow in the editor. Mouse movement etc. I hit preview and game crashed. Went to restart Arma and it says, failed to open because app was already running. I went to task manager and could not find any instance of Arma 3 running. Went to close steam but it would not close because it says it needed me to close arma 3 first. Had to restart computer! Windows 8 i7 2700k stock OC GTX 680 16 GB ram SSD (which arma is on)
  18. CombatComm1

    ADuke's OH58D Pack

    Looks very very high quality! Cant wait! I only download quality model/texture vehicles. Thanks in advance for this.
  19. CombatComm1

    General Discussion (dev branch)

    I am also having this issue when set to safe and limited speed.
  20. True. RH is a high quality mod with high poly/texture quality but correct me if I am wrong, NATO SF has iffy quality especially in textures?
  21. CombatComm1

    JSRS2.0 WIP Thread

    Dude, I am in LOVE with the hunter sounds. The beautiful high pitched whistle of the turbo diesel engine is so immersive. Reminds me of my 2013 Chevy 2500 Turbo Diesel I had to give away. :( but in a good way. I wouldn't change much on the hunter except maybe start and engine off sounds. The idle COULD be louder in 3rd person but I dunno if that's just my love of an idling diesel or if it would be realistic. I trust your judgment so far.
  22. CombatComm1

    General Discussion (dev branch)

    Video settings? I have everything maxed Ultra at 150% resolution, AA on, (Yes I am a graphics whore) Vsync off. After turning my VD down to 8000 and 2000 object VD as someone else suggested I am back to a stable 30 FPS. I know I know I am a greedy bastard and all but geeze, why offer us 12000 VD if good hardware cant even handle it. Anyway 8000 is perfect for this map anyway as the flat plains don't seem to extend much past that before the horizon hits a hill. Now fix all these errors and bad scripts BIS, my DAC missions are broke! :)
  23. CombatComm1

    General Discussion (dev branch)

    I have what, I believe, most people would say is a good to very Fing good system. Please correct me If I am wrong. I have not even been able to play Altis. I am getting about 10 FPM....... Yes, that is FPM = Frames per MINUTE. Yah yah yah, dev branch and what not I get it but still, considering there are 16 days till launch.....that's ridiculous! And of course, this is AFTER about 5 solid minutes of waiting for it to load. FPM...... smh My Specs: i7 2700k Stock overclock 3.9mghz GTX 680 16 GB RAM Windows 8 Intel 80GB SSD (which arma is on)
  24. CombatComm1

    Enemy occupation system (eos)

    Banga, Is there a way to disable reinforcements based on whether something has been destroyed or not? For example trigger with !alive radio and then modify a specific markers statements to disable reenforcements? Thanks! Great script!
  25. Hey! The six config editor class names hasn't been updated since the ALPHA and I didnt see objects in the class names thread on here. Can anyone point me the class names for editor objects like laptop, whiteboard etc? Thanks a bunch! Also would this be createvehicle? or createunit? Im guessing createvehicle
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