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suprememodder

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Posts posted by suprememodder


  1. It's not a military simulator. The series never has been. Aside from that ignorance, yes it would be nice if you could use your secondary weapon slot to carry another primary weapon, instead of a launcher.

    no, that's a new marketing tactic developed recently to draw in the cod and battlefield crowd. the franchise has always been a milsim, just a terribly outdated one that had its developmental resources siphoned off to work on a zombie game to drawn in more cod kids.


  2. And gee, look at this, I make a post about inequality and all the bigots come out. No surprise there.

    i love how closet misogynists get all drawn and worked up over the sexism point. if no one mentioned it, they'd probably not bother to reply.

    but back to the real discussion. female civilians have been done in arma 2 already, with their own skeletons, so the "too much work" argument goes out the window.


  3. Well if this is a "i will punish bis by punishing you" decision then it wont work, many skilled people have left these forums in rage over lack of tools and bad decisions and basicly nothing have changed.

    Anyway, thanks for all your work :)

    i respect his decision to leave. anyone, no matter how skilled and talented at what they do should not stick around and waste their time if they find the engine and tools unsatisfactory for what they want to achieve.


  4. it's particularly strange because there were women models in the earlier builds they demo'd, but they're gone too.

    i really hope it's because they're still being worked on, otherwise this is actually a step back from arma 2, which did feature women civilians.

    also maruk's enigmatic twitter comment is disturbing too. is he saying that arma 3 lacking in content like the first game is actually a good thing? at least the first game came with a campaign.


  5. i've seen this work in user made tools for other games. basically, you can copy the weight of another model and paste it onto a different one. for best results you'll need to position the two objects in identical positions. this is good for modders who lack proper rigging software like 3dstudios or maya, because rigging in-editor is a load of work and produces terrible results. with auto weight, we can at least get rid of the most difficult part and work on small adjustments to perfect the rigging.


  6. There are a few interesting features which are beyond me, assuming they are finished at all.

    We can now pack mortars and static weapons, putting them in bags on the ground. Has anyone managed to actually pick up these bags? I can't interact with them?

    How the hell does the scope-based mortar (and SPG) FCS work? What is this cross appearing on my screen? What does it mean when the rangefinder stops reading? Why can I adjust my elevation when nothing gives me a firing solution for that elevation? Why is there a traverse reading? Why does pressing the \ key make an Auto setting turn on?

    What is the \ ever supposed to do? It's in the controls as auto-lock or some shit.

    also, why the hell are we looking at the air when using mortar? do mortar men judge distance by looking straight up into the sky?


  7. You're still playing the beta. I think there will be plenty of things to relate to once the game goes live.

    yes, mods based on historical and resent real world conflicts. i mean how the hell are they going to work in ugv into the game in a non-idiotic fashion? why even put boots on ground when you cna send those things in and wreak havok?


  8. definitely. that's just a business reality. however, the degree to which they can dumb it down and not begin to lose business is i think extremely close right now. there's dissent on the forums, on other boards, steam forums, etc. people aern't happy with the degree of simplification. add on the cop and paste fiasco and other factors, then it's bad for the game and bad for business.


  9. You have got to be kidding me. Altis is the best Island to date and you know it is. Your just saying that for effect.

    it's also the worst performing map. and he's right about the satmap effect. some spots remind me of google map. doesn't mean it's not the best map to date, it just means it's still a massive wip and shouldn't be mentioned in the same sentence with the word "finished".


  10. So AAF are kinda the bad guys, or the neutral-but-CSAT-leaning guys?

    where does that idea even originate from? from the bad syrian civil war analogy?

    bis has been sticking with the same formula forever now. it's pretty clear the aaf are like the cdf, the csat are like the russians, fia are like the napa.

    i wonder if there's a chedaki-like faction.

    and the fia aren't fighting the aaf, the fia only formed after the csat invaded. aaf was the new military formed after the civil war. the story takes place well after the civil ended and begins as the player named "kerry" is about to leave the island.


  11. so it seems arma 3 is still using the system developed 10 years ago. is this going to change anytime soon? i mean when you step on the stairs, all that happens is one leg grows longer while the other leg grows shorter. the knee doesn't bend.

    those who have played red orchesra 2 or rising storm will know what i'm talking about. it's most apparent when you are standing on a hill or any type of incline. depending on the grade, you may even see the knee bend 90 degrees. that's proper ik.

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