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Cathrynn

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Everything posted by Cathrynn

  1. I usually have the difficulty set to elite with everything disabled and the AI unit skill set to the max, both for the enemy and my team. I find these settings to be very challenging to say the least but at the same time the most rewarding, it's such a buzz when I finally make it through to the end of the mission. Although, the daft thing is, when I'm watching most A3 vids I generally prefer it when they've been filmed in 3rd person although not always, odd huh, I guess I just like to see everything that's happening as opposed to when I'm actually in the thick of it myself.
  2. Maffa: If there's a monkey in a tree 100m out and the monkey drops out of the tree at the exact same time as the hunter fires his rifle at the monkeys head, will the bullet hit the monkey? The answer is yes because the bullet drop's the same amount as the monkey does.
  3. I'm not sure if this is a bug or if the ai just need to be tweaked a bit but sometimes when the enemy ai are in plain view of myself and my ai squad, walking less than 200m away, my squad doesn't see them and so I'm unable to assign target's to my squad (setting aware, combat or stealth, doesn't appear to change what's happening). Once my squad eventually get's a visual however, they start reporting and engaging enemy targets at all sorts of distances and I'm able to then assign target's. Anyone else seeing this with missions created in the editor? Edit: I forgot to mention that my ai squad mates sometimes not being able to see what I can see, even when they're crouched right beside me and looking in the same general direction, usually happen's at the start of a mission; once they spot something they seem to be fine after that. I just wish there was a command for getting my squad to 'concentrate on the area/object I'm looking at' or 'open fire on the area/object I'm looking at'. If this is in the wrong place please move.
  4. Just tested 5.56, 6.5 and 7.62 with the SOS set to 400m. The targets were standing and out at exactly 400m on the Kamino range. I didn't notice any issues with headshots apart from the fact that some of the targets would sometimes take 3 rounds of 5.56 to the head before they'd drop (extended armour is off btw). Maffa: Are you on dev build or stable? I'm on dev.
  5. Cathrynn

    Clipping issues

    I'd like to propose a new mod, it would be just like Sniperwolf's avatar pic. ;)
  6. ProGamer: Are you able to turn this thread into a poll of what people would like to see in terms of the games direction? eg... I want more realism Realism over balance every time I'm happy the way A3 is at the moment I want less realism ...you get my drift.
  7. Was wondering if anyone has their TrackIR track clip pro configured to be wireless? I'm using a velcro'd to the top of my headset. The things I like about this setup are, it's light, it's small and flat, it has an on/off switch, and I can just plug the USB charger/battery into one of my computers USB ports any time it needs a recharge. When I'm playing A3 the power from the charger to my track clip pro's LED's seems to last forever too. Oh yes, nearly forgot, did I mention that it makes the track clip pro wireless! :)
  8. When switching between team members I make sure the members of my team are all set as playable, then when I'm in game I press 'U' to bring up a menu and select which one I want to be.
  9. Cathrynn

    Buildings devoid of life....

    Is that the hills of Stratis in the distance? ;)
  10. Cathrynn

    Clipping issues

    Under controls-k/b-show-view, there's various key binds for moving the head and in particular, 'move head up' and 'move head down' with 'L-Ctrl+PageUp' and 'L-Ctrl+PageDown' set as the default binds; but 'L-Ctrl+PageUp' and 'L-Ctrl+PageDown' don't seem to do anything when pressed in game (a place holder maybe, but would they move the rifle and sight a little too on the Y-axis if they worked?). I also noticed that TrackIR has binds (+tY, -tY) for head movement on the vertical but nothing seems to happen when I assign them, so I presume these things just haven't been implemented yet because it would be amazing if, at some stage in the future, I could just lift or lower my head a little and have my rifle and sight follow on the vertical in 1st person, up at the aim, while prone: so it'd be like adjusting how the rifle is held as someone mentioned before.
  11. Cathrynn

    Clipping issues

    Hypothetically speaking, a smoothly animated stance system that was controllable via an analog device would be interesting... So, instead of having only a fixed number of set positions, the player would be able to raise and lower their body to whatever position they liked simply by moving an analog device up or down, the further the device is moved the more the players body moves. Moving a device left or right would smoothly adjust the players stance left or right.
  12. Cathrynn

    Arma3 Videos

    Good vid, cheers matey.
  13. Cathrynn

    Buildings devoid of life....

    There should be at least some furniture in buildings, when or if that happens is another story. I don't know for sure why there isn't any furniture but the reason I'd like some boils down to two main things - tension and gameplay. At the moment when I need to clear a room all I have to do is peek around the door, it's too easy. If, however, there were some items of furniture in the room, I'd be much more on edge, alot more cautious in my approach; is there someone hiding behind that wardrobe, someone prone behind the bed, was that the sound of someone walking into a chair or table by mistake, or maybe a floorboard creaking? Is furniture a priority? Of course not. Will tables and chairs etc. happen in the future? Maybe, maybe not. I hope so.
  14. Cathrynn

    Scope glare, yes or no?

    I recently watched a user made Arma 3 SP mission vid that really annoyed me in part. At one point during the mission the player started to complain when he couldn't look down his RCO scope properly because of the sun's glare on the scope, even having the audacity to tell BI to fix it! What rot! Scope glare happens when you get yourself, and your squad, into a poor fighting position. I would hasten to add that perhaps the player needs to have more of an improvise, adapt, and overcome attitude rather than calling on BI to change the glare just because he couldn't see his target properly. Jeez! I for one really hope BI never changes the way the sun glares off of the RCO scope as that's one of the many subtle nuances that draws you into the new enviroment, adding to the immerssion.
  15. This has been suggested before for the Arma 2 editor but it'd be great to see it happen in Arma 3, espesially now with the size of Altis and other maps. So when working on a mission, being able to save the view of the assets you've placed in the editor as different layer's would be really helpful. The same way some well known art programs do. So for example, I might have one group of infantry and their associated waypoints, triggers etc. saved as one layer, then, after hiding that layer (so all the infantry, wp's, triggers etc. I just placed on the map temporarily disapear from view) I could then start work on another layer of, say, armour with wp's, triggers etc., and so on, building up a saved layer history. What I save on any given layer would be up to me. Which layers are visible at any given time would also be up to me. The layers, that I named with suitable names when I saved them, could be selectable either on screen from a list that drops down when selecting the 'layers icon' or they could be selectable from a menu after right clicking and there could also be hotkeys for each layer too. Having a layered map/asset view system would cut down on some of the clutter that soon builds up when creating missions on large maps. I know that there's a merge missions button but it doesn't have the same flexability as a layered view system would, especially when I want to hide things from view on the fly.
  16. Cathrynn

    Scope glare, yes or no?

    1. can and do happen on the rear lens2. Light reflections on the rear lens are usually not noticed when concentrating on the scope picture and/or target/s etc. 3. The sun can shine on the rear lens of a scope when up at the aim, but it's not common 4. Lensflare can happen inside a scope when up at the aim, whether the light is entering from the front, or rear 5. If a player is experiencing light reflections from the sun on the rear lens, while up at the aim (L-Ctrl+rmb), because the sun is low in the sky and shinning at an appropriate angle, then adjusting and/or pressing 'E' on the k/b (lean right) will usually put a shadow over the rear lens and any lens reflections; this includes most stance positions except the prone types 6. Fixing the shadow issues when there's shadow covering the rear lens would stop the big white blob of light in the centre of the lens from happening 7. Changing the way the sun reflects off of the rear lens in game would be more realistic ie. toning it down and making it more subtle 8. Cake is good
  17. Cathrynn

    Scope glare, yes or no?

    If someone has voted then they too have had their say.
  18. Cathrynn

    Is the 40mm lethal enough?

    When, if, I get a hit the damage that's done seems ok, but it's getting a hit that's the trouble. I probably just need more practice. Edit: http://feedback.arma3.com/view.php?id=15532
  19. Cathrynn

    Scope glare, yes or no?

    Thanks Gents, appreciated! I've done some more testing with the sun low in the sky and behind me and found that even without using TIR I can cast a shadow over the rear of my ACOG while up at the aim (L-Ctrl+rmb) by pressing 'E' on the k/b (lean right); this puts a shadow over the white blob of light at most stance positions, except the prone types. So with the light blob on or near the centre of the scope, when the scope rear lens is not in shadow, I can put shadow over the lens (and the light blob) by pressing 'E'. But obviously this doesn't help when your on your belly in the dirt because the player can't use 'E' to lean. Just wish I could press 'E' to lean while sitting prone though. Maybe a new animation would solve some of these issues too. Other people disagree, myself included. The way it's modeled needs to change I'd say.
  20. I like the way everythings setup on the controller, nice work! I tried having the mouse mapped to my controller a while ago but could never get used to it like that, especially under pressure, but each to their own.
  21. Cathrynn

    Scope glare, yes or no?

    Yes, the more I think about your suggestion, the more I like it; makes a lot of sense! What else would it fix though, apart from scope glare?
  22. How someone sets up their control scheme is a very personal thing so I don't know if this is any help but I've got all, or most, of my weapon keys (the keys I'd use most often in a fire fight) bound to my mouse, eg. grenade, rate of fire, type of grenade, reload, scope picture type. I use my controller for things like movement direction, speed of movement, stance adjust, and some secondary weapon keys etc.
  23. Cathrynn

    really... no omnidirectional movement?

    I've tried a number of different ways to control walking and running but find a controller to be the best, it seems more natural and intuitive that way, not to mention much more comfortable when your in a long mission.
  24. Cathrynn

    Scope glare, yes or no?

    The way I'm able to put shadow over the rear scope lens using TIR is by leaning to the right a bit and turning my head slightly at the same time, it's far from ideal I know but it is possible. What I'd really like to know though is how easy, or difficult, is it going to be to fix the shadows so they stop that blob of light in the first place? Is it just a case of using the same type of shadows cast by tree's and other object's or is it a bit more complicated than that?
  25. Cathrynn

    Scope glare, yes or no?

    With TrackIR in A3 the players head and head shadow can move independently of the ACOG scope picture when up at the aim (L-Ctrl+rmb); something I've not been able to do using just the k/b and mouse on their own.
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