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Meathook

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About Meathook

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  1. Meathook

    Oculus Rift VR headset

    Having a DK2 myself my biggest worries are not fps, it's more about detail. With the current resolution I can't imagine spotting enemies farther out than 100m. Having played War Thunder with the rift, it's nearly impossible for me to spot enemy planes without the hud-indicator in realistic mode. Would be stoked to be able to play Arma or DayZ just for the feels, but I think you will have a hard time keeping up with players using normal monitors in infantry based scenarios.
  2. Meathook

    Modders, why dont you join BI ?

    Because you can't join BI just like that?
  3. Hey guys, just wanted to double-check if anyone else is having the same issues as me: I'm hosting a game locally (no dedicated server) using a mission downloaded through the workshop (Pilot A164-Wipeout). My buddy also downloaded the mission through the workshop, but the game is still downloading the mission again from my "server". We already tried both canceling the subscription and subscribing again to make sure we both have the most recent version, but no luck. With bigger missions (50MB+ in this case) this is really a hassle, since it takes forever. Is there a way to fix this or is this intended behavior? The workshop is really a nice place to get missions, but it's kind of annoying that others redownload the mission over my slow connection for 20 minutes when theres this huge farm of servers where it could be downloaded within seconds... Any ideas?
  4. Meathook

    Vehicle damage level and explosions

    No jokes please, ARMA is serious business.
  5. I don't think the optional argument gets ignored, everyone likes options. There is just not much to say about it. It's up to BIS to put this in as an option so there's neither a lot we can do about it right now nor discuss about.
  6. Meathook

    Arma 3 IS NOT "Military Simulator" genre

    Counterstrike is a simulator. It simulates the real world process of fighting between anti-terror forces and terrorists. The simulation may run on a very simplified model, it is nevertheless a simulation. Siulation does not mean real, nor does it mean as close as real as possible. Running a simulation as close to the real world thing as possible maybe wanted to get more relevant data out of your simulation, but it is not needed to actually be a simulation. Just have a look at the technological industry, simulations are never the real thing, but always just a simplified model of the real thing, making it easier to work with (CPU time, etc.). If you want the real thing, do the real thing.
  7. Meathook

    revamped the CSAT PLZ !! :(

    Sorry if it sounded like I was only adressing you, the quote was meant to show my general disagreement with the message that "everybody" doesn't like it. You may not have worded out "everybody", but "It's clear that people are not happy [...]" may be taken as at least a lot. The rest of my post was more directed towards the thread itself then to you. I apologize for not making that more clear from the beginning.
  8. Meathook

    revamped the CSAT PLZ !! :(

    I really like the current CSAT uniforms. It's just something different, and I don't think it looks out of place. You are also just assuming that the suit is uncomfortable to wear when you really have no way to tell. It might be and CSAT high command just didn't give a shit and issued it to their troops just because "we paid for development". Has happened before. Who know? But as you see it makes us discuss things, wonder about the possiblities of the gear. I like that. Just saying "change it because they look like bugs" is just calling for a change because of personal preference. I even wonder why you need to call BI for a change when 95% of the modders hate the futuristic setting? There are already replacement mods just like the one you posted, many really good addons of current forces and a lot more stuff in the pipe. Just use it, play with it and have fun. But it seems like you are coming here trying to get everybody else playing the game the way you think it should look like, if he wants or not. Whats the point? EDIT: Even the poll shows a majority says "No". Looks like 90% of the forum missed this thread.
  9. I cannot confirm this accuracy issue with the alive module, as I have used the laser guided shells multiple times to directly hit idling tanks. Maybe there is an issue with other mods you may be using. In my case the shells were fired by an M4 Scorcher, Laser guided shells, 1 shell rounds.
  10. Regarding the waypoints, I used a script to spawn a profiled group and added a "MOVE" waypoint using ALIVE_fnc_profileEntity, but this also doesn't seem to work when the group is only profiled. When I move into visibility range and add the waypoint, the group will start to move. I'm trying to spawn enemy groups around 2km away and get them to move towards a defined position, is there another way to get profiled units moving when they are not actually spawned, maybe I'm just doing something wrong here. // call for spawning the group _profileArray = ["OIA_InfSquad_Weapons",_location] call ALIVE_fnc_createProfilesFromGroupConfig; //creating the waypoint _waypoint = [_location, 100] call ALIVE_fnc_createProfileWaypoint; //adding the waypoint to the groups profiles for "_x" from 0 to _arrayCount step 1 do { _profile = _profileArray select _x; [_profile, "addWaypoint", _waypoint] call ALIVE_fnc_profileEntity; };
  11. I have a question regarding waypoints. In the manual its stated that currently only the MOVE and HOLD waypoints are supported by Alive, yet in the ALIVE_fnc_createProfileWaypoint documentation one can read: Examples: (begin example) // simple move waypoint _result = [getPos player, 100] call ALIVE_fnc_createProfileWaypoint; // search and destroy waypoint _result = [getPos player, 100, "SAD"] call ALIVE_fnc_createProfileWaypoint; // transport unload waypoint with complex parameters _result = [getPos player, 100, "TR UNLOAD", "FULL", 100] call ALIVE_fnc_createProfileWaypoint; (end) Does this mean the profiling system is actually supporting more kinds of waypoints, and the MOVE and HOLD restriction refers to exporting the editor waypoints to profiles or is this just a placeholder for future possibilities? Edit: Fiddled a bit with my scripts and it seems like the other waypoints do work when added via the Alive functions.
  12. Wow, this mod is simply amazing, and considering this isn't even finished yet, Alive is going to be so awesome! Two days ago I tried dropping with my diver team off the coast from a heli ordered to insertion. It worked, but the 20m limit dealt dealt some damage to the soldiers. It felt amazing, but i thought man, wish you could insert from 10 or 5 meter, and here you go, one day later you CAN insert from 5m high. Thank you guys! One thing I noticed with the new version: You added the coordinates when requesting support, at least with the transport supports you seem to have used the group name variable of the requester twice in the actual request: "This is Alpha 4-1, requesting pickup at 134 Alpha 4-1" is what you currently get, I think the last Alpha 4-1 is meant to be the y-coordinate. I've read here that the side missions are just placeholders at the moment, one cool feature would be, if attacks on bigger objectives would be "announced" by your OPCOM. So let's say the enemy has a company stationed at one objectives. Instead of your OPCOM just sending troops there it announces the attack to the player beforehand, like "Attack at Pyrgos starting at 23:35", waiting with the orders for the allied troops and reserving them a bit and send them off when they would arrive at the announced time. This way the players could prepare themselves for the attack and be there when things start to unfold, maybe weaken the attackers beforehand. Or they could get into a fight waiting for reinforcements that got caught in a battle 2km away.
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