nordstage
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Posts posted by nordstage
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I have not found a single issue in regards to the change log, so good bug hunting Jarhead!
I did notice that the US and russian (rhs) grenades have two sets of explosions sounding at the same time. It also seems that there is a delay between the two, and that the interval between these two sounds are different depending on what grenade you use.
Hope this helps.
Nord.
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Will the new update require new server keys for servers? I am not technical at all, so sorry for potential stupid question.
Also: any chance of me getting to test out RC5 as well? Will play tonight and tomorrow and gather what feedback I can.
Cheers.
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Thank you for this very functional betatest. Nothing to report not functioning besides the sonic booms, but I will try the hotfix for that.
The lower-windows-mixer-audio-and-increase-effects-volume-solution will mess with VOIP, won't it? So we can't call that a "solution" per se?
Cheers for your work!
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Great people to play with! A fantastic middle ground between commitment and fun.
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I found the reason for anyone else who is having issues:
http://feedback.arma3.com/view.php?id=16789
Make sure you read up and tell every server admin you find to fix it!
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I went into zeus and studied it myself, but it would still be nice to have a reference somewhere!
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Direct is driving me insane since I don't get the positional bit, and the range is also extremely strange. I can hear people talking (in both L and R channel equally) on the ground when flying low in a hummingbird for instance.
It renders call outs like "rally on my voice" completely useless and also greatly confuses comms of all kind.
Any tips?
Cheers!
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Is there any resource I can refer to for the small icons that I see in my "squad member cards" that show up on the bottom of screen as squad leader?
I am talking about the unique icons that a guy with AT has, the one with MG has, the one in the driver seat of a vehicle has and so forth.
Cheers in advance!
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They can be placed for example in a pile of trash/car wreck/anything and serve as a hidden stash.Didn't know that! New possibilities! Cheers!
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Are you on dev branch?
Not too many people play since it is under development, so make sure to search for games (or create your own!) during peak hours.
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As per this post:
http://forums.bistudio.com/showthread.php?149636-Development-Branch-Changelog&p=2629973#post2629973
We should be able to place individual weapons and items. I tried looking for it in all ZGM 16+2 missions but could'nt find it.
Am I blind or has the patch not been deployed yet? Are the changenotes wrong?
---------- Post added at 17:05 ---------- Previous post was at 16:41 ----------
The question is answered by Moricky:
Individual weapons and items should be already available for Zeus in editor, but official missions still lack them. Should be fixed tomorrow.In this thread:
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Early yesterday morning, I was playing the new Zeus game-mode after downloading the Development beta off steam, and noticed that although the boundary protected the players from unit spam and object modification that would break thegame-mode, it also prevents the Zeus or moderator from airdropping supplies and vehicles for the human players, which in many of the games I have played since then, logistics and getting supplies to players seems to be the biggest issue. So... the application of a dome would greatly improve the Zeus players abilities in the area of providing the players on the ground with the correct equipment, without having to worry about them running past the placed equipment without them realizing that they had it available. But at the same time, it would be ludicrous for the Zeus to be able to spawn hostile helicopters above them, but would at the same time be a great addition to be able to have hostiles drop onto the player position from above by parachute. So there could be some balancing issues that I acknowledge, but if a way to implement this could be to have multiple placement boundaries pertaining to different categories of objects, that would be broken down into 5 properties for each boundary.
1. SHAPE (sphere/dome, circle, rectangle, box)
2. LENGTH (in the direction a player is looking so as not to change scenery within their field of view)
3. WIDTH (to perform the same function that the circle does now, so hostile units are not too close to players without them being able to see them first)
4. OBJECT TYPE (allows specific types of objects to have greater placement radius to allow scenario flexibility)
5. FACTION (so that based on scenario, hostile units and objects can have greater placement radius than allied objects)
If you have any comments or additional Ideas, feel free to post them, or if certain things need clarification, I will be glad to do so. Any criticism is welcome, as it will allow the generation of new ideas.
In the parameter settings for the mission you can chose which range you want to be able to spawn things. I always have mine set to 0 when hosting. Makes a serious Zeus a requirement, but then again, the whole gamemode kinda does.
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Could ADS just fine with RCO sight, but I have the same issues with player names.
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Thank you dale!
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How do I controll the AI? I spawned a rifleman, selected the Controll module and klicked on him. Nothing happens.Having the same issue. Selecting AI and pressing my Zeus key does nothing. Maybe I've misunderstood what I'm supposed to do?
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I want to be able to spawn specific weapons and ammo (and perhaps customize a crate that contain contents of my choice).
This would be great for guerilla-type missions where you get a reward in form of more and more advanced weaponry but don't want to give a full crate of goodies.
I'd also like a feature to select what kits are able to be chosen upon respawn of the players.
And a question: Is there some documentation somewhere as to what crates contain what things? Like "basic ammo crate" - what does it contain?
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Played as both Zeus and as one of his "subjects".
Great fun for both parties. Easy to pick up (tried it out for 5 minutes before first guy joined on my locally hosted server)!
JSRS3: DragonFyre
in ARMA 3 - ADDONS & MODS: COMPLETE
Posted
Some more feedback (which unfortunately might be related to AGM which I know you have no support for, but I'll give it a go anyway in case it is related to DragonFyre):
I feel that planted explosives using the AGM system are too quiet. I'm unsure if DragonFyre covers these explosion, but if it does it's my opinion that they should be about 30-50% louder.
The feedback is based on listening in a multiplayer game.
Thanks again for your amazing work!