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macieksoft

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About macieksoft

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    Lance Corporal
  1. I'd like to discuss some issues with current magazine handling system in game. It is all fine when you use weapons that use magazines, but that system doesn't works well when using weapons that use internal magazines. Good example are 12g pump action shotguns from various mods. In real life you just load them with 12g rounds one by one. They don't require any special magazines that fits only in one type. You just load the 12 gauge rounds. In game however, there is a magazine system forcing you to use certain magazine for certain weapons, even know they are in reality loaded with separate rounds not carried in any magazine. That means that if you'r shotgun has 5 round magazine in game, you cannot load it with 7 round magazine. Even know in reality they use exactly the same "raw" ammo (not stored in magazine). Another good example is M32 grenade launcher. In game it requires special 6 round magazine. That 6 round magazine cannot fit in M320 or M203. In reality you just load it with 6 separate grenades. That is not only annoying for the players, because you need separate magazines for M32 and M203, so you cannot share them between your buddies with different weapons. That also forces DEVs to create different magazines for different weapons (so they have more work to do). Wouldn't it be good to make system that allows multiple "raw" rounds (not packed into magazine) to be loaded in the weapon? So if you load M32 it gonna just take 6 separate rounds from your inventory instead of requiring fake 6 round magazine. That would be a good improvement to the engine. The other idea is to allow magazines to be turned into separate rounds. Just add option for the player to unload magazine and turn it into pile of separate rounds. Then player could be able to load them into a different magazine (assuming that magazine support this type of ammo) or used them as separate rounds. That would be even more flexible than magazine repack option found in some mods.
  2. macieksoft

    BWMod

    Can You make Leopard more realistic? I would like to see following features: -Last number (or rather letter as it should be letter and not number) in the range display in GPS (gunners primary sight) should indicate type of ammo for main gun. In SB PRO PE "A" is for 1st type of ammo (SABOT), "b" is for 2nd type of ammo (HEAT), "C" is for 3rd type of ammo (its usually HE or Canister or PELE or whatever else) and "d" is for COAX machinegun. Gunner could get following wievs (switchable with + and - keys): -Direct wiev periscope (without reticle, just observation periscope pointing forward). -GPS day wiev (AFAIK with 12X magnification). -GPS wide thermal wiev (AFAIK with 3X magnification). -GPS narrow thermal wiev (AFAIK with 12X magnification). -GAS auxiliary sight wiev. Commander could get following wievs (switchable with + and - keys): -Some perisope like thing to mimic vision blocks. -PERI wide wiev (AFAIK 2X magnification). -PERI narrow wiev (AFAIK with 8X magnification). -TIM wide wiev (i guess its about 3X magnification) -TIM medium wiev (i guess its about 12X magnification) -TIM narrow wiev (SBwiki says it has 24X magnification, its quite nice)
  3. Hi, now i am making BCIS (Battlefield Command Identification System) and i got a problem. I am using a lasertarget function. Cursortarget cannot be used. Its basically because laser creates invisible object when the ray hits the ground and i using this object to find out how far it is from possible BCIS interrogator equipped vehicles. This allows me to determinate 3 states (as it is in real one), FRIEND, FRIEND IN SECTOR and UNKNOWN. I cannot use cursortarget instead so i need a help with lasertarget function. Its all good when using handheld laser designator, but when i trying to use designator from strider (fennek) commander's station function do not returns any objects. I used following function: _cllek = lasertarget player; But i also tried to use _cllek = lasertarget commander mystrider; Both commands do not works (do not returns any objects) when i am inside vehicle (on commander's station). And no, i do not forgotten to turn laser on. I am also looking for detailed info regarding BCIS. Does anybody knows if it works similar to Mode 4 IFF? Is it providing any additional informations (like country code, encrypted position, any numbers or whatever) about vehicle (like Mode 1, 2, 3A, 5, C and S of transponder/IFF). Is it possible to load multiple crypto codes to it like in IFF mode 4 (in IFF M4 you can usually select code A or code B for remote crypto unit). EDIT: Here is a control panel photo: http://www.gizmag.com/go/4804/ I need explaination on how the key rollover switch works. Can you tell me why there are three A positions and three B positions instead of single A and single B position (like it was in IFF M4)? Does it means that there are 6 different keys (crypto codes) unlike most IFF M4 transponder that had only 2? Also if anybody have any sound samples it would be cool to implement please let me know. And would be nice if somebody could explain some indicators. -RT fault probably means "receiver/transmitter failure". -Display fault is self explainatory. -Alarm??? What is it? Maybe it shows that there was a interrogation send but device cannot respond because codes are zeroed? -Query?? I have no idea what it is... -Zero all means zeroing all keys (to do not let enemy to steal them when crew evacuates). -OPR means operation, so its simply working. -LOAD means key loading (from key fill unit).
  4. Another update for today. -Reworked some scripts to use setposASL and getposASL to eliminate bug where launchers placed on some high objects (like rooftops) was failing to launch. -Added target balloon launching cake (similar to already existing skeet launching one). And first of all released a preview mission. Read readme file with instructions where to put folder with sounds. Do not put it in missions folder nor ArmA3 root directory!
  5. Hi. I am trying to make floating balloons in ArmA 3. There are actually 2 types of balloons in ArmA 3, water filled and air filled. I want to make hellium filled and a floating one (that will float in and and do not go up or down). Hellium filled would be used as range targets and floating in air would be used as remote controled balloon blimp range target something like this: How to make them floating? I want to use alternative config to add 2 more types of balloons (and do not change existing ones). I know how to make configs but i am not sure what kind of parameter should i use to make them behave the way i want. I tried gravityFactor = 0; But it did not changed anything. Can anyone tell me what kind of parameter can make them float? And will they pop like in the video when i attach bullet in front of them? And remote control script is not a problem for me, i can do it using set velocity commands.
  6. macieksoft

    Advanced Ballistics (WIP)

    Can i use this mod together with ACE3? I see that in ACE3 there are some missing features like missing mirage and paralax effect. How should the userconfig look like when used together with ACE3?
  7. Yeah this download is pain in the ass. It is slow, VTN mod contains many small files and this is making already slow (700kb/s) download speed even slower. Every single file download gets paused for a while then it takes about 10 seconds to reach 700kb/s... It would be acceptable if there would be only one PBO file. But when there are so many small files average download speed is extremally decreased. EDIT: Finally downloaded and testing. I found following problems: When ASval, VSS or SVD have PSO scope attached its impossible to use weapon's ironsight as backup sight. IIRC IRL it is possible and i saw some mods that had this feature working. I miss this so much. I hope it will get introduced. GP-30 sight needs adjustments. When set to 100 meters grenade drops at more than 160. Good news is that nade selection works fine... ...But when you run over M14 you will immediately die while it should rather injury your legs but do not kill u as fast. Some questions how to use some things: -How to use SMAW spotting rifle? I see that there is spotting rifle magazine, i take it but i have no idea how to switch to spotting rifle. -I finally got radar to work but is there option to scan 360 deg?
  8. VSS? Cool. But can you tell me what is that weapon on last screen? I never seen such thing.
  9. Yeah i always wanted ACE3 even before i bought ArmA3. I am not sure if this is april fools day joke or real deal. It somehow sounds too good to be true.
  10. Looks like it was not. Tested with new version of VTN mod and still a problem there.
  11. I have a (very) little experience in modding, i think i should try to look how to make ASDG JR compatibility as it is possible to do without decompiling pbo. Would be nice if you could send me a config file from this mod, it would make it easier. EDIT: HOOAH I just added ASDG JR support for VTN M16A4! Now its time for other VTN guns :-) I still would like to have CFG file. Maybe someday i will release this compatibility config.
  12. macieksoft

    why im i seeing flying turtle's

    Probably from the same reason as some people seen fishes walking on the ground: Fishes was complaining because their legs was cut by bistudio and they cannot walk anymore (at least until you place them on ground by script) so fishes wanted another fish glitch to make game more funny ;-)
  13. Found another problems. -Sight adjustment animation for M249 SAW is not working as it should. -For para variant of M249 it works well when using CAP100 mag but when you switch to 30 round mag range adjustment animation is not working well. -Pellet gun do not works, i cannot shot a chicken with it so today there will be nothing to eat ;-) And should M240G have 3 fire rates? Are there any chances for PSO scope with reticle moving up and down while adjusting range? Any chances for VSS? Any chances for BS-1 Tishina supressed grenade launcher? And are there any chances for ASDG JR compatibility in future?
  14. I am back to ArmA 3 after 1.38 update that caused a CTDs when i tried to launch the game. 1.40 fixed the CTD problem but looks like that something happened to grenades from addons. I do not noticed such problems in 1.36. When i have multiple grenades of the similar types (in example 2 different flashbangs or M18 red and M18 green smoke) i am unable to switch between them. So i am unable to select particular type of flash, frag grenade or smoke color. This happens only to addon grenades and it was not happening before update. Do you noticed such problem? Look at issue 2 in this video: https://www.youtube.com/watch?v=Ki3pji_i0tQ&index=5&list=PLrBXdCPiS7JVmhopGj560TAbZbNstIcbS It describes the problem.
  15. Hey, please make it compatible with ASDG JR. It would be so cool. There is a problem that makes that Russian sights in VTN mod do not works, i guess its caused by ASDG JR. Only sights for AK-74M works for me. Also it would be nice to use some VTN mod sights with other weapon mods aswell as use other sights with VTN guns. ASDG JR can make it. EDIT: Bug spotted bug spotted. AK-103 GP-30M has misaligned sight. When firing at 100 meters grenade goes too far. EDIT: 2 bugs with grenades found, i will upload video soon. Here is video: https://www.youtube.com/watch?v=Ki3pji_i0tQ&feature=youtu.be 1st bug: Some grenades are falling out of inventory. 2nd bug: When you have multiple types of frag grenades you cannot switch between them. Same thing for multiple colors of M18 smoke grenades, you unable to select particular color. It is problem for VTN grenades, default smoke grenades works good and you can select color.
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