ivan keska
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Everything posted by ivan keska
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Strengthen 1rst person only user base for Apex launch.
ivan keska replied to big_t's topic in ARMA 3 - GENERAL
Currently trying to set up a first person wasteland server just for 1st person play, because Tanoa is a map that works best in 1st person. After all when you go through the woods and really only get at best like 50 meters of visibility, combat as well as chasing after people becomes way more tense and exciting. Only problem I'm having is the guy that has the server is having trouble getting things working, something with the server just not appearing on the browser. -
Something I just remembered that existed and wish they used instead of the Osprey for the NATO gunship, is the OV-10. Because it is a small aircraft thats proven it's effectiveness in the past, and is being looked into once again for a reinvention. Plus it pretty much is a baby C-130 which who doesn't like the sound of that. Though realistically it wouldn't make sense to design or buy a new aircraft when you already have a proven design that can just be modified to do the same task. Then again a OV-10 modern could be made with stealth capabilities (full or semi) well also sporting a Semi-VTOL mode like the XI'AN that allows for a very slow flight speed. Which by the way the XI'AN would not work as a full VTOL design, instead it would be a more of STOL system. Because those fans would not be able to produce enough thrust to properly maintain flight without forward movement occurring thus the wings aiding by providing lift. Unless there are secondary engine nozzles that are assisting in lift, which are easy to miss like the ones on the F-35's wings. And if carrying a vehicle or other heavy stuff the thing would most likely not take over using VTOL or STOL, but would have to use a run way. Also on a similar note regarding the blackfish, to anyone thats dealt with the Osprey in real life. Do you think the Blackfish would be able to successful land and take off vertically if carrying heavy cargo (Armored vehicles and such). Because I feel like it shouldn't be able to, but instead would have STOL capability or have to take off and land normally. Since it's really just a bigger Osprey that is most likely a bit heavier and also engines are most likely better, so performance would be safe to say would be pretty similar. And when you add in the fact vehicles like the MRAP's pretty much all weigh 20,000 pounds or more which would put an Osprey overweight for VTOL mode and possibly even it's true max take off weight. I think it's reasonable to say if the blackfish is carrying any of the armored vehicles it will most likely be over weight for VTOL, but if carrying one of the FAVs, normal cars, and/or supplies then most likely would not be over weight for VTOL.
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Attaching spawn point to a sector?
ivan keska replied to ivan keska's topic in ARMA 3 - MISSION EDITING & SCRIPTING
but how do i make the spawn point get enabled and disabled based on who controlls the zone. -
the gunship blackfish really needs to have an automated lead system. So you can just put crosshair on target and know thr rounds will land pretty much where you are aiming. Because if you trying to target an area and put down accurate fire near friendlies you want to make sure your shot don't miss.
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I personally don't have a problem with the reused uniforms, because to me it makes sense. Why the hell would a military change a uniform design that works, when you really just need to give it a new camo. But the CTRG one i will admit is a bit off because aside from the rubber like texture, it seems to be the same as the normal CTRG uniform even though it has the ability to reduce the thermal signature of it's wearer. Though i'm not that familiar with thermal equipment to know the methods that can be used to alter the thermal signature of a uniform. So maybe a small insulating layer with a specialized rubber coating is all that need to be applied to a uniform. Which if thats the case again why make an entirely new uniform when you can just edit an existing uniform and get the wanted result without spending a lot more money. Plus remember standardization of equipment is a really big deal with national militarys, and makes sense that NATO would down the road standardize all their stuff. Afterall why have every nations troops use different stuff, which messes up your logistics and can cause confusion in the field.
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Attaching spawn point to a sector?
ivan keska replied to ivan keska's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Well not change the spawn point but more turn it off and on, based on if this sector is held by this team. -
Would be nice to get the vest and backpacks in a wider camo and color range. Because why is their not a CTRG camo backpack or vest and sames goes with csat they use some equipment but it's not camoed to them. Which doesn't make much sense and less so on tanoa, when a single uncamoed area on you can give you away at the close ranges fighting takes place.
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Something that needs to be fixed with the map is the sound of the shore. It's way to load, i've never heard a dock or a coast line this load before. Maybe this is the case with altis as well, but either way it's to much.
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Anyone else feel like the AK's with their 7.62x39 ammo do a bit do much damage. Because the 7.62x39 round isn't that great of a man stopper, now granted it's really good at penetrating material. But thats also what makes it less effective, it fails to properly transfer it's energy into the target. Should be more on par with 5.56 damage as oppose to 6.5 which it seems to be around. Now if damage values with armor were better or right, i'd say match or put under 5.56 damage if target is without armor. But is target is wearing lvl 2 or 3 put around 7.62 nato and lvl 1 maybe at 6.5, well lvl 4 and 5 almost no damage since 7.62x39 can't pierce lvl 4 plate and considering lvl 5 irl would be designed to defend against or almost near .50 cal then you would have a worse result. Also the AK 74u seems under powered considering the 5.54x39 round is known to strike a target and tumble a lot. But this is a short barrelled AK74 and the round might be similar to the 5.56, in that that the round doesn't do very well in short barrels due to the reduced velocity. And one little thing about the Ak 12, is how does a suppressor get onto that gun? Because this style of muzzle device a suppressor can't attach to, and if you remove the muzzle device were does it go. After all you removed a detachable item off the weapon but it's not in your inventory. I know it's a little detail but the RHS mod even addressed it, by having the muzzle breaks their own separate things. But will admit this has been going on for a long time in arma, so not sure why i just noticed it now.
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I've noticed the same thing, when testing through lan even when i had an activate respawn. There is no revive system, atleast it doesn't seem to be there. Which makes testing this out for a server mission a real whore, because now you need a person to help you so you can confirm it works.
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Did you go into attributes/multiplayer then scroll to bottom and enable.
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The new revive system, what could be interferring with it?
ivan keska replied to ivan keska's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i checked into a bit better and pretty much I'd have to reinvent wasteland if I wanted it to use default systems. Because there is so much scripting involved and intertwined to make the whole package work. -
The new revive system, what could be interferring with it?
ivan keska posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
So i'm trying to integrate the new revive system into wasteland, because it's needs to be updated with newer parts. Yet it doesn't really work, and yet I disabled the addon script that once handled the revive process. This is has thrown me for a loop because I have scanned the files and looked at every single line that has the words menu, disable, and/or false. But don't see anything that seems to be connected. Now the issue is that the system seems to be trying to activate but but doesn't activate most of the time, thus we just die. And when it does we don't get the hold action menu to pop up, thus we once again just die. So do any of you have a clue what type of script command could be interfering with this system, because if I know the command or have a lead I can just scan all the files for it. Unless you have another idea of what might be causing it. Because a part of me kinda just feels wasteland is just so dated and such a cluster **** of scripts that it might be easier to just remake it as oppose to try bringing in the new stuff. -
I feel the new guns like the AK's just sound really off, as oppose to that nice bang you should get from the 7.62x39 and 5.54x39. Also the CMR has this weird squeaker like sound when fired,most of it is good but like middle to end of the sound it almost sounds like it's squeaking. Though the gun sounds not being that great is kinda expected, even though if I recall most of BI works on VBS one of the more popular military sims. So it's not like you guys would struggle to get access to real guns that you can record. Jungle is good sounding, but sometimes it does feel a bit louder then it should be.
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Vehicle in Vehicle Transport Feedback
ivan keska replied to aluc4rd's topic in ARMA 3 - DEVELOPMENT BRANCH
After finally trying out the vehicle in vehicle system all i can say is "I love it". Granted it needs some extra work, like I should be able to load in groups of quad bikes. Thus eject like a pallet or something that has 4 quadbikes on it. Also the ability to load in boats, which granted getting the in might be tricky. But for starting a mission and such, would be a great thing to have. Also crate loading needs to be a thing, because we do that that netted crate that looks like it was air dropped. Now needs animated or some visual, like the cargo doors have to be opened for it to load and unload cargo. And performance doesn't seem to be effected at all, or maybe the aircraft are just that powerful engine wise carrying these vehicles doesn't effect them much. -
spacebar i had unmap since enter does the same thing, unless space bar is no secretly connected to this. Also second row of testing we still just died even on basic and for my friend space, bar, enter, middle mouse, and every button for an action failed to do anything. Or is there some hidden module or setting outside attribute/multiplayer. So ran a clean run, with no scripts of any kind and the system worked. Which means the system works, which annoys me because now i have to scan about 900 files looking for anything that might interfer with the action menu. Also noticed a bug, when you get revived you get stuck to the ground unless killed and revived again or you rest weapon.
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Ok so what the hell is the button to actually revive someone? Because we've down each other, well i've been downed since I couldn't down my friend for some reason. Anyways we couldn't figure out what is this "hold action" thing or what ever it is. And first time testing there apparently there is no scroll option to revive and in controls there is no button map that relates to this. And he was a medic who had all the required items, yet said there was nothing he could do to get me up. Not this was with the damage system to realistic, we are turning it to basic soon to ensure we are just downed and not killed. mainly so i can try to figure it out.
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huh.. i wonder how I'll be able to work this onto my wasteland. Will have to be make a test sample and see how well the system works with the respawn system of wasteland. Since always good to move towards default features as oppose to custom, if the default can do the job.
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question is the sneak preview still a thing or can i go back to normal dev branch to still get the weapons and vehicles and all the good stuff.
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I tested the heli drone in the editor one like the first day it was viewable. Took about 300 50 cal hmg rounds to kill it, well it was on the ground. And considering this is a newer version of the curent MQ-8 which has pretty much no armor, this one we have in game is way to durable.
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Anyone got or know of a simple "knife" script
ivan keska posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
Something that i'm looking for and can't find without extra things. Is a simple script that would attach an action to all players, that when activated would kill the player. But would take say 3 seconds to complete, but in that time the person it's activated on would get an action called counter or something. Which if they use (because they are paying attention) would injure the player who activated the script. And this script would have have a cooldown so you can't spam. Now i've seen a few things along this line, but they have have in extra stuff like player position, success chance, and such which I feel isn't needed. The reason i'm looking for something like this is because there are times when you do sneak up on people or you do run out of ammo and still gotta "try" to fight. -
Problem with that is these suits are designed for one purpose and that is to evade detection by thermal imaging device on drones and vehicles. Normal uniforms might be better visually but less effective thermally. Now the suits I feel are to skin tight since body heat would radiate through the suits to easily, unless using some special insulator. The helmets are most likely the right size because of additional insulation and gear needed to keep the thermal signature low. Remember that thermal optics and the general availability of thermals will make normal camo almost worthless, and force tactics and equipment to change by quite a bit. Special Forces are almost completely useless for recon now, with how small, stealthy, and cheap UAVs are today. Plus add in the risk of losing or worse have people captured and it makes sense that SF would adapt into what is a quite different type of soldier. Also I feel the weight of the helmet isn't a concern since such a thing would have connection points running down the neck area, some of which could very easily be support or have the secondary purpose of acting as support.
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in editor it's not there, now should note when we hosted the game I got the bug and so did other people. But the host did not. Now I should be able to just set up a quick test match to so how it is with a hosted game, without scripts just 2 players. Will say how that went in a bit. Tried to get such a match set and host, but my friend is well falling asleep, so can't really test it out now. But I think it might be something with host matched, because i host our mission file got fog but not this effect. Yet when I am on the game my friend is hosting it's always been their and a few people mentioned about it to.
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Ya I got it but the guy hosting wasn't, but we do have a random weather script in effect. But that shouldn't do it since that just changes the standard values.
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Anyone else getting this fun bug with the fog and maybe know how to fix it.