ivan keska
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Everything posted by ivan keska
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ARMA 3 Addon Request Thread
ivan keska replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Something that would be nice to see which could just be turned into scripting maybe. Anyways would be neat to see electronic warfare specialist, thus a unit that can disrupt enemy comms, change their maps so icons are gone or false ones placed, change what drones see and friend and foe, if possible make it where the drone sees something that's not there like a client side thing only but only with that drone, and a host of other things. But all of these things require work to pull off and even then could be countered, so ya you could have that UAV drop it's bombs on it's friendlies and wipe out a fob, infantry, or some armor but might take like 5 minutes of constant work to make happen. Because I think it would be neat to face and enemy that could make your map and gps wrong, send cas or transports somewhere else, cut your comms so you can't call for support and warn friendlies, and make you a bit paranoid of your own drones because what if they remote hack it. Would add a nice taste of future e-war to the game, something it should have since electronic warfare is being looked into a lot more then it use to be and in field specialists like this i've been told a few times are being looked into. Granted doubt any national military would use them since the time to train and money involved is a lot compared to more automated systems. -
Having only 1 of multiple items spawn
ivan keska posted a topic in ARMA 3 - MISSION EDITING & SCRIPTING
I'm currently working on a server with a friend and I'm tasked with editor stuff well he's set with server side stuff. Now I'm trying to set up multiple zones, but only have one appear at a time and not in any order. Well if possible have it where if the zone is occupied for a set amount of time by only one group it's removed and a new zone is randomly selected and activated. Now i'm thinking of setting the zones to have a chance of spawning, and based on what appears will determine what is removed and what is kept. But this as you can imagine will result in a huge amount of coding, since each possible combination I have to account for. So as you can figure out I don't want to do that. -
Having only 1 of multiple items spawn
ivan keska replied to ivan keska's topic in ARMA 3 - MISSION EDITING & SCRIPTING
So after looking up some stuff and all that I think i got something that might work since it's based off a simple script I found. Problem is I think I messed up somewhere,i'm guessing the the marker creation SQF think i didn't write it correctly or taskarray is the wrong array. Anyways here's the set up in the raw form which only difference from the original script is whats in the SQF files under taskarray, reason i want to make sure the default works first before editing it to how i want it. INIT.sqf code *note trimmed some of it off since it's like 15-20 names" RandomArray.sqf *nothing i've change it in from the default i found* Then the sqf for the createmarker and setmarker stuff, also unlike the default I didn't leave in this bit null=[]execVM "RandomArray.sqf"; the reason i believe that causes it to cycle back and cause another location to spawn which i don't want. ** Now i'm trying to get it to randomly select a marker and create it and set it up onto of a hidden one i've placed thus the name without the territory title. Well also not cycling back and reactivating itself thus creating more then one marker. I think i screwed up the creation SQF for the markers, which is why nothing is spawning. Also the place I got the base script from is this video , which seems like a simple script that can be modified to do what i'm going for.. Also if I missed something really obvious I can't really help it I only have time to do this at like 1 am shortly before I got to bed after working all day, so as you can't imagine I'm pretty out of it. -
Having only 1 of multiple items spawn
ivan keska replied to ivan keska's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Now if you could explain this like your talking to someone who remembers pretty much nothing about scripting. Note i don't need a huge explanation just something that provides a bit more info then a side note. Also just in case i made a mistake by zone I mean one of those marker zones you can place down and see on the map. -
Thou not a big deal, this is something I can see being nice for mission makers who want characters to be less cookie cutter. Plus always nice to having someone that allows you to make your character more unique.
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United States Air Force( 2015)
ivan keska replied to SGT Fuller's topic in ARMA 3 - ADDONS & MODS: COMPLETE
Would be nice if the B2 and other stealth aircraft would be made to not show up on radar. Unless gear is down or bomb bay is open, which has been shown to be possible in a mod from arma 2 which i think was the F-117 mod. -
Looks cool, but how will it perform and what roles will it fill. Also who else is really annoyed by the fact there's so much stealth stuff in game and none of it does anything against radar.
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Next DLC poll what would you want it to be??
ivan keska replied to DJankovic's topic in ARMA 3 - GENERAL
I want a drones DLC that would add a few more like light gunships, drone jets, and such. Also improve the way they are controlled and used now. Because it's undeniable that drones are the future of warfare, even at this point in time we are exploring every use for them. So it's logical that in 2035 we'll see deployed versions of things we see now like jets, attack helis, and gun boats. As well as things some groups are testing now such as ground, air, and/or sea transports along with UGV's that are pretty much IFVs, light tanks, AA vehicles, and mobile artillery. But an improvement to the control over drones thou is the more important one, because in game the drone operators are combat operators. So having these very slow ways to control a drone all of which use the terminal or direct control, just put you at to much risk. Not to mention if you try to be an in base operator your limited to much by the terminal, since you have limited control option quite a few of which seem to do nothing and you can only connect and watch over 1 drone are a time. So having a vehicle dedicated to drone control is a must, well giving combat operators the ability to order a UGV a move to command without terminal or suppress a location is also a must. -
I think it's best to stick with the theme thus it's 2035, but keep it realistic to. So some of there stuff should be very modern and up to date well other things more dated like the Buzzard. Thou what type of PMCs are we talking about, do we mean standardized ones thus more like your normal military or do we mean one were you can have your own gear and things are less "everything must be in place". Granted the first one will be easier to make but the second offers a lot for freedom for both design and also use. Either way will be nice to see more mods involving mer.. "PMCs"
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ASDG - Mk. V SOC (WIP)
ivan keska replied to Hatchet_AS's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
This is really cool I hope someone makes a map that makes use of the great water enviroment BIS has made. Because how cool with it be to deploy drivers and an assault boat from this well doing an attack on some off shore platform and some small islands. -
That is what i hope this becomes, since I hate how everything is so up-armored. Would be nice to have a fast light attack vehicle but not as bad as the armed offroad, also hope to see slightly bigger versions that can carry a driver, front passenger (with lmg), gunner (hmg, gmg, or small cannon like 20mm) then 2 guys in back that lay on there backs until they raise their weapons. So pretty much more like vehicles like the Jackel http://upload.wikimedia.org/wikipedia/commons/thumb/1/1c/A_Jackal_Armoured_Vehicle_is_put_through_it%27s_paces_in_the_desert_at_Camp_Bastion%2C_Afghanistan_MOD_45148137.jpg/800px-A_Jackal_Armoured_Vehicle_is_put_through_it%27s_paces_in_the_desert_at_Camp_Bastion%2C_Afghanistan_MOD_45148137.jpg (114 kB) and the LSV (Light Strike Vehicle) http://upload.wikimedia.org/wikipedia/commons/7/79/Fast-Attack-Vehicle-1.jpg (113 kB) would be awesome to see added. Anyways hope to see this finished and hope to see it get used. Also will we see an armed variant or will this just be in as a civilian vehicle.
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Predator C "Avenger" Jet-Powered UAV - Work in progress
ivan keska replied to church's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
With this mod will there be any touch ups on the UAV terminal, thus more altitude control, speed control, and such. I ask since this I bet will be going faster then normal UAVs, thus the time spent able to view targets below is reduced when patrolling and also made harder when orbiting. other the that question I want this mod now, because I really like the UAVs in the game. Just think they need a bit better AI, since i've had greyhawks fly straight into the ground after i say fly to 2km and orbit at 1.5km -
Marksmen DLC Weapon Feedback
ivan keska replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
I wish they added an advance scope option, thus you adjust in mils in the vertical and horizontal planes and not meters like we have now. Would make sniping I think a lot better, since it would be a more accurate way to adjust for range and also being able to adjust in the horizontal would be good for moving targets any mods that add things like wind. -
Marksmen DLC Weapon Feedback
ivan keska replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
Just realized it why can't the faster firing mode just be burst since semi, burst, and auto are trigger related rate of fire not so much thou it can have an effect. This means it does change fire rate as mentioned but instead of remaining full auto for the high rof mode is meant to work with burst fire. But then that raises a new question why can we leave the high rof mode on and just stay with full auto or burst and have same options for low rof mode. Also we maybe have over looked a possibility, what if it has an electronic trigger or firing pin which granted would be strange but not impossible. Such a system would allow the firing rate to change between modes without changing the mechanical action at all. So it's not that the gun is moving quicker, just that the electronic system is changing how much time it gives between firing each round. After all this is current tech and it's not unreasonable to think it wont be good enough at some point or now for military use. -
Fatigue Feedback (dev branch)
ivan keska replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
Can't gear mock ups be made and worn on real soldiers then that data gets noted and used to improve the in game system, thus we have a more realistic stamina system but to recover from fatigue should take longer. That way we get the stamina we want and the recover system wont effect you much if your mobile infantry or just operating on foot in a small area, but if going long distances on foot quickly you'll be effected the most and if you enter combat you will be a a much bigger disadvantage then you would be now. Also once you reach a certain weight limit you shouldn't be able to sprint and only run for a short distance, because lets face it people don't move very quickly when carrying a load out as heavy as what i'd imagine a .50 cal rifle with like 10 mags, 4 field kits, 8 grenades, a ghillie suit, a carrier with plates, a pistol with 3 mags, backpack with atleast 1 missile in it and/or lots of explosives, and a rocket/missile launcher would weigh. Which i'm guessing would most likely be over 100 pounds, and i'm guessing anyone whos carried that amount before knows you move slow, don't want to go very far, and when you jog with it you stop pretty soon after your start. So if you want to carry the entire teams arsenal on your person, you should be useless if you have to move. As oppose to now were you can manage such a load out rather well.- 1935 replies
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What tools do you need to create Vehicle mods?
ivan keska replied to officeramr's topic in ARMA 3 - ADDONS - CONFIGS & SCRIPTING
3ds max and Maya you say, things i have and info i needed for my own project. -
ARMA 3 Addon Request Thread
ivan keska replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Also on a side note anyone know of anyone adding more drones into the game, because only one i've seen so far is the cargo UAV and the globalhawk kinda copy. -
Arma 3: Community wishes & ideas- NO DISCUSSION
ivan keska replied to Maio's topic in ARMA 3 - GENERAL
I'd like to see stabilized weapons on vehicles (except offroads, since it's manned), A way to bury or hide explosives since they are to easy to spot now, new counter measures for things like thermals which exist now a days, Improved AI but lets face it to make AI smart would result in what like 5+ GB update and people would just complain about AI being to good even more, a new map one that has water ways and makes players use the water more would be very nice, and more realistic ballistics since i've noticed barrel length only effects accuracy which is false when in reality it only effects velocity, sound, durability, muzzle flash, and weight (think i'm missing something). Had some more to but me tired now, me sleep soon -
ARMA 3 Addon Request Thread
ivan keska replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
Just wondering what does it take to make a weapon mod. because I'm designing a rifle and know I wont have money for a prototype once it's done for some time, so when ever I finish it what would it take for someone to take a 3D model (i'd have to make anyways) and make it work in game? I ask because I know nothing about coding or any of that stuff, even thou I should learn how. -
Marksmen DLC Weapon Feedback
ivan keska replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
You win this round *shakes fist*, even thou I was more on balance but realism has to win if proven to be. But atleast we both agree the navid's burst mode is plain stupid, thou it is stupid fun. -
Marksmen DLC Weapon Feedback
ivan keska replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
Note I'm not questioning the effectiveness of the rounds at range, just the very precise accuracy of the MMG at long range. Which i feel might make them a bit to effectively since they can lay down huge volume of fire and easily take out individual targets. Just think at extremely ranges as I noted they should have maybe 3-5 more meters of spread. Since as of now they are sniper rifles but vastly more effective, so taking them down a little would be a good thing for balance I think. But at the same time wouldn't make them unusable as a medium to long range support weapon. -
Some more things I want to point out. * = feedback > = wishlist * We need the UAV to no long follow the camera or what ever the hell they are doing. Because all this does is make locating targets vastly more difficult as the UAV tries to turn and all that, thus throwing the camera around making out anything you see almost impossible. Just have the UAV fly and never be effected by the camera, it just causes problems. * For some reason my UAV' have been spazzing out when i disconnect after giving them an order, telling them to give a far distance, leave the UAV terminal, or because I take control of the camera. They start shaking, just fly in circles, don't take a strait path, or what i've had some of the grayhawks do they just fly strait into the f***ing ground. This needs to be dealt with since it really damages the usability of drones. After all If you give them an order they should follow it and continue to do so until given a new one, regardless of if your connected or not. * Something else i've noticed to is how the UAVs will target stuff at least according to the UAV terminal, but the camera will never auto-point at that target. Not sure if this is just a bug or a left out feature but should be corrected or added, since it would improve the observer role for UAVs. Since well the operator can't always be in the terminal. > I feel we need a way to give the drones a order on how fast they travel, for example say I have my UAV on a flight path at 2000 meters altitude set to cycle through all the pathing. At that height you don't have much visible below thus if your not flying at a slow speed you can very easily miss something. Another is if you have a UGV patrolling some areas you'll want it to slowly move through well others like open ground you'll want it to go faster through, this way you can keep it safer and also have it patrol more effectively. > Something I think UGVs need or at least the unarmed ones is that they wont show up on radar, I say this because they are pretty much small scout and recon vehicles which could be lost in ground clutter and/or maybe they are using material thats not very radar friendly. I say this because right now they can't be used for recon if the enemy has any aircraft, since they just pop up on radar. This is a small change that greatly improve the UGV's which are slow and have such right armor infantry rifle are a threat. Note thou if the armed does get this to, it shouldn't auto target aircraft simply because that would be ridiculous. > Another thing I want to mention is we should be able to connect to atleast 3 drones at a time. I say this because as someone who often has to manage a grey hawk, a few darters, and also a group of UGVs. This would make drone management vastly better and also allow an operator to better and more effectively utilize the drones in his or her command. > Want to say it again because we need it and if you disagree then life in the salt mines for you. Anyways we need some ability to move a UAV's camera within PIP view, without opening the terminal or jumping into the camera. We just need the ability to change zoom, vision (thermals and such), turn on and off laser, and if possible atleast 20 degrees of movement from the locked point. This makes it safer for UAV operators who are field UAV operators not I'm in an office 2000 km away, thus we are on the front line in or near combat. So Jumping onto the terminal is a problem since it makes you very vulnerable. > Another thing that would improve the use of drones is if the operating can have the drone lock the camera onto something without using terminal. Since this can allow use to track something that at the moment is under cover or we could just be in combat thus to dangerous to use the terminal. This would also allow us to have UGVs work with the operator and infantry more quickly and more effectively. > This isn't really drone related but needs to be since it helps the UAVS with the bombs, that is lasers are able to be seen and locked past the 3km object view range. Because right now laser guided bombs are extremely risking to use since once it loads, is seen, locked, and lined up on light, medium, and heavy AA already sees you and is firing at you. I think we should be able to see lasers as far as objects on radar show up or maybe just to 4km. That way you can't be as safe as you are with radar guided missiles, since you can still end up in range of AA.
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Marksmen DLC Weapon Feedback
ivan keska replied to UltimateBawb's topic in ARMA 3 - DEVELOPMENT BRANCH
Do like the new features and the bi-pods work great but i've been stuck in the deployed state. Note I do mean stuck, I couldn't move at all except for aiming the gun. Would be nice if we could have the garage expanded a bit more, like changes for the other vehicles. Like adding bags and gear onto APC like you see in real life or changing the weapon on the armed offroad to say a GMG or launcher. I do love the new weapons, they are great but the SPMG may be a bit to good. Because at 1600 meters I was able to lay down really accurate fire and keep hitting the target. The CSAT MMG I could do the same but not to the same effectiveness. On the note of the MG's I'd love it if the offroads 1 or 2 passages in the back right behind the cab could face forwards and rest their MG or rifle on the roof of the offroad. So you can shoot forwards and have more stability, plus would be a realistic thing to do I mean i'm sure we've all see pictures of this being down before. Also someone explain to me how the CSAT MMG fires faster in burst mode then it does in full auto, because i can't get my head around that. -
50% off STEAM SALE - but not on DLC Bundle?
ivan keska replied to doubledizz's topic in ARMA 3 - GENERAL
Would be nice is if we have all the DLC's but not the bundle on steam, the marksman DLC we would get like 10% off or something. Because I kinda just didn't notice there was a bundle when I bought the heli DLC, so ya like 3 bucks off the marksman would be nice if you have all the other DLCs. -
Few things, I think need to be added some which may have been stated some i don't think have. * UAV camera should auto lock so the moment you stop moving the camera it holds onto what it's pointing at, this will make it much easier to keep eyes on a target. * Camera on UAVs should auto lock to the controller if order to follow them, this would make it easier for the operator to keep eyes on his area with the drone when not actively in the camera. * Expand the height settings, because the jump from 500 meters to 2000 meters is just annoying, we need a 1000 and 1500 meter altitude setting for the UAV's or better yet a customizable one that works on increments of 100 meters up to a max alt of say 3000 meters. * UGVs and UAVs should have the option to patrol around a person they are following, so like an orbit option but instead of going around a set location it going around a person. This makes the UGV a bit better for assisting infantry since this can allow it to stay off friendlies thus better engage the enemy and draw fire away from friendlies. * We need some context as to what the options for the drones do, like what does guard mean exacting does it mean it will focus on protecting friendlies in that area more then others. Same with sentry does it just scan for the enemy and keep the camera on them until they are out of sight or does it do something else. This would just help in teaching people how to use the drones and help use just better understand what these things do. * UGV operators should have the ability to order the UGV to move without opening the terminal, this I think is a must for doing stuff inside of cities where you gotta be quick thus using the terminal could get you killed. This could just be a simple set up like ordering the AI around. * UAV's when given order to destory or search and destory, should follow altitude settings. Thus if i want my UAV to attack from what ever alt i set, it will if possible as oppose to dropping down to sea level and bombing the lased target. This just makes it so much safer for the drone when not controlled to do attack runs, and would create so many less head aches for drone operators. * Would be nice if we could get the camera to auto target and lase enemy vehicles for us when we are manually flying the UAVs. This could have it's own change target button is if the wrong vehicle is lased you can change to another, without losing lock on the laser. * Darters need to be made out of something stronger then what they are currently made of, i suggest something like wet tissue paper which would be a big improvement. Because right now they self destruct the moment they take any damage, hell i've walked into mine before and broke it. * Also when in the PIP camera view, we NEED a way to move the camera without opening the terminal. Because not being able to adjust the zoom or turn it a little to the left, often screws you over because now you have to adjust and loss sight of whats around you which can cause you to fall behind friendlies who might need the extra rifle or allow an enemy to sneak up on you. * Also can we make the UGV without the gun a bit more useful and allow infantry to just sit on it, I mean you could easily get like 4 soldiers on that thing plus the lucky bastard with the seat. Because right now it's kinda useless except as a moving weapons locker thats easily broken. Also it makes sense that soldiers would use it as a ride as oppose to tire themselves walking or waste the time not using it to go a bit faster to the destination. * Follow commander shouldn't require you to click on the person in the terminal map, instead should be an option with list just in case the server doesn't make people visible on the map. * Darters need a battery pack like how the laser designators have battery's. Since this would allow for realistic flight times but also give us the ability to give it another run or two. Think I have more or made a mistake but to tired, so thats all for now.