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joostsidy

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Everything posted by joostsidy

  1. Mmm, Promet uses caseless 6.5x39mm, just like MX. The mags are not interchangeable however.
  2. As a follow up to an earlier post I made, I created a black P07 as a test and I think it looks nice! BI, don't torture yourself with all these color variations.. a modest black 9mm P07 for the modestly armed LDF looks fitting, and it can be used for NATO as well, who are currently sporting their 'jungle' P07's.
  3. Maybe it's because your testing it in the editor?
  4. this setBehaviour 'CARELESS'; this doWatch (getPos watchTarget); and put a gameLogic called watchTarget close by. 'CARELESS' behaviour setting might not even be necessary. I've not tested this.
  5. joostsidy

    Rotating Crane Wheels

    I think you are being very modest about this, your idea has great potential. I see that in time you might be hired by BI as lead designer of Take On Cranes, the first immersive harbor sim with advanced realistic crane physics.
  6. joostsidy

    Rotating Crane Wheels

    I'm sorry I don't have a definitive answer for you. I do recall that the wheels of Tanoa trains didn't rotate (so the crane's probably also don't), but BI intervened and made them rotatable, because the ATM Train mod was so cool. So probably no rotation now, but BI now have lots and lots of time on their hands since Contact is released ๐Ÿ˜‰ so they might do it. Making your mod a complete harbor simulation might make it worth their while ๐Ÿ˜‰ Hopefully someone can give the definitive answer..
  7. joostsidy

    "Old Man" campaign still a thing?

    Exellent ideas! If the rocking-chair has FFV, it will combine nicely with the new shotguns.
  8. I'm having a lot of fun with the new terrain. I was worried about the visibility of the procedural land-edge (I only ever played on Islands) and also the oversized scale of buildings, but I have to conclude, they do not bother me. It is a very cool terrain overall. Some of the buildings are a bit immersion breaking because of the low quality though. Sometimes I feel like I am getting glimpses of OFP ๐Ÿ˜„ It is not always the case, some of the ruined villages look nice. Are they newer models? From observation, I have the feeling I get this most with some of the building doors, you are walking right up to them, so sometimes their ugly textures are right in your face. How much of the unpolished look is due to these door texures? Are they missing normal maps? Are some door textures better than others? (I have a feeling they are). Could BI create a relatively easy quality win by replacing some of the door textures? So many questions.. ๐Ÿ™‚
  9. The LDF/NATO sidearm choices seem unpolished. IMO a strange choice to give the LDF the high powered pistols (I understand the choice to introduce some variation, but not a good choice IMO). NATO woodland have jungle P07's. Perhaps a black textured P07 as a sidearm for both NATO woodland and LDF?
  10. joostsidy

    "Old Man" campaign still a thing?

    The campaign will be free, but the naval assets and old women will be premium. ๐Ÿ˜‰
  11. joostsidy

    Lore friendly hub for CTRG

    I'm glad you managed to solve it, I think it is an interesting topic. IMO what plays an important role in game / campaign design is that consistency is more important than realism. In game design it is a mistake to think that more realism or more options is always better (I think StarCitizen might be making this mistake). It's more about the consistency and integration. In the world you play it is normal that rebels hide in a castle only a few hundred meters away from the enemy. It would only be a problem if most bases would have realistic setups (size and distance), but the rebels in the castle are the only camp that is too close. Because OFP's campaign was so good, you subconsciously don't ask questions about the camp placement. I think BI does a good job of maintaining this consistency with constraints: bases and distances small, everything taking place on islands or remote locations, etc. Yes, sometimes it is a bit forced, but that's also the charm of the Arma series. In real life, an infantry division, a couple of nuclear submarines or realistic radar and missile ranges can easily upset the whole game world. So that's why they are not in the game. The curse of the designer is that you will always see a hundred flaws, but, fortunately, if you create something with good internal consistency, your audience will hardly notice!
  12. joostsidy

    "Old Man" campaign still a thing?

    There is a non-zero chance that they will pick it up again and continue to work on it, and then get excited with many ideas and features and it becomes a new expansion.
  13. Have you tried shooting him? Oh, I misunderstood your problem ๐Ÿ˜‰ There might be some other misunderstandings. Am I correct in that you believe/hoped that setCaptive would make the captive receive handcuffs? Because setCaptive true will NOT do that, it will only prevent soldiers from another faction shooting him. Since he is in the CIV faction, the setCaptive might not even be necessary (depending on the faction settings). Default Arma does not have any handcuffing functionality. Some things you see online might come from specialized mods that are not easy to implement in regular Arma. There are probably/maybe? some animations that simulate cuffing. The link you provided hints at that. _hostage = _hostage_1 select 0; _hostage setBehaviour "CARELESS"; _hostage switchMove "ActsPercMstpSnonWnonDnon_ArrestingMan"; Something like this might work, I did not test it. Setting a unit "CARELESS" makes him very passive, preventing him to flee/ do weird stuff, change behaviour etc, works as an extra or alternative to allowfleeing Additionally you can force his stance by: _hostage setUnitPos 'UP'; This will force him to stand. Use MIDDLE for crouch. It helps if you don't want to have the unit lie down on the ground, which looks weird indoors. The most tricky part with the whole scenario is the cuffing, you need to know the right animations for it (use animation viewer in editor) and then fiddle with switchMove and playMove. _hostage switchMove ""; You can use this to cancel an animation, for instance after BLUFOR triggers the area. Or use an addAction on the scientist. My feeling tells me you hoped it would be easier than this ๐Ÿ˜‰
  14. joostsidy

    Lore friendly hub for CTRG

    At that time I was fantasizing about how exponentially larger maps would be in the future! Unfortunately it hasn't come to be. You do see nowadays that map-size, map detail and GPU/CPU load are less correlated with all the newest technologies, so maybe an era of increasing map size is coming up.
  15. Come on Siil, if you're going to lie down in the middle of a crop circle, you surely are going to be noticed. ๐Ÿ˜‰ Also Arma 3 end of life etc, improvement to methods of distant object rendering probably not going to happen.
  16. joostsidy

    Arma 3 DLC - CONTACT

    Yeah, that's not an official counter. I have the feeling that historically with Arma updates, only the date is promised, but not the time. I will just be released at sometime during the day, when BI has everything dialed in correctly.
  17. joostsidy

    Lore friendly hub for CTRG

    I agree with the others by not overthinking it and also look at it from a gameplay perspective. You have to realize that all the terrains are large in computer game terms, but small (and even shrunken) RL terrains. Even with WW2 technology, Arma camps on Altis for instance would not remain hidden because the enemy would just send out numerous patrols (a couple of platoons) that can easily cover the entire island in one or two days. But Arma terrain is also small for gameplay reasons. In RL WW2, the SAS had hidden camps in the desert from which it organized raids. These camps could remain hidden, because the area of operations was incredibly large. To get to their target they drove for many hours, I think even days. In modern warfare, transport helicopters still take hours to reach the objective and even then drop the infantry miles away from the target, so there's also hours of just walking. Recon in RL might also mean multiple days of just walking around, looking at traffic, goats etc. No one but the most dedicated milsim group would like to do that, so therefore the scale of the whole game is limited. Terrain is smaller, travel times shorter, fuel tanks smaller, air defenses limited, etc. So it's perfectly ok to just put your base in a patch of jungle on tanoa and pretend it is impenetrable Colombian jungle where militant groups can hide for years. Nevertheless I also feel sometimes uncomfortable with the scale and realism. What helps me is to include objectives that in RL are not enough, but in game symbolize a greater effort. I destroy a communication post and that prevents the enemy from sending in reinforcements (whereas in RL this would not be enough on Altis). I observe a road for about 10 minutes to destroy a patrol vehicle (which is already boring as hell in computer game!) symbolizing a stake out of multiple hours. I destroy two roadblocks and that symbolizes that the enemy has lost control of the roads in the area and I can now drive freely on them, etc.
  18. No definitely not, nothing planned, but maybe yes, but no promises. You will only find out at the last minute. ๐Ÿ˜‰
  19. It is a feature, with this function you are able to download your consciousness into a drone (remember, it is the future). Your body stays behind as an empty corpse, so be careful as to what drone you want to be ๐Ÿ˜‰
  20. flyInHeight might work and/or resetting the altitude to 0 right after spawning: _markerstr = createMarker ["MI8_C1", [9908.08,19424.5]]; _markerstr setMarkerShape "ICON"; _markerstr setMarkerType "hd_dot"; _height = 0; _pos = getMarkerPos "MI8_C1"; _MI8_C1 = [ [_pos select 0, _pos select 1, _height], EAST, ["CUP_O_Mi8_RU"],[],[],[],[],[],270] call BIS_fnc_spawnGroup; _MI8_C1 setPos [_pos select 0, _pos select 1, _height]; _MI8_C1 flyInHeight _height;
  21. It would be disturbing if the alien ship is a completely functional out-of-this-world aircraft.... but with Farsi instrument language... CSAT even more advanced then we thought.. Also cool would be a cloning room onboard with a kind of morphed suffering CSAT soldier, because CSAT is trying to turn themselves into aliens. The disfigured soldier would continuously whisper 'kill me'.. Could you please add this in BI?, we still have a couple of days, I don't think it is much work, the community needs this. Please also with sand/jungle/urban texture for the disfigured CSAT clone soldier.
  22. joostsidy

    VR-Support! Please itยดs time!

    And maybe better read/post here, before redoing the whole conversation: ๐Ÿ™‚
  23. If the far units are not required to move, you can command stop them (~1-6), this will shut down the position requests. I use this for instance if I have a vehicle with crew that I leave behind to continue on foot, the crew gets very worried and continuously asks where I am. The stop command is not always needed to prevent them moving, but will definitely stop them asking for position.
  24. Yeah well, Arma 3 was not so futuristic to begin with, with some exceptions. Nevertheless with this on the horizon, Arma is definitely not futuristic enough anymore, I expect BI to ASAP change the MX caliber to 8.6mm (Plasma), just to stay ahead. ๐Ÿ˜‰ Interesting advanced ammo thought, not caseless, but does use straight mags because of its design.
  25. If communication between units is required, they will use Spanish as a lingua franca.
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