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Everything posted by joostsidy
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haha, well I am curious... I'm afraid the ET part is mostly a theme to bind the assets together. I don't really expect drivable UFO's or actual aliens to show up. Although... I was surprised by this expansion so I can be surprised again.. 🙂 EDIT: reading the description again, there are at least some alien vehicle surprises in store..
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As an original OFP player, I too remember the experience of a very cool serious military game. On the other hand, even in those times, I recognized aspects of the game that were totally unrealistic or just buggy/glitchy. And so we had fun with the silly stuff as well. In my mind Arma has always been a quirky game besides the serious aspect. I believe BI knows their game and their team's strengths and weaknesses really well. I suspect the Amsterdam team got the green light for an expansion, but it had to be mostly done with a (limited) asset developer team and without engine changes. They could borrow materials from other projects to get the most out of the project. With this in mind they decided on: a terrain, some CBRN stuff, some Russians, some basic vehicles, etc.. To bind these assets together they created the Contact story, an approach that would definitely stand out and attract attention. I expected nothing more from BI this late, so appreciate it very much that they deliver this, very balanced IMO, content that can be used for both serious and fun missions.
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My moderately interested friends who only play the game with me to do me a favor immediately asked me to create farming missions when I showed them the trailer.. 🤨
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I like it! It seems to be a flexible collection: suitable for silly missions, more serious X-Files stuff or just use most of the content for normal military gameplay.
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If the UFO's don't have interiors I'm gonna be super pissed! 😉
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It gives a bit of the Alien (Movie) vibe with the elongated (scanning?) light effect, so I'm also betting on aliens or alien technology. Hopefully no chest bursters.. 😮
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Global Mobilization - To higher price to pay
joostsidy replied to JosephArcher2's topic in ARMA 3 - CREATOR DLC
This is why you should not believe anything on the internet at face value (I am sorry, I work as a Library education specialist 😉 As far as I know BI committed to support CDLC teams here and there. To me that signals that we are guaranteed it's not complete crap, worth money to some people and is in some cases even super-cool (in which case I am going to buy it). I disagree with his statement that their artwork (style) is superior to Arma 3. I based mine on watching the trailer for the CDLC a couple of times and reading up on some reviews. Still an impressive work by these first CDLC creators though. -
Global Mobilization - To higher price to pay
joostsidy replied to JosephArcher2's topic in ARMA 3 - CREATOR DLC
Who said that? Based on the setup of the CDLC programme, I think it is more realistic to expect CDLC to be on average better than mods but perhaps slightly below official DLC in quantity/ quality. On average, so there's room for unexpected diamonds.. 🙂 -
Battalion sized mission on Altis is probably not good mission design, way too many units on relatively small area. You run into problems that BLUFOR and OPFOR have to use the same toilets. WIFI will be slow, who is doing the dishes etc.
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You could say Technically ... ̶t̶h̶e̶o̶r̶e̶t̶i̶c̶a̶l̶l̶y̶.... practically, it can handle an UNLIMITED amount if using spawn/despawn. 😉 I thought there was a unit max per group, but some research suggests there is not: In 2014 @das attorney created a post where he said he placed a couple of thousand units in one group using a loop to see when the game crashes. So 288 groups x 4 sides * undefined amount of units is infinite until your computer freezes, which is probably after a couple of thousand.
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Sounds cool, but the SLAP ammo is not in the game at all at the moment right? It's not that it is available for one weapon but not for the other (I searched the asset wiki for this ammo type).
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How to force AI to holster weapons?
joostsidy replied to TheBombDoctor's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Hi Friend! turn off your mods. 🙂 In default Arma the rifle should not disappear. -
Thoughts On Creator DLC and How It Has Mislead
joostsidy replied to tinter's topic in ARMA 3 - CREATOR DLC
Hey you're moving the goal-posts! Before you said 'we could expect the same level of quality as other DLC content has.' I agree that it's fair to expect that it'll be better than what you can get for free (besides perhaps some exceptional exceptions). BI is indeed often late and vague in communications regarding new stuff, but part is that they burnt themselves in the past on releasing information too soon, basically making promises they couldn't keep. This created even bigger (longer?) crashing hype trains. BI's strategy is not perfect, but I can understand. That's why I'm kind of trying to spread the message of only releasing your feelings of hype when you can see the finished product. Because this has been the situation for years and I'm pretty sure it will be for years to come. I've been playing OFP / Arma for almost 20 years, but I would not buy Arma 4 pre-order for instance. Full disclosure: I'm also responding to your post to keep just ahead of you in number of posts.. 😉 -
Thoughts On Creator DLC and How It Has Mislead
joostsidy replied to tinter's topic in ARMA 3 - CREATOR DLC
I think you made an expectation mistake with that line of thinking. BI said they would provide quality guidance, they did not say Creator DLC would exactly fit their own (sometimes very high) professional standard. Quality wise I would expect something in between the existing well made mods and BI's owns stuff. And let's not forget: Arma has always been a wysiwyg development. Arma development has known many struggles and even today it's easy to point out large quality differences in the official content reflecting struggles in the past. The hype train has crashed more than once, which is unnecessary if people would just be a little more patient and realistic. I use wait-and-see with the official content and even a bit more so with the creator. In the end I believe buying all official DLC was worth it, let's see how it goes with this. -
ArmA 3 setMarkerAlphaLocal + setMarkerText
joostsidy replied to Marcel1802's topic in ARMA 3 - MISSION EDITING & SCRIPTING
Not really a topic for in 'General' thread, please post in scripting topic next time to keep things tidy 🙂 Can the alpha be set serverside? The solution would be: when the server sets the text, it should be followed by a (conditional) setAlpha. Or a trigger that activates the local setAlpha. -
ARMA 3 Addon Request Thread
joostsidy replied to max power's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I think he mean non-fiction versions, with for instance real-life names for villages and no or other type of military infrastructure. It would be a lot of work for minor differences IMO. -
Some new players, even though interested, don't have the interest to prepare. My advice is to just emphasize it is like a regular shooter, but it is more difficult: you can be killed with one shot. If they know how to lie down, it is enough.. 😆 Make them play standard classes that are familiar to them (from gaming in general) like medic, sniper, AT guy. Make the mission easy so have the opportunity themselves to find out that they're not hitting anything on full auto at 200m. While playing, you can give tips like aim higher or how to lock on with the launcher. Newer players can find the subtleties of Arma a bit boring, so I tempt my non-arma friends with anti-matial rifles, AT launchers, placing explosives etc, driving MG Hunters etc. You also might have to make the mission 'robust', with good respawn, spare vehicles etc. Because people will accidentally throw grenades at a helo instead of embarking and wreck cars on low stones walls etc. At least this is my experience 😆 My friends have warmed up to the experience and recently even agreed to play an IDAP Humanitarian Aid mission, in which none of us has any weapon 🙂
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The other day I had a dream in OFP style. A little bit like switching between playing the game in the dream and actually being in the mission (in the dream), nothing special. When I woke up, I thought 'Why wasn't this dream in Arma 3?' It would have looked better and I would have more options..
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Old school, but so old I might as well be ancient.
joostsidy replied to Lord of Ruin's topic in ARMA 3 - GENERAL
Have a close look at all the editor functions, there are lots of modules and settings for spawn and other stuff. Entire game modes are modules! As an old schooler myself, my reflex is to start scripting immediately, where often it is not necessary. The 3den Enhanced editor mod helps with an expansion of the normal editor.- 24 replies
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Old school, but so old I might as well be ancient.
joostsidy replied to Lord of Ruin's topic in ARMA 3 - GENERAL
Welcome back, another OFP player here. You'll soon find out that there's probably more of OFP in Arma 3 than you would wish 😉 Nevertheless, Arma 3 is a great game. I kind of jumped from OFP to Arma 3 because the other Arma's had not made enough progression in design IMO. For me Arma 3 was worth getting into again, I knew it would be thousands of hours.. If you like the sandbox aspects of Arma, meaning a large variety of play, I can recommend getting basically all of the DLC's, there's so much interesting stuff in there.- 24 replies
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- I don't think it is good business sense to convert A3 to console, because the game is relatively old. - Arma has a kind of continuous development thing going on. To service both pc and console you would get two dev-branches that require a lot of overhead. You could reach a new audience, but I'm not convinced the size of potential customer group is worth the investment risk. The starting premise of this thread was: shooters are often too 'simplistic' for console, Arma can bring in a more 'complex' alternative. The question makes sense, but maybe Arma is a bit overkill? I have had great times with serious tactical shooters like Rainbow Six Ravenshield. Maybe this type of game would fit better: it's not a highly moddable sandbox, but it's still a serious shooter with mission editing.
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This is actually a case of the game becoming more sophisticated. AT guys won't fire heat guided weapons at cold vehicles. It's not perfect, but it gives some choices between tactical movement (hot) or hiding (cold) for vehicles. I don't think the AT guy will fire a titan manually at a cold vehicle, so some 'intelligence' is unfortunately missing for these units. In mission design you can take this into account by using patrolling vehicles or heating the vehicle with a script command to pretend they have stopped, but were recently driving/shooting to adjust the mission difficulty.
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add more birds, I'd like to see different birds when I'm flying my jet. I like Robins. Maybe parrots for Tanoa.
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Maybe I'll give it a go. I have a personal rule that I only write one or two page scripts for this game. Going further often leads to a time-sinking rabbit hole with disappointment in the end. Learned the hard way 😆 So definitely not a dynamic convoy system for me with obstacle scanning etc. But I'm interested in let's say marking an (empty) route with a couple of triggers, feeding that into a script that makes a convoy drive *guaranteed* to its destination without any stops, swerving, turning back, bridge evasion etc. I often use partial dynamics in my mission. I would probably map out two or three of these routes, one of which will be chosen randomly or based on mission events for each time you play the mission.
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Is it possible to use this approach with a system that detects road objects within a certain radius or box trigger(s). The road object positions (with a certain offset?) could be fed into setDriveOnPath creating a reliable convoy route?