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joostsidy

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Everything posted by joostsidy

  1. joostsidy

    Arma 3 flinching mechanics

    No, it's still at best 'I've not noticed I've been shot because of battle-stress' reaction.. so hardly any reaction. Or will it just flinch a little and keep fireing on me like nothing happend, as it used to do before i stoped plaing? No as well, In the mean time BIS have introduced supressive fire, which leads to units being under fire suffering severe accuracy penalties. This is kind of hard to believe without further info. I've never seen this in the vanilla game. .50 is instant kill on all but the largest distances in the game (>1500?)
  2. joostsidy

    Arma 3 flinching mechanics

    It seems a lot of people posting here are in the dark about how the bad flinching came in the game. Hopefully my explanation helps people understand better: 1. Arma 3 introduces ragdoll for the first time in the series 2. There was no flinching, no reaction whatsoever when someone gets hit but doesn't die. Which is a lot of time with the improved body armor of Arma 3 3. BIS decided based on feedback that some kind of reaction should be built in 4. BIS had no animations/internal game mechanics available to achieve this 5. As a solution, BIS made characters ragdoll a little bit when hit, this is the Flinch Problems with a little bit of ragdoll/flinch 1. characters 'jump back' weirdly into their normal posture after flinch 2. characters can be seen letting go of their gun, but then it 'rewinds' into their hands 3. parts of the ragdolling/flinching character hit something, making the character fly into the air Conclusion: current flinching mechanism is only a stop-gap solution for a missing game mechanic (reaction to being shot).
  3. joostsidy

    Eden Objects

    The damaged screens when you shoot them look great! I'm very happy with the quality of this mod. I actually use very few mods, but this one is polished, fits in with vanilla content and has nice details.
  4. joostsidy

    Eden Objects

    Ha! now I understand! I read about visible damage on the screens, and I looked at the screens but they looked perfect. It didn't come up in my mind to shoot at these brand new objects :-) I do have a very serious problem now, even worse than missing cake assets in the game. My regular soldiers now have cool bunk beds, but my high ranking officers are stuck with their sleeping bags, because they insisted on a private sleeping area. Have you thought about making a single bed version of the bunk beds? It might make a nice addition in the future! :-)
  5. joostsidy

    Eden Objects

    I just checked your objects out ingame, they look awesome! I especially like the bunk beds and of course the control station modules are very impressive.
  6. joostsidy

    Eden Objects

    Kydoimos, please add the cake that RobertFMIS posted in the game, the community NEEDS THIS! How is Arma 3 a military simulator if you can't eat cake after a succesful mission! ;-P
  7. joostsidy

    Arma3 Videos

    Arma III Combined Arms demo - The first 4 minutes of this video is action footage from start of the mission - The second part is map view only with 4x speed - The mission runs by itself, no human player necessary. All units are controlled by dynamic waypoint scripts.
  8. joostsidy

    Using scripts

    Not joking: have you tried opening the scripts in a text editor? Inside you will find the parameters the script needs and the code and hopefully description of what it actually does. For serious scripting I use Notepad ++ with Arma3 syntax highlighting (different 'command types' have different colors) .fsm probably contains code to override ai at a higher level. https://community.bistudio.com/wiki/FSM Also google is your friend: google the shit out of everything you find in the scripts :-)
  9. joostsidy

    Visual upgrade suggestion: European lighting

    I think he just means all the necessary sources to build a fitting sky/lighting, not literally all the sources. @conductor Asking for things or making suggestions should be a two-way street. To me it doesn't seem that you put in enough time to either fix it yourself or investigate the problem. But you do ask of BIS that they will investigate the problem and put in the time to fix it for you. In my opinion it would be more polite and effective if you did some more work on the problem yourself. Maybe with your findings you can present a clear problem to BIS that only they can fix (for instance, modders can make everything 'europe' except the fog). With such an approach you improve the chance that they will actually look into this. Just realize: European skies is mostly your problem, not BIS problem, or many of its customers that don't play on such maps. The development focus is somewhere else at this moment.
  10. joostsidy

    Visual upgrade suggestion: European lighting

    'Same problem with skybox - almost every map out there uses the default one' Whose fault is this? Maybe map authors should learn and invest time in adapting the lighting conditions themselves 'If it were a problem of a single map then I would have contacted the author but pretty much every map uses default skybox/lighting for some reason.' That means you can contact any or all authors to discuss lighting with them and find out what 'some reason' is. 'And since BI is already working on new lighting, maybe they could find time to implement European lighting too' Maybe, but BIS isn't making a European map, it would be purely extra gift on top of the possibilities they created for modders to do it themselves already. It would be nice of BIS if they did it, but I completely understand that they don't. They add support for modding, you have to do the modding yourself, even if it's complicated and takes time.
  11. joostsidy

    Bohemia, why you want to destroy your Community ?

    Translation: Bohemia, I believe you are destroying my money making - I want as many people as I can on my server - I want them to give me money - I don't want them to be hackers
  12. joostsidy

    Eden Objects

    The community NEEDS the keypad feature!!1, I can't play Arma III without it! No I don't want to script it, kydoimos needs to add it to the base mod for better performance. :-P
  13. joostsidy

    How to force AI to holster weapons?

    Just tested: - plop a unit down in the editor - add this to init: this removeWeapon (primaryWeapon this); null = [this] spawn {_unit = (_this select 0); sleep 1; _unit action ['SwitchWeapon', _unit, _unit, 100];};
  14. joostsidy

    How to force AI to holster weapons?

    SAFE behaviour is not a required condition. When I need an NPC healing medic, I just plop down a medic in the editor and attach some code for holstering weapons and action for healing and that's it. The units behaviour is then the default AWARE.
  15. joostsidy

    How to force AI to holster weapons?

    I think the (muzzle selection) -1 is wrong, maybe it should be 0 or left out. Some of the examples used the number 100. I got it working, but I'm not a my home computer to check right now. Can check it later in the day.
  16. joostsidy

    Kill an animation Loop

    unit switchMove "" is a rudimentary method of cancelling animations. Might worth a try if other suggestions don't work.
  17. joostsidy

    Eden Objects

    Great work! I'm looking forward to this! The control station and beds especially look awesome. Have you thought about creating a cargo position for the beds or possible chairs? One thing that I feel is missing in Arma is furniture that you can sit down on and get up again with actions and retain freelook while sitting in chair. A place to relax after a hard mission :-)
  18. joostsidy

    Limping - Feedback

    I agree with earlier statement that making it a little more pronounced would go a long way in improving the limp. Is it possible to decrease walking speed as well or do you want to keep speed high so limp-units can keep up with regular walking units? I feel that decreasing the speed is worth to investigate.
  19. I think this should be an advertisement: Arma III 'I almost pooped myself of excitement and fear.' - Sinny
  20. joostsidy

    Vehicle interiors. Merkava MK IV tank for example.

    I was a huge fan of the OFP tanks with interiors. Looking around in your tank during a break in the action felt very immersive not to mention you could look into the tank from outside if the hatches were open. The interiors also had seperate lighting independent from outside lighting conditions. It felt like a/the real thing! I think OFP was an idealistic game whereas later Arma's were more practical. OFP tried to capture the military feel totally on all aspects with terrain, infantry and vehicles. It tried to give the total, balanced package and succeeded well for the time. Arma3 is a much more complex game. Balancing and optimizing all assets seems to be impossible with time and budget constraints that BIS face. There are gaps in asset quality where it is clear where the focus of quality is. (natural) terrain, infantry and helicopters are the strong points of the game. Buildings, armored vehicles and boats are some of the categories that are relatively weak. Tanks was about half the reason I played OFP, so it hurts a bit to see that not only tank interiors are missing but their physics and AI are not good as well. I make SP combined arms missions with lots of vehicles and infantry and I guarantee you that these missions won't work with vanilla ai. AI tanks are looking the wrong way, driving the wrong way, selecting the wrong weapons. What you expect from looking at the box doesn't work and is just plain broken. Fortunately, I have been scripting since OFP and am able to fix a few things (like wandering tanks in COMBAT mode). There are just too few people interested in this to make it worth the effort for BIS. Realize that customers are not always rational. Advertising with a whole new Island or loads of new weapons will always get people excited even if they already have loads of these assets. My guess is that advertising with new tanks with interiors is too much 'niche' according to BIS. I also believe that they completely given up on this idea and will possibly only return in a far future version where it is 'easy' to implement and PIP screens are not resource hungry. So unfortunately Arma3 is a game in which sometimes you have to avoid some assets or scenarios because they feel rudimentary and break the immersion of the game. On the other hand, the average quality and the quality of specific assets is so high that this game is still by far my favorite game!
  21. In the feedback tracker there are lots of requests for this kind of command (disengage player commanded AI from contact), unfortunately they have never been taken up by BIS and the feedback tracker is now unavailable. My personal opinion is that your checks and actions are unnecessarily detailed and out of balance with the other behavior modes as far as engine level AI goes. As scripted or modded behavior they sound cool and useful. So not an original idea, still, a good idea, but low chance of it being implemented. Here is a forum thread about a similar idea: https://forums.bistudio.com/topic/140468-new-move-command-needed-ai-do-not-move-well-when-in-danger-mode/ The best thing we got is a new script command that disables auto-combat behaviour of your AI mates, enabling you to disengage and retreat: disable AI: "AUTOCOMBAT" - disables autonomous switching to COMBAT when in danger Available only since Arma 3 v1.56.
  22. joostsidy

    Write scripts within the game.

    Why don't you just alt-tab between the text file and the game? I do all the things you say without closing the game.
  23. joostsidy

    POLL: New Update - regarding new font and sound

    I'm not happy with the current sound balance. Some rifle sounds seem to have too much reverb, with others, it's completely missing, like the heavy sniper rifles (Lynx). The distant sounds, sound way too distant at close ranges. And I might be confused now, but it seems that some rifle sounds reverted to old primary samples (Mk20)? I'm surprised it doesn't seem possible to balance and complete this properly in Dev branch.
  24. joostsidy

    Heavy lift logistics helicopters sling loading limits.

    Your (our) perception gets a little bit skewed, because MRAPS are the 'jeeps' of Arma, because real 'jeeps' like Humvees and other unprotected general purpose vehicles are not in the game. That's why it feels like the choppers cannot lift many vehicles, because these are missing (other example: artillery piece). The next update will bring a new class of light vehicles though (dune buggy types?) and don't forget you can lift boats and cargo nets as well.
  25. Don't like it, like others said: too bold and dense. The font is not well readable in for instance the Helmet HUD of helicopters, compared to the old one. Besides readability, the older font looked more futuristic (clean, wide and thin), which in my opinion better fits the A3 theme. And is the main menu still the old font? The 2 fonts don't match well, what is the idea behind this all? It all feels sloppy for a professional game.
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