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Couple of questions for the experts today. I've got a co-op mission that works perfectly if I set the number of respawns (I've got a basic respawn limiter) and the number of enemies. I have however, been trying to get the mission to auto-balance itself. So if more players join, more enemies are spawned and the respawn limit is upped. Initially I tried using: players = playersNumber west; publicvariable "players"; But as I'm sure you know that returns the number of playable AI, so the respawn limit always get set as if there are 10 players. Is there any work around for this as it is doing my head in! Also I was trying to use the "Condition of presence: players >=5;" field to spawn more AI when there are more players. I cannot get them to spawn, anyone got any ideas? Thanks in advance. J
Taken from this post by Warmbrak: http://forums.bistudio.com/showthread.php?155675-Game-Update-0-58-Movement-mode-resets-between-crosshair-amp-iron-sights This thread was closed because the issue is apparently resolved in the feedbacktracker. It has also been confirmed a week ago on the forums that this would be fixed in the next dev update, but after a week the bug is still not fixed on the devbranch. I think this bug is very annoying and I hope BI did not forget about this one :-)
Scogol posted a topic in ARMA 3 - GENERALHi, tracker yesterday (sorry, MadDogX, brain wasn't on), I hope it is ok to post this in here. after I half-sleepingly wrongly posted this to the feedback My thoughts on how to improve the overall driving experience in ArmA III. Feel free to comment, review or to add your own thoughts. I will insert them, provided I remember to look here. :D Most thoughts refer to on-road driving with cars. Some could be/are duplicates. Improve sound. Sound specifically needs some work on those sections: Sound of quad at top speed is buggy: Constantly repeating accelerate noise. Braking sound is really bad and also quite general. (I actually think I have already heard the sound somewhere) The braking sound also occurs in certain cases when "drifting" at high speeds on the road. This sounds very strange. Add unterground-dependent sound. (asphalt, concrete, gravel, (rain), etc) Engine sound should have some random noise. (misfire etc) Currently it's always the same sound. Improve general handling and driving athmosphere. Driving over a bush does makes it "fall" (don't know the right word), but does not cause any damage. Because of that, you often don't even try to avoid them because you know they don't mean anything. Making them cause a scratching noise (causing the driver to notice it and think "oh shit, I have damaged the car") and some damage will do the job. Signs are too small, not really frequent and/or complete and too late and too difficult to read when driving fast. All this makes driving without looking at the map all the time or having a copilot. My suggestion: At crossings (or T-junctions), optionally have one early sign indicating that a crossing is coming and then signs for all possible ways. Generally, make the font size bigger. Fonts of real signs aren't that thin. Properly implement handbrake: A vehicle standing on a slope will roll if handbrake is not applied. Upon activation, handbrake stays activated. Upon deactivation, handbrake stays deactivated. Add wipers (Hugely improves atmosphere if graphics are done right) Some aquaplaning. (Really unimportant) Driving offroad should make the screen shake, create dust etc When driving slow-medium speed (e.g. 20 km/h), the engine makes a "accelerate" noise and the speed is almost constant, even driving on a gravel road. Add more friction and play the "roll out" noise, not the "accelerate" noise! It is not possible to brake without starting the engine, i.e. if you roll (w/o engine) and press S then the engine starts. Improve graphics. (Some details, most of it looks fine) Make streets more plastic. (especially gravel roads) Add some random noise to the roads. Hoping I've done it right Scogol PS: Indentation is a bit broken.