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May 10 2016

Wardealer added a comment to T67071: Enhance reality by implementing more real body reaction to various (bullet) impacts....

+1 to Cantaloup3r. Sorry for not being fully precise. The problem is (I think), that there is no bullet response whatsoever: Ragdoll behaviour starts after bullet impact. Whichever the power of the bullet's momentum is, - big or small, it is not applied on the ragdoll. Why such an issue might be important? Example: When full game will be released, If I reckon correctly, there will be some super rifles like anti-material. If the gameplay remains as it is, then no matter if a soldier gets hit by such a rifle (or any other weapon) in the hand, or foot, or head, the body will have the same bullet impact reaction: None.
Now, someone might say that this is a too detailed feature to request, but I still hope it might be a relatively easy feature to implement...
P.S. +1 to Euphoria engine

May 10 2016, 3:05 AM · Arma 3
Wardealer added a comment to T67071: Enhance reality by implementing more real body reaction to various (bullet) impacts....

Argh, sorry for almost double posting.Just read ticket 0005476.Though I say a bit different things :p

May 10 2016, 3:05 AM · Arma 3
Wardealer edited Steps To Reproduce on T67071: Enhance reality by implementing more real body reaction to various (bullet) impacts....
May 10 2016, 3:05 AM · Arma 3
Wardealer added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

Interesting, we can change our votes of choice!
I upvote only if not everything goes invincible :p

May 10 2016, 2:34 AM · Arma 3
Wardealer added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

I see.I agree it would be nice to have this option on the map editor, or make some certain objects invincible, while others not.
Now I am sorry for downvoting, since it seems easy to implement.

May 10 2016, 2:34 AM · Arma 3
Wardealer added a comment to T66280: [Feature Req] Introduce new scripting command to prevent breakable objects (fences, lamps) from breaking by collision (canBreak).

I believe they have already dealt with this and it is on purpose likewise. I don't find it very unrealistic as it is. Actually, I don't understand why it should be changed and why so many upvotes (?)
The reasons why it should remain as it is:
1.Tactical option.We can choose to destroy on purpose, e.g.break down a fence with ifrit to make a passage, break lamp posts to turn off lights from an area.
2.Various vehicles collision effects have already been adjusted. E.g. Quad bikes cannot break same stuff with ifrits, arma2 Tanks bring down trees easily.
3.If this suggestion will be applied, then tanks will also not be able to break a post.
Since SaMatra says "...any kind of vehicle..." is seems he means that there are some vehicles that should not be able to break certain objects, e.g. hunter vs post, or quad vs fence.
But if I have to pick between such unbreakable objects and objects that break
by quads, I would prefer the 2nd...

May 10 2016, 2:34 AM · Arma 3
Wardealer edited Steps To Reproduce on T65095: Weight of an aircraft-vehicle is irrelative with its current cargo..
May 10 2016, 1:47 AM · Arma 3
Wardealer added a comment to T65094: Ability to plant explosive in vehicle to detonate it whenever you like, even after it moves....

@johncage @extenzed Didn't thought about suicide bombings, nice idea for use also! I was thinking the ability to just planting explosives to enemy vehicles and detonate them when they are on the move...

May 10 2016, 1:47 AM · Arma 3
Wardealer edited Steps To Reproduce on T65094: Ability to plant explosive in vehicle to detonate it whenever you like, even after it moves....
May 10 2016, 1:47 AM · Arma 3
Wardealer added a comment to T65092: No official human jump action ever implemented..

@ceeeb @Kid18120
This new ticket suggest keeping "v" action while adding jump action.
@johncage dance like a twirp in real life is not a usual-basic move in real life.Also, I believe soldiers need to jump from time to time...

May 10 2016, 1:47 AM · Arma 3
Wardealer added a comment to T65092: No official human jump action ever implemented..

@response to tOBdavian: Maybe fatigue system can effectively discourage such a behaviour. Also encumbrance should be kept in mind.And if exhausted, not able to jump at all.

May 10 2016, 1:47 AM · Arma 3
Wardealer edited Steps To Reproduce on T65092: No official human jump action ever implemented..
May 10 2016, 1:47 AM · Arma 3
Wardealer added a comment to T63607: Jump/Jumping command.

Having read all 3 duplicate tickets (one of them is mine :p) it seems people want a jump move.
I suggest:
Keep "V" action,
Add a classic jump move.
Reason:Authenticity: We should at least be able to perform usual-basic moves as real soldiers do.One of which is jumping.
I think/hope downvotes are voting more for the part of the post that says "I don't like "V" action." It would probably be upvoted if post just suggested "add jump button too".

May 10 2016, 12:46 AM · Arma 3
Wardealer added a comment to T63552: Running into helicopter's tail rotors doesn't kill you.

To DEV team: It seems easy to implement. If not easy, then work your time on something else more important. ;)

May 10 2016, 12:44 AM · Arma 3
Wardealer added a comment to T63245: Ammunition should cook off after vehicle explodes..

If implemented, max number of explosions should be set (regardless of how much pieces of explosives are inside)in order to limit possible game problems.
E.g. 100 exploding satchels in vehicle, could cause game performance problems.

May 10 2016, 12:34 AM · Arma 3

May 9 2016

Wardealer added a comment to T62013: Moaning sounds.

+1 Keep moaning, fix sounds.

May 9 2016, 11:40 PM · Arma 3
Wardealer added a comment to T61701: Please add parachutes.

+1 to @Capt.Grace! I was about to write same;It's like you say "Why no tanks here?We need tanks!"
PLUS to I don't think we should worry about it.Reasons: 1. Already, skyfalling infantry appears on pre-alpha release gameplay video in Youtube. 2. ARMA2 has it, so will ARMA3.

May 9 2016, 11:18 PM · Arma 3
Wardealer added a comment to T61081: Some sort of melee?.

Upvoted.BTW I've seen DayZ Mod, melee with axe...

May 9 2016, 10:44 PM · Arma 3
Wardealer added a comment to T60701: Telescopic Sights and leaning (with Q/E).

I post here my related issue: When on lowest prone front stance, while you are sideways, if you zoom for scope view, the scope's view interface will not also be sideways.It will be horizontal...

May 9 2016, 9:55 PM · Arma 3
Wardealer added a comment to T60292: Suggestion for enhanced grenade throwing system (more realistic and less accidental frags).

To DEV team: We like ARMA mainly for its realism.So, grenade system HAS to be more sophisticated-realistic.I believe This one http://www.youtube.com/watch?v=aGt8QbK61aE Dslyecxi's Grenade Concept Mashup has it all, apart from power adjustment (which I think should be analog, using the mouse, like playing snooker game)

May 9 2016, 9:38 PM · Arma 3
Wardealer added a comment to T59650: Can't eject from helicopter.

I think common sense says "they will implement it in time, as it is in ARMA2". Almost duplicate with poster that said "add parachutes".

May 9 2016, 7:07 PM · Arma 3
Wardealer added a comment to T59597: Back lights of cars can not be destroyed.

Correct me if im wrong, but also lit street lapms cannot be turned off by shooting them.I find it very strange that nobody has made a post about it yet. I think it's very important to be fixed, since it is a significant factor for stealth situations... And of course for realism.
Since this post seems closed, should I make a new thread about it?

May 9 2016, 7:03 PM · Arma 3