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May 10 2016

B00tsy added a comment to T64958: Port All ArmA2 Units, Weapons & Vehicles to ArmA3.

Or we leave them in ArmA2 and just wait for more content in ArmA 3. Though, I would not mind the old gear system without a zillion attachments.

May 10 2016, 1:42 AM · Arma 3
B00tsy added a comment to T64877: AI update to allow smoother more realistic CQB performance .

I do think the AI makes better use of cover already then in A2. They are also more nasty with flanking, had a couple of occasions where the AI surprised me and found myself more ore less surrounded and pinned down (was pretty cool).

May 10 2016, 1:40 AM · Arma 3
B00tsy added a comment to T64852: Triggers activate when not supposed to.

ryan instead of being an elitist snob you could have just posted a constructive answer that would actually helped me. Yes I am not scripting wonder like some of you, I am mainly interested in mission design and not scripting. The wiki part does not help me all that much, just the opposite. In the end it is BIS that have added a difficult unintuitive editor that requires you to be an IT specialist to get all your ideas working properly. Also does not help that things that work in SP does not work in MP. So exqueeze me for not being an elitst scripter, I have other talents.

May 10 2016, 1:39 AM · Arma 3
B00tsy added a comment to T64852: Triggers activate when not supposed to.

Well in that case they should make that possible, cos now when you want to get a hint pop up appear (or something else for all players) to all players and thus use the condition ' local player' when a player steps in to the trigger it is not working, it activates when no player is present even though the trigger is grouped to the player team "present". I am far from an expert scripter, but for my logic a trigger should not activate in that condition.

Now I get hte complaint in some of my missions that not all players will see all the hints or hear all the music etc, when they activate a trigger (wih "this") as condition.

May 10 2016, 1:39 AM · Arma 3
B00tsy added a comment to T64852: Triggers activate when not supposed to.

Edit to add: that this only happens when you add to the condition "local player"
With "this" in the condition it is fine.

May 10 2016, 1:39 AM · Arma 3
B00tsy edited Steps To Reproduce on T64852: Triggers activate when not supposed to.
May 10 2016, 1:39 AM · Arma 3
B00tsy added a comment to T64839: Action Menu: Limited loot options & awkward inventory access when picking up weapons/gear from bodies.

I still can't open backpacks of dead AI unless I take it first. Overall the new gear system is a pain in the butt with all the separate attachments and separate magazines that you have to take manually. It also partially messes up gear respawn. It is a nice idea, but in practice not so.

May 10 2016, 1:39 AM · Arma 3
B00tsy added a comment to T64818: The ability to dig. Very simple If we can dig we can make bunkers or what not.

Sounds nice of course, but not possible, you can not change a map, only put stuff on it.

May 10 2016, 1:38 AM · Arma 3
B00tsy added a comment to T64767: Make AI team radio more ACRE(ish).

I think the new AI radio sound have improved, much better now. Gj BIS.

May 10 2016, 1:36 AM · Arma 3
B00tsy added a comment to T64767: Make AI team radio more ACRE(ish).

You disqualified yourself by using caps. And big deal that it represents military of 20 years from now, it is about immersion. As you can see ArmA 3 still contains radio's and not a headset holographic video screen shining in your right eye to communicate. So ACRE(ish) sounds will still be realistic also in 2035.

May 10 2016, 1:36 AM · Arma 3
B00tsy edited Steps To Reproduce on T64767: Make AI team radio more ACRE(ish).
May 10 2016, 1:36 AM · Arma 3
B00tsy added a comment to T64754: The impact of grass on the performance is way too high.

I think a lot a of people can barely play ArmA as it is, so low settings is mandatory for a lot of people (not everyone has a money tree in their backyard). I never complain about optimization etcetera, but still, if I play any other game and look at detailed AI models they do not drop the fps (not talking about CPU resources for pathing etc), 2 ArmA units drops the fps already. In my ideal world the devs would have stayed with armA 2 visual quality and mainly focus on making that optimized and lighter to use before they make the already lagging world and AI even more detailed and laggy. It seems that there is an 'arms race' going on between all the game companies that makes them think that every game they release needs to be even more graphically awesome, and the customers that thus have to buy a new pc every other year just to play these games.

May 10 2016, 1:35 AM · Arma 3
B00tsy added a comment to T64754: The impact of grass on the performance is way too high.

Grass and the detailed AI units drops the fps a lot.

May 10 2016, 1:35 AM · Arma 3
B00tsy added a comment to T64630: When a squad leader says "Disembark", it kicks me out of any stopped vehicle. Where is the choice?!?.

Yeah this always happened in the Domi servers on ArmA 2, would really like to see that disabled for player units (it is used for trolling).

May 10 2016, 1:31 AM · Arma 3
B00tsy added a comment to T64549: Resuming resumes using latest continue savegame file instead of a latest user savegame file.

Yes this should be changed. It makes user saves pointless of you abort the mission, as it will load the next time from the 'abort' save point and not user save.

May 10 2016, 1:28 AM · Arma 3
B00tsy added a comment to T64541: [FIXED] AI soldiers rarely use hand grenades.

It is no biggie really, just use some grenadiers for AI. They are pretty nasty once they pinpoint your location.

May 10 2016, 1:28 AM · Arma 3
B00tsy added a comment to T64516: Allow Mouse Wheel to adjust stance.

The current key setup is giving me RSI + it is not smooth this way to constantly scroll through the stances with double key's. The mouse wheel seems the most logic place for it and will make stance switching a lot more smooth and fast and thats what you want when you are engaging enemies and have go from sitting/crouched from behind a rock to quickly go to stand to make a quick sprint to the next cover and go to low crouched again.

May 10 2016, 1:27 AM · Arma 3
B00tsy added a comment to T64257: Option to disable small animals.

The snakes are bit mweh with their movement and there are indeed to many of them, every 30 meters you see a snake. I would like to see flying birds and placable flocks of birds in the editor, both seagulls and normal birds. In general the ambient wildlife needs more diversity, because it's mainly snakes and butterflies now.

May 10 2016, 1:18 AM · Arma 3
B00tsy added a comment to T64173: Body Corpse Limit.

Mission makers should add a repeating trigger with this:

{ if (!alive _x) then { deletevehicle _x } } foreach (nearestObjects [player, ["Man"], 200]);

So that all bodies will get deleted when ever the trigger fires. (set range to whatever you want).

I am not sure if the garbage module in the editor is working, never got it to work in A2 at least.

May 10 2016, 1:15 AM · Arma 3
B00tsy added a comment to T64172: Friendly AI attack you when you blow up empty friendly AI cars.

Same happening to me to in a mission where I have to blow up an empty chopper with a stachel. However I thought this was happening because of the damage radius of the explosion and the friendly AI received a little amount of damage through the blast, but maybe it is indeed the vehicle that is causing it.

May 10 2016, 1:15 AM · Arma 3
B00tsy added a comment to T64162: PROPOSAL for Rendering of Personell camouflage at Distance: REPLACE grass layer.

Sounds better then the 'grass' idea that was proposed in an other ticket. The problem with the grass solution is that MP missions will then always need to have grass enabled, while the players with a lighter PC would really like to disable grass. This idea solves that and causes no extra stress on performance.

May 10 2016, 1:15 AM · Arma 3
B00tsy edited Steps To Reproduce on T64138: Self-healed AI units reports 'no can't do' and still shows up as injured.
May 10 2016, 1:14 AM · Arma 3
B00tsy added a comment to T64104: AiIwill only pick rifle hen ordered to rearm at dead soldier/vehivcle..

Sorry for the typo in the title, I can not edit it.

May 10 2016, 1:13 AM · Arma 3
B00tsy edited Steps To Reproduce on T64104: AiIwill only pick rifle hen ordered to rearm at dead soldier/vehivcle..
May 10 2016, 1:13 AM · Arma 3
B00tsy added a comment to T64064: AI controlled cars won't continue to move to next waypoint if road is (partially) blocked.

Try to let any AI car drive through Agia Marina, it's impossible. After 10 meters it already get stuck not knowing what to do or what path to follow. No obstacles needed!

May 10 2016, 1:12 AM · Arma 3
B00tsy added a comment to T64058: Auto reload of launcher weapons (dangerous in a fire fight).

Yep voted up!
Not only is it dangerous and takes a long time, but you also automatically stand up when it gets in that loading animation instead of crouched. Also it does not load any visible round, it is only an animation that loads an invisible round. When selecting a weapon in an ammo box you should keep your last used weapon active.

May 10 2016, 1:12 AM · Arma 3
B00tsy added a comment to T63966: Enemies in the ground.

That is done intentional because you don't see any grass at a distance.

May 10 2016, 1:07 AM · Arma 3
B00tsy added a comment to T63932: Make infantry 3rd person perspective over the shoulder.

I like how it is now

May 10 2016, 1:04 AM · Arma 3
B00tsy edited Steps To Reproduce on T63915: Throwing chemlights gives the vocal "popping smoke".
May 10 2016, 1:04 AM · Arma 3
B00tsy added a comment to T63858: please remove the part of the loading screen saying: "this is war"..

They should change it with a spash screen that sais 'PEGI 18+'

May 10 2016, 1:01 AM · Arma 3
B00tsy added a comment to T63809: AI team units randomly get stuck in a limbo.

Just wanted to add that the 'unresponsive AI' is worse then it was in ArmA 2. If they encounter hostiles and get all fancy with their new stances at buildings half the time doing a mission one or more will get stuck and causing the rest of the AI team unable to advance any further no matter what orders you give them. In ArmA 2 you had the 'pistol bug' where the AI is laying prone pointing his pistol into the ground, but this seems to have something to do with the stances when they are under fire (danger mode). I also tried killing the AI and let him re-spawn, but even after re-spawn they stay stuck at the same position. And it is so far always next to a building or other cover they are using.

May 10 2016, 12:59 AM · Arma 3
B00tsy added a comment to T63809: AI team units randomly get stuck in a limbo.

Check the last part of this video to see the bugged out AI in action.

http://youtu.be/Id-CNn2jzuM?t=48m50s

The AI team units were doing their job properly in the mission and then at a certain point they just stop moving and wont do anything anymore, but just sitting at the same position. I also saw some of the AI with pistols drawn again, so it may be the old pistol bug from ArmA 2 after all. Also it seems to always happen when they are in danger mode.

May 10 2016, 12:59 AM · Arma 3
B00tsy edited Steps To Reproduce on T63809: AI team units randomly get stuck in a limbo.
May 10 2016, 12:59 AM · Arma 3
B00tsy added a comment to T63724: Hint has lost it's ping.

Yep it's not there. I am temporarily using custom sounds for it which is actually better then the default 'ping'. No doubt more sounds will be added at a later update.

May 10 2016, 12:51 AM · Arma 3
B00tsy added a comment to T63654: Cars dont roll over.

This may have been done intentionally, as ArmA2 had tanks and other vehicles doing triple salto's in the air when driving over a small pebble on the ground. Rather have no flipping vehicles then how it was in A2 :>

May 10 2016, 12:50 AM · Arma 3
B00tsy edited Steps To Reproduce on T63598: Make civil groups silent.
May 10 2016, 12:45 AM · Arma 3
B00tsy added a comment to T63586: Step Over allows AI to move through walls..

Same with H-barriers and other solid obstacles, you often can get through them that way.

May 10 2016, 12:45 AM · Arma 3
B00tsy added a comment to T63501: The large bunkers/houses have bugged floors.

The clipping through the roof/ceiling I only have seen AI do that so far because they lock on to you like a robot and keeps pointing his weapon at you when you enter that building. It can be reproduced by placing an opfor AI on the roof in stealth/danger mode and then make sure he has detected you and then walk in the building.

May 10 2016, 12:42 AM · Arma 3
B00tsy edited Steps To Reproduce on T63501: The large bunkers/houses have bugged floors.
May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

When will this finally be fucking fixed? It's reported in early fucking alpha stage.

Fucking delete this ticket if you are not planning on fixing it, it has been assigned for ages!

And I say fuck, cos it pisses me fucking off that I am waiting for this for over a year and it still doesn't fucking work.

Fuck!!

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

Time for an other bump.

This ticket was submitted during early alpha stage and was assigned during alpha... yet no change. Pls make this work again. I know there are zillion things you devs are working on, but this ticket is from 2013-03-16 (almost a year old!), I and others have been very patient for this feature to be working again, it would be nice if it finally gets resolved.

This might not be an important feature for a lot of people, but I and I know some other mission creators have been waiting for this feature since day 1 of the alpha.

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

I hope he listened, cos I am still waiting for it. The feature is present in the config viewer, but it works so different now that I can not get it to work nor other people of the community.

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

Any estimate on when this will be woking again? Or if it is working under an other configuration when the BIKI will be updated with at least some hint on how to set it up now and get it working? I have been waiting since Alpha stage for this feature to come back.

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

Ligthert, If you don't have anything constructive to say related to this ticket then don't say anything. A lot of people happen to like that feature.

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

Well I tried to get it working, but after hours I still haven't got it working. While if you look at the playvideo fuction (in the function viewer) it is almost the same scripted (besides the small size definition), yet playvideo still works the same as in arma2.

If there is a new way of getting the GPS working, maybe the devs can post the scrip snippet on how to do that in the BIKI?

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

Well good to know the function is still there at least. I hope they will 'activate' this function again soon, I miss it!

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

A little bump so that it is not forgotten. Would be swell if this function can be used right from the release-- as I use is for most custom missions. It adds something extra to missions.

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

Yeah the Playvideo function works fine. The GPSvideo is a no go unless there is new function for it that I don't know about.

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

Well how I wrote it here is how it worked for me in ArmA2. I will have an other look at it.

May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63492: Pls make the 'bis_fnc_customGPSvideo' work again..

I tried that syntax as well, tried to run it through the init, through a trigger, made sure the units carry a GPS, but nothing.

May 10 2016, 12:42 AM · Arma 3
B00tsy edited Steps To Reproduce on T63492: Pls make the 'bis_fnc_customGPSvideo' work again..
May 10 2016, 12:42 AM · Arma 3
B00tsy added a comment to T63471: Mines will not explode when you are an explosive specialist.

The deactivation range should be reduced a lot too and mandatory prone stance for deactivating. 2 meter distance is unrealistic unless you have some special telescope robot arms.

May 10 2016, 12:41 AM · Arma 3
B00tsy added a comment to T63464: Editor - Add new spawn system!!.

+1

May 10 2016, 12:41 AM · Arma 3
B00tsy added a comment to T63457: able to walk through specific rocks.

Ultimate camouflage. Sometimes you can also walk inside stairs of buildings instead of going up the stairs.

May 10 2016, 12:41 AM · Arma 3
B00tsy added a comment to T63441: ShackTac Fireteam HUD should be implemented..

The less huds on your screen the better. You can basically use the GPS to get the same thing if you want.

May 10 2016, 12:40 AM · Arma 3
B00tsy added a comment to T63298: Map Glitch, Walk-in Walls.

With the vault action you can currently walk through almost everything, well a lot of things anyway.

May 10 2016, 12:36 AM · Arma 3
B00tsy added a comment to T63202: I found the cause of the 30+ fps drops (forest trees).

The trees and bushes are much more optimized then ArmA 2. I also have a bit lower fps when there is a bunch of vegetation around me in the alpha, but it is far better then the lagfest forests/trees in ArmA 2.

May 10 2016, 12:33 AM · Arma 3
B00tsy added a comment to T63187: Vehicles take too much to get destroyed.

What vehicles are you talking about, the civil offroad vehicles, or the 'armored' ifrit. I don't have any trouble blowing up the ifrit/hunter with an AT launcher.

May 10 2016, 12:32 AM · Arma 3
B00tsy added a comment to T63174: addmagazine issue.

Totally overlooked that I forgot the 's', atleast I am not asking questions about fucking female soldiers. And it is not that I don't know something, just appears that I was half awake and forgot a letter. Don't kill me for it.

May 10 2016, 12:32 AM · Arma 3
B00tsy edited Steps To Reproduce on T63174: addmagazine issue.
May 10 2016, 12:32 AM · Arma 3
B00tsy edited Steps To Reproduce on T63135: AI vehicles can't cross bridges (Agia Marina).
May 10 2016, 12:30 AM · Arma 3
B00tsy added a comment to T63042: More advanced options in editor like Respawn point, Repair Point, Full Ammo Box as a selection option.

@SharkBaztard: Just because the devs are focussing now on stability that does not mean players should not speak out their idea's and wishes.

Couple of years ago when I made my first mission attempt in ArmA I was highly frustrated in making even the simplest things to work properly, huge amount of time searching on the forums and the BIKI, ton of trial and errors, cursing and swearing, and finally I got the hang of it a bit and it actually became fun to create missions.

Back then I said on the BIS forum exactly with the OP has written down here. That a lot of things are unnecessary difficult and time consuming to do in the editor and that it is very 'new user' unfriendly. Ok, took me a couple of years and finally got the hang of most things I want to add to missions, but that was purely me being persistent in learning it not that it was all easy to figure out. Not everyone has a talent in scripting, for a lot of people it is like learning to read Chinese, eventually you learn it, but it takes effort and time.

Now I see that the Devs already put some new modules in the editor that helps to make things a bit more easy for new users, but they could add a whole bunch more of them. Such as the OP wrote a good respawn module. Place a module and set it to a faction/side and then have the option to sync it to multiple markers so that there are random spawn points per side. And lots more of those modules could be added that would make life easier to the new mission makers.

There are a lot of creative people out there with plenty of good ideas, give them intuitive and user friendly tools to work with and more quality stuff will be released by the community + that the new mission makers will have a whole lot more fun doing it.

Of course manual scripting is unavoidable when you want to create a bit more fancy mission and thats fine, but there should be enough in the editor for new users to work with and to create a complete mission with with a bunch of features in the mission. After they get comfortable with that they will eventually move on to the manual scripting and all the fancy stuff you can create with that.

May 10 2016, 12:27 AM · Arma 3
B00tsy added a comment to T62920: AI needs building usage routines.

It would already be great if they would just stay inside the buildings if you set a waypoint to hold that position. You can place AI in buildings as much as you want, but if they are alerted they start running out of the building almost instantly. A new kind of waypoint order "hold building' that makes them stay in the building would help a lot.

Also of course agree with OP suggestion of clearing buildings. So maybe an other waypoint order like "clear building" should be added.

May 10 2016, 12:20 AM · Arma 3
B00tsy added a comment to T62873: placeholder objects for mission creation.

Cheers. This was an old alpha request that is pretty much mute now that the official release it coming in 24 days. :)

May 10 2016, 12:18 AM · Arma 3
B00tsy added a comment to T62873: placeholder objects for mission creation.

Well have fun with Wasteland and zombies then. Fine by me!

May 10 2016, 12:18 AM · Arma 3
B00tsy added a comment to T62873: placeholder objects for mission creation.

I understand your point, but the alpha phase is also about the editor. I only use a limited amount of possibilities now, because there is not much diversity in the objectives you can create. With an intel objective (and using the laptop for example) I will use different script code then I will use for a simple 'capture and hold' objective. The more objectives, the more divers scripting that will be used and the more glitches and bugs that will be ironed out or at least will be reported. Besides, it will bother nobody if a few small objects becomes available in the editor, it's win win.

May 10 2016, 12:18 AM · Arma 3
B00tsy added a comment to T62873: placeholder objects for mission creation.

For the ones that want to thumb this down, how about providing a reason for it. Be glad that people are creating missions already. With these placeholders mentioned above you will only get better missions and maybe even full campaigns. So thumb it down and shoot yourself in the foot.

May 10 2016, 12:18 AM · Arma 3
B00tsy edited Steps To Reproduce on T62873: placeholder objects for mission creation.
May 10 2016, 12:18 AM · Arma 3
B00tsy added a comment to T62832: AI squadmates do not stay by the leader.

Yes this is persistent. I sort of assumed that it is a feature as it is also the case in A2. My logic would think that the squadleader gives all orders directly to Nr2 and Nr2 will order the rest of the team. However if the squad/teamleader gives the command to use a medkit to Nr4 he will do as told. In that logic only Nr2 should be able to give that order to Nr4.

May 10 2016, 12:17 AM · Arma 3
B00tsy added a comment to T62805: Clouds don't seem to cast shadows as they drift over the landscape..

If it is possible without taking a big fps hit it would be cool. I am already glad that we have these great looking clouds. What I also would like to see is a slider in the weather menu where you can set the altitude of the clouds.

May 10 2016, 12:16 AM · Arma 3
B00tsy added a comment to T62778: Environment sounds are muted when inside an open vehicle.

It is an armored vehicle with thick plating, of course you don't hear rain. It is not a Prius! :)

May 10 2016, 12:15 AM · Arma 3
B00tsy added a comment to T62773: [VIDEO IN DETAILS] The AI can't hit the player if you keep strafing in one direction and keep staring at the enemy..

Not completely immume, but they do take multiple magazines before one of the AI finally hits you if you strafe.

May 10 2016, 12:15 AM · Arma 3
B00tsy added a comment to T62752: Request: Allow AI to Rearm automatically..

You can give unlimited ammo to ai units and also disable reload weapon with a little script line.

May 10 2016, 12:14 AM · Arma 3
B00tsy added a comment to T62743: Can not load mission made with vanilla A3 assets.

I released a mission update on armaholic and people are reporting this problem indeed. Hope this will be solved as nobody can play missions if they use the Dev version of alpha.

May 10 2016, 12:14 AM · Arma 3
B00tsy added a comment to T62653: Mission load-screen visible while mission already running.

The video example starts at: 11:00

May 10 2016, 12:10 AM · Arma 3
B00tsy edited Steps To Reproduce on T62653: Mission load-screen visible while mission already running.
May 10 2016, 12:10 AM · Arma 3
B00tsy edited Steps To Reproduce on T62572: Reduce deactivation range of mines..
May 10 2016, 12:07 AM · Arma 3
B00tsy added a comment to T62572: Reduce deactivation range of mines..

Edit to add: that there is also no animation for deactivating the mines. There should be an animation for it similar to the first aid animation.

May 10 2016, 12:07 AM · Arma 3
B00tsy added a comment to T62456: The Radio of Arma 3 Multi Player.

Mission makers can disable the vocal chatter, there is also an addon for it on armaholic.

May 10 2016, 12:01 AM · Arma 3

May 9 2016

B00tsy added a comment to T62366: Claymores missing a tripwire function.

I once played CoD (yeah I did) (MW1 I believe) and the claymores there had infrared activation/detonation if you walk through the infrared light. No idea how realistic that is, but it did work great.

May 9 2016, 11:57 PM · Arma 3
B00tsy added a comment to T62258: Picking Up Weapons and Magazines Annoying.

I agree, this new system may be more realistic, but in practice it is more annoying and time consuming having to pick and attach everything separately. Also grabbing a rifle of a dead body results in walking around without ammo, you need to add the mags separately too again, not so nice if you are in the middle of a firefight. Also in the gear menu I don't see half the stuff the unit is carrying, you have 2 grenades, but if you look in the gear, they aren't there, same with other things. Also with mission making you have to add a ton of separate things now per unit which currently is also causing issues after a respawn. I will learn to live with the new system though, eventually.

May 9 2016, 11:51 PM · Arma 3
B00tsy added a comment to T62214: This isn't Arma.

dude this is an alpha *famous quote!*

May 9 2016, 11:49 PM · Arma 3
B00tsy added a comment to T62200: Can't go from crouched to standing when moving.

You used to be able to use the 'C' to stand up in ArmA 2, that is no longer possible.

May 9 2016, 11:48 PM · Arma 3
B00tsy added a comment to T62040: "SUSPEND" should NOT perform a "SAVE".

Yes it should be removed, it overrides the last save.

May 9 2016, 11:43 PM · Arma 3
B00tsy added a comment to T62030: Terrible sound immersion.

The sound of moving boats in the water are way to loud if you stand on land. I was 200 meter inland and a rescueboat came by at 300 to 400 meter distance and it sounded like it was 50 meters. Please in crease the falloff.

May 9 2016, 11:42 PM · Arma 3
B00tsy added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

Rogerx they are not silenced, but suppressed. Meaning that they will still make a lot of noise, but far less then without it.

May 9 2016, 11:26 PM · Arma 3
B00tsy added a comment to T61847: AI has to high awareness and too high accuracy at long ranges.

@Valdyr:
I have made a stealth mission (silent justice) and can play it stealthy without problems. I can even take out AI patrols without alerting other AI in the area. It really depends on how the AI is setup in the missions cos stealth is doable. In my mission even the AI at close range is behaving pretty good.

May 9 2016, 11:26 PM · Arma 3
B00tsy added a comment to T61749: Smoke from Grenades goes through walls.//Light from flashlight goes through walls..

It is a minor issue that would be a huge effort to fix (most likely), I rather have they stay focused on the general mechanics, performance and the AI. Things like this and also grass rendering at long distance and the likes are 'shinnies', not fundamental things that can be improved.

May 9 2016, 11:20 PM · Arma 3
B00tsy added a comment to T61720: Steam Workshop support for Arma 3 on release?.

It is not a Steam exclusive game for nothing.

I can understand that people that create their own mesh models in ArmA will not like it, but they can also download it from armaholic to steal your content and use it as their own creations. Not really seeing why steamworkshop will make that different. If people want to steal they will.

For missionmakers the steamworkshop will probably be nice to release their missions on. Missions on armaholic also get un-pbo'd so again it will make no difference. If people want to use your work (without credits and permission) they will do it anyway. The only way to avoid that is to stop creating and releasing content.

May 9 2016, 11:19 PM · Arma 3
B00tsy added a comment to T61688: Cannot edit loadout of individuals inside the editor's GUI.

This is a long time request already. Hope they will implement that, it's a time saver.

And @JakeB, the alt slider is a good thing.

May 9 2016, 11:17 PM · Arma 3
B00tsy added a comment to T61626: No way to filter "votes" in feedback tracker.

I think the voting is not that useful anyway.. looking at the female soldier thread. Plus that people are down voting things that does not even concern them. I hope that the Devs will look past just the amount of votes it gets.

May 9 2016, 11:15 PM · Arma 3
B00tsy added a comment to T61621: Make Editor more User friendly.

They need to add 50+ more modules in the editor. They should have redone the whole editor. You can't even customize gear on the go in the editor still. With all the new attachments and clothing it is a pain in the butt to customize everything manually constantly, it already was, but now even more.

And to be really really honest (don't shoot me), ArmA3 is a little bit like CoD_MW2, MW3, MW4, etc. Same game as ArmA2, but now with a bit better graphics, physics and new maps. On the back end there are no fundamental improvements, even the AI still get bugged out on missions like in ArmA2. So yes, I would have expected a better editor, a 3D editor and most basic scripting features already implemented in modules and easy selectable dropdown menu's.

May 9 2016, 11:15 PM · Arma 3
B00tsy added a comment to T61600: Horrible convoy driving of AI vehicles.

On the more flat surfaces and with more mellow corners creating a convoy over a couple of Km distance is no problem. It´s the tight corners and narrow mountain paths with trees (side obstacles) on the side where they will get stuck.

I think that if a waypoint is given on the road from A to B the road should have the highest priority for the AI and always will try to find and follow the center of the road. Or maybe even have a special waypoint for vehicles named (how obvious) ´road´ that makes the AI change priority in pathing to exclusively follow the road. (if that at all is possible).

May 9 2016, 11:14 PM · Arma 3
B00tsy added a comment to T61600: Horrible convoy driving of AI vehicles.

Also please note this feedback ticket where I talked about micro waypoints. Thus from waypoint A, A1, A2, A3, A4 to B. And vote for the ticket!
http://feedback.arma3.com/view.php?id=6683

May 9 2016, 11:14 PM · Arma 3
B00tsy added a comment to T61531: Sprint too fast and urealistic.

I think it was a bad idea to reduce the sprint speed with the last update, there is hardly any difference now between running and sprint, diving sprint is even worse. I have to look in 3th person view to actually notice a difference now. And on land I tried it out with a light rifleman and a packed rifleman, no difference in speed.

May 9 2016, 11:10 PM · Arma 3
B00tsy added a comment to T61486: When it gets dark and no night vision turned on, screen is black.

I played it now later at night and the lighting is indeed much better. It is the time between 20:30 and 22:00 where the lighting does not do anything (including chemlights).

May 9 2016, 11:08 PM · Arma 3
B00tsy added a comment to T61486: When it gets dark and no night vision turned on, screen is black.

I see the exact same faint lighting as in the screenshots. For me the lights are just not shining very bright in a radius and faint. Loooking at a streetlight I can see a faint light on the ground and in a 5 meter radius (the light itself looks like a bright twinkling star in the sky), but it is not distinctive, (theoretically) I can not read a newspaper under an ArmA steetlight (just seeing some faint lighting and shapes) and in real life I can do that easily, because a real streetlight give of a strong light and definitely direct below the streetlight. It is the same old pitch black arma night as in arma2 and only playable with NVG, only now with twinkling light bolbs.

May 9 2016, 11:08 PM · Arma 3
B00tsy added a comment to T61368: detach gears from other weapons.

Now when an AI dies it drops the rifle next to him and it is treated as separate gear, So you have the soldier gear menu and a gear menu just for the rifle. I really do not like that.

May 9 2016, 11:00 PM · Arma 3
B00tsy added a comment to T61254: Bridge object does not count as road for AI.

The AI has no pathing problems on the docks anymore like in ArmA2 (as far as I tested it) so i'm sure they can fix this too.

May 9 2016, 10:56 PM · Arma 3
B00tsy added a comment to T61246: Ai vehicles refuse to use bridges in agia marina.

Also AI units under the bridge in the channel sometimes get stuck and get unresponsive. And they have difficulty with pathing if you order them to move next ot the channel, they will take a tourist route through the whole town to eventually end at the waypoint 20 meters way. Whole agia marina has pathfinding issues.

May 9 2016, 10:56 PM · Arma 3