A solution to this problem is already being worked on at 0003505:
http://feedback.arma3.com/view.php?id=3505
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May 10 2016
May 9 2016
With scripts you can add a few more ammo types that are only 'secretly' available in the alpha, and one of the ammo types I found is a working 3-round grenade magazine thing for the 3GL.
I actually thought it was broken until I read your explanation of it. XD
I've had this problem repeatedly for years, upvoted.
The YouTube link takes me to "This video is private. If the owner of this video has granted you access, please log in."
I imagine there are no shotguns for the same reason that there are no planes and no Independent units.
Neh, that would remove a lot from it. Instead, I imagine that the modular weapon system will allow you to put various NV-specialised scopes onto your weapons.
I cannot reproduce it either. I run Fraps, I run Arma 3 with Fraps still running, everything works.
They fire out of HMMWV windows in real life, so if there are any balancing issues then I think they're worth taking on. It would also make AT weaponry more valuable, which I think would be a good thing.
I'd appreciate this feature, and I've seen other people asking modders to mod it into Arma 2 before.
I wonder if Arma 2's hand gestures are coming back. I think in reality those gestures would be used in that kind of situation.
I think First Aid Kits and Medkits are separate things. Only medics can use Medkits, while FAKs are like the new Bandages.
Same issue as 0002040:
http://feedback.arma3.com/view.php?id=2040
Or otherwise perhaps a script command that sets the moon phase for historic mission makers to use.
Looks cool, but I can't reproduce it. I'm using a Radeon HD 7700 and one monitor.
You address this at the end of your description, but reload only appears in the menu if you have an alternate magazine type the gun could take. I do think these things can clutter the menu a bit, but the only time it gave me a ton of trouble was when I was carrying an M32 and about 5 grenade types.
An interface upgrade would be nice, but I have no idea how much work it would be at this point.
Grass is the bane of my life, so it sounds like a good point to me. However, I believe a lot of PvP servers in Arma 2 set the grass draw distance to be the same for everyone using scripts.
Here's a video of it for clarity:
http://www.youtube.com/watch?v=_xqE9HchSMA
I also feel that the AI's comms sound very emotional, like they're constantly freaking out. They don't sound like a trained army to me.
I couldn't properly enjoy Arma 2 until I found a mod that completely disabled all radio chatter text and sound. It's bearable in Arma 3 as it is, but I have the Radio volume off and of course there's a constant spam of useless information in the bottom-left, because in multiplayer nobody thinks to turn the auto-report feature off.
Cannot reproduce. I fired an unmodified Rook at a concrete wall a few times, at distances from about 10m to point-blank, with and without use of iron sights. All shots were accurate.
Kid18120's method works for now, confirmed.
There are addGoggles and removeGoggles commands in the script system already, but their descriptions are incomplete and they appear to have no function yet, so my guess is that they're already working on this.
There's an Arma 2 controls preset in the options.
"Binoculars should behave more like a weapon so that you take them out with B but enter the 'scope-mode' with mouse button 2 (default key for aiming), just like with rifles."
I prefer Arma 3's binocular system to the one in Arma 2, just because my guy no longer holds them right in front of his eyes unless he's actually looking through them.
If we reverted to Arma 2's binoculars, but added the ability to jog/run/sprint with them and made characters hold them at their sides when they weren't being looked through, I'd be happy.
I made a mission that spawns a bunch of cars with a random amount of damage applied to each one.
A fully-orange vehicle will technically show signs of damage, but you have to get really close to notice it. Every vehicle's damaged texture currently seems to be the same as its usual texture but with tiny, subtle dark splotches all over the paintwork.
I had this same problem. I then left the vehicle, and the bug was still in effect when I re-entered it 5 minutes later.
I should also mention that the bug didn't occur immediately for me, I was zooming in and out and firing for a good few minutes beforehand. I don't remember anything appearing to trigger it.
This was in Arma II, and I also have both actions bound to right-mouse. I never thought of it as a bug, but I always got around it by pressing Numpad 0 (default Arma II key) to use vehicle optics. It still works for me in this alpha.
It happened repeatedly to me today, while I was doing some scripting and editing and was alt-tabbing out a lot to read scripting forums. Most of the time it would be quite happy to alt-tab in and out, but occasionally it would break and give me a permanent blank, black screen instead. I did get out of it the first time by pressing alt-tab a few times and then alt-escape, but subsequent occurences of the bug failed to respond to this.
I could get to the ctrl-alt-tab screen from there, using Windows 7, but clicking any of its controls or trying the Task Manager just made them fade out again, as normal, but without any consequence. I eventually had to turn the PC off with its Off button, and restart.
It happened three times before I stopped, and each time I think it was about 5 minutes before it went black.
Specs:
One monitor, 1920 x 1080 (32 bit) (60Hz);
Intel Core i5-3570K CPU, 8192MB RAM;
AMD Radeon HD 7700 w/ 729 MB memory;
Windows 7 Ultimate 64-bit (6.1, Build 7601) Service Pack 1 (7601.win7sp1_gdr.130104-1431).
I like this. You probably should drown and get your eyes full of salt if you decide to get a map out and open the whole thing up while swimming.
I just did a little test video on this, I'm not entirely sure that I have the right idea about the problem, but hopefully it might help.
A few shots with the default BLUFOR Rifleman MX at various close ranges, with zeroing unchanged at 300m: http://youtu.be/OrMO7ciXZTs
The only miss is while prone, though I'm not sure where the bullet went, nor whether it was my fault or the game misplacing the bullet.
After watching it again, I'm reminded of the distance between where the sight is and where the actual gun barrel is. That would probably ensure a point-blank hit even if the sight was aimed far too high.
Agreed on both points, the primary reason I never used pistols in Arma games is their weird animation issues that make your guy break into a dance in the middle of a firefight.
Yep, I also thought ACE got it right.
You can almost gauge the bearing just by looking at where the compass is pointing, though, like if a target was WNW it might be at bearing 290. No use for accurate readings of course, just some workaround advice.
On a similar note, I loved the watch in Arma 2, and I have no idea why it was replaced with Arma 3's watch.
I was lobbing M203s or the equivalent at vehicles earlier. I discovered that while the Hunter and Ifrit always blow up after 3 direct grenade hits, the Ka-60 does not, so maybe it has more armour than it should. Not sure.
I wonder if the difference between the editor and multiplayer could be due to the Extended Armor difficulty option?
Could it have been the mortar-flipping catapult effect?
Example: http://www.youtube.com/watch?v=KMoMv9vHRp4