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12inchPlasticToy
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User Since
Mar 9 2013, 11:19 AM (349 w, 1 d)

Recent Activity

May 10 2016

12inchPlasticToy edited Steps To Reproduce on T70403: Add a search box to the in-game config viewer.
May 10 2016, 5:11 AM · Arma 3
12inchPlasticToy added a comment to T66339: Room Clearing with the AI.

Great ticket, upvoted. Especially since A3 plans on having big enterable buildings!

I agree with Stalker 1: when assigned an order, all smaller rank unit should set that order as a priority over even their life preservation instincts. Would save a lot of fast-forwarding seeing your team twitch and krump while taking cover from one grain of sand to the other...through an area they've just cleared.

May 10 2016, 2:37 AM · Arma 3
12inchPlasticToy added a comment to T65079: "Predator white vision" / saturated brightness bug (noticed client-side on multiplayer).

There was no NVG, we were civilians with guns.

May 10 2016, 1:47 AM · Arma 3
12inchPlasticToy edited Steps To Reproduce on T65079: "Predator white vision" / saturated brightness bug (noticed client-side on multiplayer).
May 10 2016, 1:47 AM · Arma 3
12inchPlasticToy edited Steps To Reproduce on T64787: Cannot use FAKs when not holding a weapon.
May 10 2016, 1:36 AM · Arma 3
12inchPlasticToy added a comment to T64427: Falling animation needed.

Also, right after hitting the ground, for a split second the skeleton seems to reset to the vitruvian man stance, as in:

http://www.fallingpixel.com/products/11097/mains/000-3d-model-01.jpg

You can test it yourself:

  1. create a unit in the editor,
  2. while in-game in the debug console and enter: player setPosATL [2010, 5669, 50]

And as a bonus you'll bounce off the ground. The bouncing seems to happen on flat ground only - tried it on a slope, the unit just crumbled on itself like a wet cookie. The vitruvian man stance still happens though.

This looks like a ticket in itself, but I'm pretty sure it's already submitted.

May 10 2016, 1:24 AM · Arma 3
12inchPlasticToy added a comment to T63701: Glass in various buildings don´t break when you shoot them.

Also, if you keep shooting at those windows the breaking sound will still play for each shot and the particles show, but the window remains intact.

May 10 2016, 12:51 AM · Arma 3

May 9 2016

12inchPlasticToy edited Steps To Reproduce on T61633: Cannot hide in the toilets!!!.
May 9 2016, 11:15 PM · Arma 3
12inchPlasticToy edited Steps To Reproduce on T61604: Animation when not moving underwater is the freefall animation.
May 9 2016, 11:14 PM · Arma 3
12inchPlasticToy added a comment to T61545: Laser range adjustement (Firing Control System) for mounted weapons..

Voted up, although I have mixed feelings about it...
It would be OK only if moderately implemented, i.e. only as an optional module, and with some sort of delay on auto-adjusting aim inclination.

While it's an A3-canon logical feature (what with everything becoming more and more computer-assisted/automatised), gameplay-wise this could easily make turrets overpowered by allowing spamming zero-adjust-then-shoot. So I would say definitely not implemented on vanilla vehicles (the Ifrit GMG is already like a fast moving Shilka... AND with thermal vision).

Sounds simple enough to script in though, so why not.

May 9 2016, 11:11 PM · Arma 3
12inchPlasticToy added a comment to T60877: Feature Request: 3D Optics using Picture-In-Picture engine capability. (Red Orchestra Style).

Upvoted.
While I wouldn't use it personally since I've got to keep low PIP settings to get a decent framerate in vehicles, I thing it's a nice option for comrades with better GPUs out there.

May 9 2016, 10:21 PM · Arma 3
12inchPlasticToy added a comment to T60549: Some windows are undestructable. Can't kill enemy through some windows..

In the control tower of the Stratis airbase, the windows would not be destroyed either (you still can hear the breaking sound and see some glass debris).

Noticed under video settings set to "Standard", post processing disabled.

May 9 2016, 9:48 PM · Arma 3
12inchPlasticToy added a comment to T59807: Cannot use FAK on myself as a civilian..

I started another issue which is most likely related to yours:
issue#0006423: Cannot use FAKs when not holding a weapon
http://feedback.arma3.com/vie2.php?id=6423

May 9 2016, 7:14 PM · Arma 3
12inchPlasticToy added a comment to T59613: Hunter GMG & Ifrit GMG 1500 m Zeroing Incorrect.

@cychou
As I mentioned in your ticket, it could be a nice addition but as a module only, not implemented directly on the turret/vehicle.

May 9 2016, 7:03 PM · Arma 3
12inchPlasticToy added a comment to T59613: Hunter GMG & Ifrit GMG 1500 m Zeroing Incorrect.

Confirmed here (alpha 0.52.103507), with the Ifrit as well.

Zeroing at 1500m shoots exactly as if you were zeroing at 100m.

Edit: posted screenshots for shots with 100m range and "1500m" range.

May 9 2016, 7:03 PM · Arma 3
12inchPlasticToy added a comment to T59198: Make assigned items (e.g. scopes attached to weapons) individially pickable inside containers.

Mmmh... wouldn't call this a "major" severity issue.

IRL you would remove the attachments you want to keep before removing your weapon, or the attachments would remain, well, attached =)

However, it would be great if the tooltip when hovering the mouse on the weapon would show the name of the attachments already on the weapon, instead of the white indicators that the weapon has such and such "type" of attachment.

May 9 2016, 6:43 PM · Arma 3