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Grinya
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Apr 5 2013, 4:04 PM (372 w, 3 d)

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May 10 2016

Grinya added a comment to T83589: weaponHolder from dead body prevent firing repeatedly trigger again.

Uh... I could not imagine that triggers so powerful and "ANY" means "any object" instead of "ANY AI". My fault. Trigger problem has been solved when i put empty veh in trigger zone and it fired.... Sorry. Thnaks.

May 10 2016, 11:42 AM · Arma 3
Grinya added a comment to T83589: weaponHolder from dead body prevent firing repeatedly trigger again.

https://youtu.be/zsRL78DOvoI - here link to video

May 10 2016, 11:42 AM · Arma 3
Grinya added a comment to T83589: weaponHolder from dead body prevent firing repeatedly trigger again.

Hi! Sure. Here my repro mission. How to catch bug:
1 - Check my trigger settings with zone. (Second one is radio alpha for this test)
2 - Run mission. (You should be outside zone during test!)
3 - You see guy in front of you and trigger's hint "Activated" (red in zone)
4 - Kill that guy. Watch hints message! It should change to "Deactivate" for second and "Activated" again.
5 - Next point your cursor on body and 0-0-1 to move body to your(player) pos - nothing happens.
6 - Do same as in 5 on weapon of dead guy and voila - trigger hints "Deactivated"

May 10 2016, 11:42 AM · Arma 3
Grinya edited Steps To Reproduce on T83589: weaponHolder from dead body prevent firing repeatedly trigger again.
May 10 2016, 11:42 AM · Arma 3
Grinya added a comment to T80711: Easy way to significantly improve the clunky action menu.

Anyway, current menu is worst than bad. Any new implementation will be better, because based on early bad experience.
Maybe not round menu, but linear. Main goal of menu is items speed access.
Another good example have multi levels of menu items and use letters for elements access. I.e from basic movement buttons:
menuItem1(w)>>>menuItem1(w)
menuItem2(s)___menuItem2(s)
menuItem3(d)
menuItem4(a)
menuItem5(q)
menuItem6(e)

menuItem1(w)
menuItem2(s)>>>menuItem1(w)
menuItem3(d)___menuItem2(s)
menuItem4(a)___menuItem3(d)

May 10 2016, 10:03 AM · Arma 3
Grinya added a comment to T80711: Easy way to significantly improve the clunky action menu.

Current menu in Arma 3 is too old, hard to use and crap. I like round menus from modern games. I.e. left4dead: http://www.l4dmaps.com/img/ss/radial-menus-for-team-chat-no-mic-players_49053.jpg

May 10 2016, 10:03 AM · Arma 3
Grinya added a comment to T71933: Diving mask and snorkel (feature request).

Backpack was for example. Mask and snorkel can be stored to inventory.

May 10 2016, 5:59 AM · Arma 3
Grinya added a comment to T71933: Diving mask and snorkel (feature request).

I started this ticket, because mask and snorkel can be equipped to head gear and used to swimming at water line without heavy scuba gear. Regular soldier will be able to moving cover with water, but gear for it can be stored to backpack.

May 10 2016, 5:59 AM · Arma 3
Grinya edited Steps To Reproduce on T71933: Diving mask and snorkel (feature request).
May 10 2016, 5:59 AM · Arma 3
Grinya added a comment to T71491: [Feature Request] Engine start delay for vehicles.

Vote up this ticket!

May 10 2016, 5:47 AM · Arma 3
Grinya added a comment to T70380: Implementation of G-Force head movement..

Mldri, maybe he is right. But in my opinion it's very uncomfortable and unpleasant. I think it should be reduced to the prejudice of realism.

May 10 2016, 5:10 AM · Arma 3
Grinya added a comment to T70380: Implementation of G-Force head movement..

Driving bobbing should be removed at all, because camera in Arma represent not head, but eyes. Eyes can hold point of view independent of head movements. Boring bobbing in Arma 2 when drive bike was very painfully and frustrating.

May 10 2016, 5:10 AM · Arma 3
Grinya added a comment to T70378: no jump ability or climb through.

http://www.armaholic.com/page.php?id=21805

May 10 2016, 5:10 AM · Arma 3
Grinya added a comment to T70378: no jump ability or climb through.

DayZ Standalone have bunnyhop like jump. It will allow you to jump from rock cliff and crush yourself.

May 10 2016, 5:10 AM · Arma 3
Grinya added a comment to T70378: no jump ability or climb through.

Dr_Death, why talking funny things like "Engine rewrite"? You tying to scary author of ticket? ))

May 10 2016, 5:10 AM · Arma 3
Grinya added a comment to T70262: Arma engine should more open at low level (Engine programming).

I wonder who can be against this feature!? ))

May 10 2016, 5:05 AM · Arma 3
Grinya edited Steps To Reproduce on T70262: Arma engine should more open at low level (Engine programming).
May 10 2016, 5:05 AM · Arma 3
Grinya added a comment to T70231: Need to rework instant enemy recognize in vehicles (AI Feature Req).

Confusion is often part of war. There are many examples of failures, when friendly forces killed own units even on same vehicles and same uniforms. War simulator should have such feature.

May 10 2016, 5:05 AM · Arma 3
Grinya edited Steps To Reproduce on T70231: Need to rework instant enemy recognize in vehicles (AI Feature Req).
May 10 2016, 5:05 AM · Arma 3
Grinya added a comment to T70224: Killing a soldier reveals the exact killer's position to the rest of AI squad.

Developers should change it. It's permanent annoying factor, reducing all stealth and sniper operations. Fight against enemy like terminators good, but not when we expect humans. Upvote.

May 10 2016, 5:04 AM · Arma 3
Grinya added a comment to T70224: Killing a soldier reveals the exact killer's position to the rest of AI squad.

mepwaygame, watch some firefight videos, especially ambushes. Most of trapped soldiers totally disoriented certain time, even when ambushed by large group. This happen when human brain under pressure of stress. Precision of AIs in Arma is still too high. They acts without any mental process and show us behaviour of cyborgs.

May 10 2016, 5:04 AM · Arma 3
Grinya added a comment to T70223: [Feature] Make 'recognition uniforms' system for AI..

Upvote. In addition to this need to reject from instant recognize enemy in vehicles. It's very annoying when take enemy vehicle and enemy instant detects you inside.

May 10 2016, 5:04 AM · Arma 3
Grinya added a comment to T70220: AI should be strafing instead of stiffly circle along their path and aorund objects.

Nice feature! Upped

May 10 2016, 5:04 AM · Arma 3
Grinya added a comment to T70170: Armoured Vehicles USELESS on Inclines.

Wheeled should be more effective on roads, sure!

May 10 2016, 5:02 AM · Arma 3
Grinya added a comment to T70170: Armoured Vehicles USELESS on Inclines.

Physics of wheeled vehicles is most unrealistic part of Arma series. If it was good on OFP, but it not suitable for Arma 3. I never like when Hummers in Arma 2 rides across mountains of Takistan at speed near road speed, climbing any slopes with out slipping. Such things we can see in Arma 3 too. It too frustrating when vehicle without specific offroad capabilities appears where i can't be or need much time for it. It's crush tactical expextation when playing. Loog Google for pictures of wheeled army vehs. Most of them stand on road, because it most effective on road. And used to deliver personal to frontline with cannon support. Read military documentation at http://www.g8.army.mil/pdf/The_Army_TWV_Strategy.pdf
quote, page 23:
Tactical Wheeled Vehicle (TWV) – Multipurpose or special purpose military wheeled platforms which transport personnel and all classes of supply, to include equipment and dry or liquid cargo. They perform general or specific missions, and support all warfighting functions (Movement and Maneuver, Intelligence, Fires, Sustainment, Command and Control, and Protection). They are specially designed vehicles, or commercial vehicles modified to meet certain military requirements, and are capable of safely operating on primary and secondary roads at highway speeds. They are capable of operating off-road; the degree of off-road mobility varies.
"...and are capable of safely operating on primary and secondary roads at highway speeds. They are capable of operating off-road; the degree of off-road mobility varies"!!!!!! is it ultimate off-road ability???

It's good feelings when I'm right against whole crowd... ))

May 10 2016, 5:02 AM · Arma 3
Grinya added a comment to T70170: Armoured Vehicles USELESS on Inclines.

Wheeled vehicles too ultimate in Arma, especially when offroad. Real life wheeled vehs disigned for light offroad like plains and dirty flat surfaces, it's totally incapable to fast move on rought surfaces like hills and mountains. In Arma wheeled too excellent. This happen due to specific Arma terrain engine (all surfaces very smooth) and heven't any natural irregularities such as cracks, gaps. Wheeled vehicles in Arma equals to tracked in offroad abilities. Arma developers not planning to change surface(terrain) engine, so need to reduce wheeled on offroad and rise on road.

http://feedback.arma3.com/view.php?id=9698

May 10 2016, 5:02 AM · Arma 3
Grinya added a comment to T70059: Diving mask and snorkel (feature request).

Backpack was for example. Mask and snorkel can be stored to inventory.

May 10 2016, 4:58 AM · Arma 3
Grinya added a comment to T70059: Diving mask and snorkel (feature request).

I started this ticket, because mask and snorkel can be equipped to head gear and used to swimming at water line without heavy scuba gear. Regular soldier will be able to moving cover with water, but gear for it can be stored to backpack.

May 10 2016, 4:58 AM · Arma 3
Grinya edited Steps To Reproduce on T70059: Diving mask and snorkel (feature request).
May 10 2016, 4:58 AM · Arma 3
Grinya edited Steps To Reproduce on T70053: Incorrect distant objects shading (rendering).
May 10 2016, 4:58 AM · Arma 3
Grinya edited Steps To Reproduce on T69958: Terrain cliff rendering feature(along with current rocks).
May 10 2016, 4:54 AM · Arma 3
Grinya added a comment to T69482: Any number of factions and sides(feature, ability to create on fly with script).

Why game should be limited to factions number?! While we have dynamic cloth and uniform, we can make tons of different factions. It will give more flexibility to mission making.

May 10 2016, 4:36 AM · Arma 3
Grinya added a comment to T69482: Any number of factions and sides(feature, ability to create on fly with script).

Ceeeb, how you can add new faction in your mission? Using CONFIG? It's boring and not handy.
Better to create factions on fly.
I think, in addition to fractions, should be able to make any number of SIDES!

May 10 2016, 4:36 AM · Arma 3
Grinya added a comment to T69482: Any number of factions and sides(feature, ability to create on fly with script).

it's necessary to have more than 4 factions. What if i want to build MPMission where should be many groups with individual characteristics and change relations between them!?

4 fixed factions is bad heritage of OFP-Arma 2. Old Armas haven't improved uniform\item system like arma 3 and faction tied with uniforms. Now we not needed fixed factions. We can equip any faction with any stuff and setup who is enemy.

It would much greater if we haven't any fixed fatrions and just group any numbers of units in selfmade faction with setup relations with each other factions in array.

I don't speak about any number of player factions...

May 10 2016, 4:36 AM · Arma 3
Grinya added a comment to T69482: Any number of factions and sides(feature, ability to create on fly with script).

For my MPMissions i should make addon? Are you kidding?!

May 10 2016, 4:36 AM · Arma 3
Grinya edited Steps To Reproduce on T69482: Any number of factions and sides(feature, ability to create on fly with script).
May 10 2016, 4:36 AM · Arma 3
Grinya added a comment to T69456: Skeletal animations for static and mounted weapons.

Sure, all static weapon animations should be added in future.

May 10 2016, 4:36 AM · Arma 3
Grinya edited Steps To Reproduce on T69456: Skeletal animations for static and mounted weapons.
May 10 2016, 4:36 AM · Arma 3
Grinya added a comment to T69397: Change MPMissions & Missions location from STEAM to Profile.

What is better to have all stuff in right place or store it in different folders!? Don't be silly.

May 10 2016, 4:34 AM · Arma 3
Grinya added a comment to T69397: Change MPMissions & Missions location from STEAM to Profile.

Huh, it's normal and should be to have all you files in own profile folders. I want it to group all mission folders in profile, but not in different locations. If you have 100 profiles it's your problem.

PS: Ok, it will better if MpMission will be just in "Profiles" folder where "MPMissionsCache", not in each user's profile folder.

May 10 2016, 4:34 AM · Arma 3
Grinya added a comment to T69397: Change MPMissions & Missions location from STEAM to Profile.

What info you want?! I'm as mission maker just tired from surfing in folders to gather all stuff to work. I prefer as programmer to store all content in same project directory. So I ask to group all necessary files together in profile dir.

May 10 2016, 4:34 AM · Arma 3
Grinya edited Steps To Reproduce on T69397: Change MPMissions & Missions location from STEAM to Profile.
May 10 2016, 4:34 AM · Arma 3
Grinya added a comment to T69085: Easy way to significantly improve the clunky action menu.

Anyway, current menu is worst than bad. Any new implementation will be better, because based on early bad experience.
Maybe not round menu, but linear. Main goal of menu is items speed access.
Another good example have multi levels of menu items and use letters for elements access. I.e from basic movement buttons:
menuItem1(w)>>>menuItem1(w)
menuItem2(s)___menuItem2(s)
menuItem3(d)
menuItem4(a)
menuItem5(q)
menuItem6(e)

menuItem1(w)
menuItem2(s)>>>menuItem1(w)
menuItem3(d)___menuItem2(s)
menuItem4(a)___menuItem3(d)

May 10 2016, 4:19 AM · Arma 3
Grinya added a comment to T69085: Easy way to significantly improve the clunky action menu.

Current menu in Arma 3 is too old, hard to use and crap. I like round menus from modern games. I.e. left4dead: http://www.l4dmaps.com/img/ss/radial-menus-for-team-chat-no-mic-players_49053.jpg

May 10 2016, 4:19 AM · Arma 3
Grinya added a comment to T69059: No HUD at all on Expert.

Or need way to disable HUDs from server.

May 10 2016, 4:18 AM · Arma 3
Grinya edited Steps To Reproduce on T69059: No HUD at all on Expert.
May 10 2016, 4:18 AM · Arma 3
Grinya edited Steps To Reproduce on T68997: GL Zeroing HUD bug in some resolution (picture incl.).
May 10 2016, 4:16 AM · Arma 3
Grinya added a comment to T68997: GL Zeroing HUD bug in some resolution (picture incl.).

When I restart mission all were fine. It appear when change resolution ingame.

May 10 2016, 4:16 AM · Arma 3
Grinya edited Steps To Reproduce on T68768: PBO should allow to store small addons.
May 10 2016, 4:08 AM · Arma 3
Grinya edited Steps To Reproduce on T68534: official JavaScript support in Arma 3 engine.
May 10 2016, 3:58 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

When I talk about rought terrain, I mean something we can see in Outerra. And I can't wait when Arma will have such terrain detalisation.
Off-road:
http://www.youtube.com/watch?v=izyZ1kKQzbE
Overview:
http://www.youtube.com/watch?v=LcsRL3N2Xbw
Mig-29 Fly
http://www.youtube.com/watch?v=jVoNMhH_j3Y

May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

All those friends who reject my offers to reduce offroad ability for cans, can't understand that Arma 3 isn't just funny game like shown in video below:

http://www.youtube.com/watch?v=s_doiocnApI

but serious realistic game, what should move toward more realistic ones like on video below:

http://www.youtube.com/watch?v=3lkXcha9EZw
http://www.youtube.com/watch?v=gG2jpBGJQaU
http://www.youtube.com/watch?v=5_f0SbNjWYs

This game shows us how real vehicle behave on true offroad, but not in Arma 3, because there no offroad in Arma 3. Only whole concrete floor...

May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

I totally agree with InstaGoat. He completed my thoughts. I offer community to pay attention on such problem. Behaviour of some vehicles in Arma 3 is incorrect from tactical point of view.

AD2001, look at what InstaGoat writed before: most of surfaces in Arma is concrete surface without any natural obstacles on it. So if developers can't change now this situation due computation power, need to reduce capabilities of vehicles and move it toward real life. I think it's so important, because Arma 3 stand on level of simulation games, but not arcades.

May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

AD2001, it's ok. But if you go downhill with full speed on any type of vehicle, you couldn't find your wheels at bottom of slope. Should be something in Arma to convert current ultimate offroad vehicles to realistic.

May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

C4lv1n, what i should to see in your video?! How APC riding on dry dirt roads and plains? Topic is about true offroad like hills and mountains.
I agree that wheeled APCs is more suitable for surfaces like on your video.

May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

Physics of wheeled vehicles is most unrealistic part of Arma series. If it was good on OFP, but it not suitable for Arma 3. I never like when Hummers in Arma 2 rides across mountains of Takistan at speed near road speed, climbing any slopes with out slipping. Such things we can see in Arma 3 too. It too frustrating when vehicle without specific offroad capabilities appears where i can't be or need much time for it. It's crush tactical expextation when playing. Loog Google for pictures of wheeled army vehs. Most of them stand on road, because it most effective on road. And used to deliver personal to frontline with cannon support. Read military documentation at http://www.g8.army.mil/pdf/The_Army_TWV_Strategy.pdf [^]
quote, page 23:
Tactical Wheeled Vehicle (TWV) – Multipurpose or special purpose military wheeled platforms which transport personnel and all classes of supply, to include equipment and dry or liquid cargo. They perform general or specific missions, and support all warfighting functions (Movement and Maneuver, Intelligence, Fires, Sustainment, Command and Control, and Protection). They are specially designed vehicles, or commercial vehicles modified to meet certain military requirements, and are capable of safely operating on primary and secondary roads at highway speeds. They are capable of operating off-road; the degree of off-road mobility varies.
"They capable of operating off-road"!!!!!! is it ultimate off-road ability???

It's good feelings when I'm right against whole crowd... ))

May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

It's boring to comment such uncompetent notes.
See some real military tests on YouTube before posts.
If you think that offroad ability depends on begger vehicle weight, there is nothing to debate.
So I talking not about tracked units(wheeled!!!)
Road was invented because offRoad is much harder to use and all your FUTURE military vehs have not much better offroad ability than modern military vehs.

Offroad is too hard for wheeled vehicles(see videos) even on dirt tracks, especially on rought surfaces like hills and mountain side! It's know all who use military units. So it's very unrealistic and arcade in Arma when wheeled go on full speed throught hilly terrain.

Maybe, you guys stop commenting and go to Army now?! You will know how real things are.

http://www.youtube.com/watch?v=oxeia3XSX-o
http://www.youtube.com/watch?v=heICakyN4Wg
http://www.youtube.com/watch?v=XhfziLDLJ-A

May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T68060: Rreduce ultimate offroad ability for wheeled vehicles.

C4lv1n, just go rocky hills and look what on ground. You will see how surface is rought. Many tiny caverns, cracks and rocks, also dramatic elevation changes. Moving on such terrain mostly impossible. But Arma have smooth terrain surface absolutly everywhere, so moving possible even at high speed.
If Arma designers cover terrain with rock and cliffs, which we see on shores, it would be near to real life.
Try to drive at high speed through rocks near Agia-Marina.

May 10 2016, 3:40 AM · Arma 3
Grinya edited Steps To Reproduce on T68060: Rreduce ultimate offroad ability for wheeled vehicles.
May 10 2016, 3:40 AM · Arma 3
Grinya edited Steps To Reproduce on T68059: Second Weapon Slot for Rifles too..
May 10 2016, 3:40 AM · Arma 3
Grinya added a comment to T66595: Stencil Shadows should be fully replaced by Shadow Maps.

Arma 3 need any kind of Ambient Occlusion first. I can't look more at these flat shadows under vehicles.

May 10 2016, 2:48 AM · Arma 3
Grinya edited Steps To Reproduce on T65168: shortcut for multi-item inventory/cargo manipulation.
May 10 2016, 1:50 AM · Arma 3
Grinya added a comment to T64673: Feature: Backblast.

Back blast not kills everytime, of course, but it cause serious injures near death. See some examples:
http://www.youtube.com/watch?v=BCN0y4BHiGs - just drop soldier.
http://www.youtube.com/watch?v=6CanphDUBac - almost killed.
http://www.youtube.com/watch?v=UDZaPxVsmd4

May 10 2016, 1:33 AM · Arma 3

May 9 2016

Grinya added a comment to T59277: Grenade throwing is unrealistic (too fast).

Agree with St. Jimmy.

May 9 2016, 6:48 PM · Arma 3
Grinya added a comment to T59277: Grenade throwing is unrealistic (too fast).

Authors of Arma 3 attempt to simulate nice gameplay in realistic environment, but not real life behavior. Somebody tryed to create real limbs already, for outstanding realism, i.e. Trespasser game, where all revolutionary ideas were killed by one "real simulated hand". Try to play this game, where you should take and manipulate objects with recreated hand. It was cool when you able to grab rock and throw it or put at any place you want, but impossible to play it long time. http://www.youtube.com/watch?feature=player_detailpage&v=x-3NnhN7Fis#t=68s
There was much fun, but lack of play.

May 9 2016, 6:48 PM · Arma 3
Grinya added a comment to T59277: Grenade throwing is unrealistic (too fast).

I don't care much about grenades, how fast or slow. I want throw it easy and to know where it hit ground. Grenades before Arma 3 were horrible, worst i ever saw in games.

Most of players forgot that Arma 3 is GAME and it has gameplay. Games should attracts new players. Grenades were such things which push much players away from Arma-Arma 2
.
There is VBS for those who want f*** with grenades.

May 9 2016, 6:48 PM · Arma 3
Grinya added a comment to T59277: Grenade throwing is unrealistic (too fast).

I like current FPS like grenades throwing. Too fast, maybe, but in Arma 2 was impossible to use grenades as i want. It was too ugly. Remember Arma is just a game and most of players want to play with fun and joy. But when you can't control some weapons and regular fails from it it isn't funny. I hope that Arma 3 will be in balance of gameplay and simulation because it's just a game. For better realistic warfare simulation there is VBS and mods like ACE, i suppose.

May 9 2016, 6:48 PM · Arma 3