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- User Since
- Mar 11 2013, 6:17 PM (604 w, 3 d)
May 10 2016
It would be nice to at least have a rope, with mass, that you can attach somewhere with scripting, or at least rope simulation that can be achieved with some config or scripting. Once that is available, then I'll be happy to use scripts and mods for that functionality, if the BI team doesn't have the time for it.
If the category is wrong, then please change it.
Also works in 0.76
Seems fixed in 0.74
still exists in 0.76
Still exists with 0.60
An island vs an island opens up more and more interesting scenarios than a carrier vs an island.
Also, it's not about making Altis bigger, it's big enough. It's about better exploiting a strategic dimension that Arma has. The entirely separate, defensible island separated by a large expanse of water can make for new and interesting strategic scenarios.
You don't have to have so many players that the battles overflow Altis and move onto Stratis in order to make use of it, as again, it's not about size.
I support adding them together because as I understand it the performance hit will be insignificant, if not non-existent based on how the engine handles large terrain sizes.
+1
At least something like a switchMove "RagDoll". It would be usefull for pushing people over, or for revive scripts that don't need to re spawn people into the same place to get the ragdoll effect.
May 9 2016
It would be nice to at least have a rope, with mass, that you can attach somewhere with scripting, or at least rope simulation that can be achieved with some config or scripting. Once that is available, then I'll be happy to use scripts and mods for that functionality, if the BI team doesn't have the time for it.
I had the same issue, which was the result of a script and I believe it might be in turn a result of non local clients being able to delete the magazines of a local object.
Actually the problem of not being able to throw the grenade quickly when you go around a corner that scrim cited would be solved by the AA system I proposed earlier (similar to what Reaper1984 just mentioned), without leading to the problem of a high continuous rate of fire as pointed out by metalcraze.
This second post can be considered a separate suggestion from my last one (if it's bad practice then I apologize).
To help deal with the grenade spamming issue demonstrated in abel's video, (other than slowing down the animation) you can make the speed of retrieving magazines/weapons a function of which container they come from (fatigues/vest/Backpack).
So for example, once you exhausted the grenades from your vest, which can't carry very many, you would then start taking grenades from your backpack, which will be used at a much slower rate.
This can be applied to any piece of equipment, making managing your vest and backpack contents meaningful.
I generally agree with the notion of the feedback here, and I can see merit in Make Love Not War's suggested system, but I believe a compromise needs to be made between it being realistic, feeling natural (not necessarily the same thing) and being simple. The latter of the two factors (if I'm not mistaken) BI has gone to great lengths to improve upon, and have been mostly successful IMO.
What I suggest instead, is basically borrowing the origional America's Army system which Uziyahu suggested (which is the best I've personally come across, and does NOT use a power bar that Kol9yN suggested and that I'm against);
As a reminder, (and IIRC) you press G to bring up the grenade, and left mouse to throw (overall slower and with full animation).
You can also hold the throw (unsafety and ready to throw) by holding the left mouse, which allows you to wait for the right moment, after which releasing left mouse will complete the throw and thus give you a faster response time.
Aiming is also helped while the throw is held by the characters left arm pointing in the direction of throw (and thus every one else can also see that you are planning to throw a grenade).
You can also switch between overarm and underarm throwing modes after you press G but before you throw or hold a throw by pressing right mouse.
You can also cook the grenade while you hold the throw by pressing right mouse.