Page MenuHomeFeedback Tracker

ProGamer
User

Projects

User does not belong to any projects.

User Details

User Since
May 20 2013, 1:04 AM (605 w, 2 d)

Recent Activity

May 11 2016

ProGamer added a comment to T116088: Dust: strorms and devils.

Why not take it one step farther and tap into NASA rover control as well and switch it with Take On Mars? Doubt they would notice!

May 11 2016, 2:17 PM · Restricted Project
ProGamer set Category to category:general on T116076: Returning samples to earth.
May 11 2016, 2:17 PM · Restricted Project
ProGamer added a comment to T116074: Landing humans on mars.

For the human model and controls, do something like Take On Helicopters did and use the model and controls from an Arma game.

May 11 2016, 2:17 PM · Restricted Project
ProGamer set Category to category:general on T116074: Landing humans on mars.
May 11 2016, 2:17 PM · Restricted Project
ProGamer set Category to category:general on T116073: Ability to create satellites and orbiters.
May 11 2016, 2:17 PM · Restricted Project
ProGamer added a comment to T116073: Ability to create satellites and orbiters.

Kerbal has you build and launch your craft from earth, this does not.

May 11 2016, 2:17 PM · Restricted Project
ProGamer added a comment to T116071: Make Take On Mars compatible with Arma 3 like Take On Helicopters and Arma 2 were compatible..

It is still possible, not as easy as TOH but still doable and possible.

May 11 2016, 2:17 PM · Restricted Project
ProGamer edited Additional Information on T116071: Make Take On Mars compatible with Arma 3 like Take On Helicopters and Arma 2 were compatible..
May 11 2016, 2:17 PM · Restricted Project

May 10 2016

ProGamer set Category to category:playerstuck on T99969: Stuck in an appartment building near Chernya Polana.
May 10 2016, 11:04 PM · DayZ
ProGamer set Category to category:multiplayer on T94153: Request for a "Report Server" button beside each server.
May 10 2016, 7:43 PM · DayZ
ProGamer added a comment to T94153: Request for a "Report Server" button beside each server.

These are the rules for Dayz standalone. You can already report servers who have their own rules to get them black listed but we need a more streamlined reporting method.

Severs enforcing their own rules are shutdown or blacklisted.

May 10 2016, 7:43 PM · DayZ
ProGamer added a comment to T90330: How to crack down on server time abuse.

Why not make starvation match the current time cycle?

May 10 2016, 5:29 PM · DayZ
ProGamer edited Additional Information on T90330: How to crack down on server time abuse.
May 10 2016, 5:29 PM · DayZ
ProGamer added a comment to T80712: [Feature request] Fast Roping.

@izaiak So you expect fast roping to be added without rope?

May 10 2016, 10:07 AM · Arma 3
ProGamer added a comment to T80712: [Feature request] Fast Roping.

This ticket here is for a Physx based rope: http://feedback.arma3.com/view.php?id=15658
We cannot have fast roping without a proper rope. Then scripts, mods and the developers could make a proper fast rope.

May 10 2016, 10:06 AM · Arma 3
ProGamer added a comment to T80712: [Feature request] Fast Roping.

TOH had fast roping: http://community.bistudio.com/wiki/BIS_fnc_wpFastRope
We can dream arma will one day! :)

May 10 2016, 10:06 AM · Arma 3
ProGamer added a comment to T75123: Should be able to eject from all red helicopter as a pilot..

Eject into the blades? I've landed all red helicopters before.

May 10 2016, 7:28 AM · Arma 3
ProGamer added a comment to T75094: VBS3 snow in ARMA 3.

This can be modded in. Wouldn't it be better to try to mod this in a then create tickets for the show stoppers if there are any that you can't get around?

May 10 2016, 7:27 AM · Arma 3
ProGamer added a comment to T75066: BIS_fnc_posUTMtoDeg - undefined variable (typo).

Are you sure that is the correct coordinates?
Arma actually negates latitude, so east is negative.

May 10 2016, 7:26 AM · Arma 3
ProGamer added a comment to T75066: BIS_fnc_posUTMtoDeg - undefined variable (typo).

The Altis map should be set to the location of Lemnos. And could you also explain what you mean by the longitude and latitude parts of the ticket?

May 10 2016, 7:26 AM · Arma 3
ProGamer added a comment to T74953: Unable to install Arma3 - "the following items are not available for purchase in this country. Your purchase has been cancelled.

Try contacting them directly: http://www.bistudio.com/english/support

Or contacting steam support.

May 10 2016, 7:23 AM · Arma 3
ProGamer added a comment to T74898: Choppers no longer land.

Have you tried merging it to a new mission?

May 10 2016, 7:22 AM · Arma 3
ProGamer added a comment to T74866: AAF Hellcat Firepower.

Check the Wildctas real life weapon system whether it can use either or only just the one.

May 10 2016, 7:22 AM · Arma 3
ProGamer added a comment to T74866: AAF Hellcat Firepower.

Check the real life weapons they use. War isn't balanced. Take a look at what they are shooting at and research to determine if they are as powerful in real life.

May 10 2016, 7:22 AM · Arma 3
ProGamer added a comment to T74859: M2A1 - wrong cannon caliber.

@Bkyu google the Merkava Mk4 tank. It is an Israeli urban combat vehicle. Before you claim anything, you need to understand the developers require credible evidence to support claims like that.

May 10 2016, 7:21 AM · Arma 3
ProGamer added a comment to T74859: M2A1 - wrong cannon caliber.

It's a 120mm cannon. The T-100 based on its real life version should have a higher caliber. It would not be realistic to change the caliber if the Merkava down.

May 10 2016, 7:21 AM · Arma 3
ProGamer added a comment to T74821: Third Person Sound Bug in Helicopters.

I think people are down voting because the think the ticket is about making helicopters quieter for gameplay reasons which would also make them less realistic. They do not realize you are taking about a 3rd person sound bug.

May 10 2016, 7:20 AM · Arma 3
ProGamer edited Steps To Reproduce on T74789: Simul Sky Sequencer.
May 10 2016, 7:19 AM · Arma 3
ProGamer edited Steps To Reproduce on T74775: attachToMovement.
May 10 2016, 7:19 AM · Arma 3
ProGamer added a comment to T74753: Add a machine gun for the commander of the Slammer and Trophy.

Is this ticket for a trophy system or for the commander gun? Both issues have tickets already.

May 10 2016, 7:19 AM · Arma 3
ProGamer added a comment to T74742: TOH and Driving Physic back into the game!.

What exactly has changed from the video and the current state of Arma 3?
Can we see comparisons?

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74738: [Dev] All weapons got nerfed?.

I believe the current armor system is still WIP and things are constantly changing and getting better.

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74733: V-280 instead of V-22 Osprey.

Doesn't say it will be in service. Just says it will be marketed to the military.

Edit: Finally some weapons on the VTOL!

http://youtube.com/watch?v=rMX4tdlHU7I

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74731: MI-24 Super Hind MK III from Take on helicopter.

@Dr_Death
I was replying to you statement referring to battlefield.

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74731: MI-24 Super Hind MK III from Take on helicopter.

Russians have always been a part of Arma. Why care what battlefield or COD does?

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74731: MI-24 Super Hind MK III from Take on helicopter.

I would much rather have BI allow Take On Helicopter content to be ported like Arma 2.

Though I doubt BI would just port things from Take on helicopters, but you never know.

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74712: ai driving skills unbalanced, mostly opfor driver.

@AD2001, he is referring to an AI related issue.

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74711: tracks of vehicles sink into the ground.

Sure this is not just simulating that vehicles to not float on the ground surface?

May 10 2016, 7:18 AM · Arma 3
ProGamer added a comment to T74695: Bullets pass through billboard.

Why should the bullets not be passing through the billboard? Is it armoured or something?

May 10 2016, 7:17 AM · Arma 3
ProGamer edited Steps To Reproduce on T74688: Missing a CraneX class.
May 10 2016, 7:17 AM · Arma 3
ProGamer edited Steps To Reproduce on T74689: setLightFrustum and getLightFrustum.
May 10 2016, 7:17 AM · Arma 3
ProGamer added a comment to T74686: Strong light sources illuminate wireframe of unit.

It should be fixed.

May 10 2016, 7:17 AM · Arma 3
ProGamer edited Steps To Reproduce on T74670: disableAI, isEnabledAI and enabledAI.
May 10 2016, 7:17 AM · Arma 3
ProGamer added a comment to T74670: disableAI, isEnabledAI and enabledAI.

My bad.

May 10 2016, 7:17 AM · Arma 3
ProGamer added a comment to T74668: 3D clouds.

Closed because it is a duplicate of this ticket: http://feedback.arma3.com/view.php?id=13455

May 10 2016, 7:17 AM · Arma 3
ProGamer edited Steps To Reproduce on T74669: Scripting Requests from VBS Hub.
May 10 2016, 7:17 AM · Arma 3
ProGamer edited Steps To Reproduce on T74665: getMoralLevel, addToMoral and getMoraleLongTerm.
May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74660: setDispersionFactor and getDispersionFactor.

How would adding a new option make mission makers jobs harder?

And it's not like everyone would use this. It affects the unit and all of their weapons, so the intended use is more for AI.

May 10 2016, 7:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T74660: setDispersionFactor and getDispersionFactor.
May 10 2016, 7:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T74649: setWaterColor and getWaterColor.
May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74649: setWaterColor and getWaterColor.

Down votes are pretty meaningless in this situation with no reasons why or discussions why.

Surely adding a scripting command would not affect anybody negatively.

May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74648: setInscatteringIntensity and getInscatteringIntensity.

They were light related for weather. The crepuscular rays technology is a separate technology created by a developer in his spare time.

May 10 2016, 7:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T74648: setInscatteringIntensity and getInscatteringIntensity.
May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74648: setInscatteringIntensity and getInscatteringIntensity.

Why the down votes? It does not negatively affect any players negatively to have additional scripting commands.

May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74646: Setmass,SetCenterOfMass make them work all the time.

Could you please make a ticket for VBs2's add force command then?

May 10 2016, 7:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T74645: allShots.
May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74644: ignoreRoads.

Why the down votes? Is there something that already does this?

May 10 2016, 7:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T74644: ignoreRoads.
May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74631: setDivingDepth and getDivingDepth.

That command only sets the diving level for soldiers. You cannot get diving depth or set diving depth for submarines.

May 10 2016, 7:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T74631: setDivingDepth and getDivingDepth.
May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74623: submerged wrecks in editor.

I don't think it's possible to put some thing under the map, so try a large negative number with elevation.

May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74619: One Katiba magazine blows up strider.

It's a MRAP. It would not make sense to have easy access to the fuel tanks in the first place. It's supposed to keep the occupants safe when running over mines or during an ambush.

May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74619: One Katiba magazine blows up strider.

You van read about MRAPs here: http://en.wikipedia.org/wiki/MRAP While it is Wikipedia, I think it does a good job of explaining exactly what a MRAP is.

May 10 2016, 7:16 AM · Arma 3
ProGamer added a comment to T74619: One Katiba magazine blows up strider.

Can anyone else confirm this? They are supposed to be armoured vehicles, why take damage like they have no armor?

May 10 2016, 7:16 AM · Arma 3
ProGamer edited Steps To Reproduce on T74611: setWaterOpacity.
May 10 2016, 7:15 AM · Arma 3
ProGamer edited Steps To Reproduce on T74610: .blend support for Oxygen 2.
May 10 2016, 7:15 AM · Arma 3
ProGamer edited Steps To Reproduce on T74606: Need a way to remove all water and underwater effects on vehicles and/or on static objects/.
May 10 2016, 7:15 AM · Arma 3
ProGamer added a comment to T74589: Reverse Taxing With Plane.

This feature would be abused by giving it to all aircraft. They would be no longer authentic. This is best left to modders and not used on BI's jets.

May 10 2016, 7:15 AM · Arma 3
ProGamer added a comment to T74589: Reverse Taxing With Plane.

They haven't said they don't... They just added more arcade features for the arcade players. But we need more realistic features now too.

May 10 2016, 7:15 AM · Arma 3
ProGamer added a comment to T74589: Reverse Taxing With Plane.

It should be but I see no harm in options that could be considered less realistic. But we should be getting hardcore Milsim options as well.

May 10 2016, 7:15 AM · Arma 3
ProGamer added a comment to T74521: Community MoCap .

It would be a library of player chosen animations.

Like for example having animations for mods that feature older warfare with WW2 style weapon holding. And adding in more reload animations for unique weapons, inside vehicle animations like pedals, and pretty much anything that is doable in a MoCap session that modders need.

May 10 2016, 7:13 AM · Arma 3
ProGamer edited Steps To Reproduce on T74521: Community MoCap .
May 10 2016, 7:13 AM · Arma 3
ProGamer added a comment to T74516: AAF and CIV heli hiddden texture.

Use setObjectTextureGlobal and you can use them already.

May 10 2016, 7:13 AM · Arma 3
ProGamer added a comment to T74515: setWaterLevel.

@rogerx Can you explain what you are talking about? I think I may be misunderstanding what what you mean.

May 10 2016, 7:13 AM · Arma 3
ProGamer added a comment to T74515: setWaterLevel.

@rogerx what are you talking about? The mission maker would design things in knowing they are using the scripting command.

May 10 2016, 7:13 AM · Arma 3
ProGamer edited Steps To Reproduce on T74515: setWaterLevel.
May 10 2016, 7:13 AM · Arma 3
ProGamer edited Steps To Reproduce on T74496: Need isTouchingWater, and isTouchingObject.
May 10 2016, 7:13 AM · Arma 3
ProGamer added a comment to T74474: HitPart impact location is not synced with the Resolution LOD (FIRE LOD not following the Reso LOD frame for frame).

So this could be one of the issues that people blame on "bad net code"?

May 10 2016, 7:12 AM · Arma 3
ProGamer edited Steps To Reproduce on T74471: Request for new scripting commands from Take On Helicopters.
May 10 2016, 7:12 AM · Arma 3
ProGamer added a comment to T74461: New commands "setDriverOverride", "driverOverride", "remoteControl", "setCommanderOverride".

I believe there is a logical reason behind VBS having these commands and not just the one.

The other commands compliment the "remoteControl" and make it more useful in scripting.
But doesn't Arma already have a "remoteControl" command?

May 10 2016, 7:12 AM · Arma 3
ProGamer edited Steps To Reproduce on T74461: New commands "setDriverOverride", "driverOverride", "remoteControl", "setCommanderOverride".
May 10 2016, 7:12 AM · Arma 3
ProGamer edited Steps To Reproduce on T74460: Need a "getObjectTexture" and "getObjectMaterial" scripting command.
May 10 2016, 7:12 AM · Arma 3
ProGamer added a comment to T74459: New scripting command: "setObjectModel".

If it works like setObjectTexture and setObjectMaterial, then there is nothing that would prevent it from using custom models.

May 10 2016, 7:12 AM · Arma 3
ProGamer edited Steps To Reproduce on T74459: New scripting command: "setObjectModel".
May 10 2016, 7:12 AM · Arma 3
ProGamer edited Steps To Reproduce on T74441: Dismemberment support for mods.
May 10 2016, 7:12 AM · Arma 3
ProGamer edited Steps To Reproduce on T74440: No way to modify gravity.
May 10 2016, 7:12 AM · Arma 3
ProGamer added a comment to T74437: New scripting command: serverName.

What would be the purpose of the command?

May 10 2016, 7:12 AM · Arma 3
ProGamer added a comment to T74411: Balloon Physx class.

Another fun use would be making a realistic "skyhook" system.

May 10 2016, 7:11 AM · Arma 3
ProGamer added a comment to T74411: Balloon Physx class.

http://en.wikipedia.org/wiki/History_of_military_ballooning This physx class would be for modding.

May 10 2016, 7:11 AM · Arma 3
ProGamer added a comment to T74411: Balloon Physx class.

The Areoscraft is currently undergoing testing:
http://www.gizmag.com/aeros-gets-faa-approval-for-testing/28970/
http://www.youtube.com/watch?v=OKMJ3XE-rXA

May 10 2016, 7:11 AM · Arma 3
ProGamer added a comment to T74410: Train Physx class .

You could use to create a "vehicle on rails" that will drive or fly on a set of rails. The player could operate a gun and shoot at targets.

You could create vehicle shooting ranges were a player ride in the gunner seat.

You could use the TrainX class for transporting aircraft around on large ships like aircraft carriers without using towing vehicles and instead using towing vehicles built into the deck.

May 10 2016, 7:11 AM · Arma 3
ProGamer added a comment to T74410: Train Physx class .

Railways are a source if supplies and assets for militaries. Additionally the TrainX class could be used for weapon systems that move around on rails, UAVs launched from angled rails on a trailer, boat launches from land and on large ships that use angled rails, ect...

Railways would be more centered on user made maps that feature railways.

May 10 2016, 7:11 AM · Arma 3
ProGamer added a comment to T74410: Train Physx class .

No, but that is not the point.
The point is for modding, if someone wants to mod a railway on Altis, then he/she could mod in a train as well. This is more centered towards user made maps and content. Currently, the few trains we have seen in Arma games are horribly scripted nightmares. Modders could also find many uses for a TrainX class outside of the standard idea of a train.

May 10 2016, 7:11 AM · Arma 3
ProGamer edited Steps To Reproduce on T74411: Balloon Physx class.
May 10 2016, 7:11 AM · Arma 3
ProGamer edited Steps To Reproduce on T74410: Train Physx class .
May 10 2016, 7:11 AM · Arma 3
ProGamer edited Steps To Reproduce on T74409: Missing hovercraft Physx class for modding.
May 10 2016, 7:11 AM · Arma 3
ProGamer edited Steps To Reproduce on T74390: Need a nearHumanTargets and a nearAnimalTargets command.
May 10 2016, 7:10 AM · Arma 3
ProGamer added a comment to T74385: Need a function "weaponPos" or "weaponPosition" similar to "weaponDirection".

Commands for getting the weapons attachment location would also be nice.

Like optic position, magazine position, attachment position, ect...

May 10 2016, 7:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T74375: Mocap people with various fatigue levels preforming the normal animations..
May 10 2016, 7:10 AM · Arma 3
ProGamer edited Steps To Reproduce on T74374: Wind and wind gusts need to be synced in multiplayer.
May 10 2016, 7:10 AM · Arma 3