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Jul 14 2014, 7:52 PM (506 w, 3 d)

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May 10 2016

RandomPlayer added a comment to T81444: Allow option for self healing to 100% via FAK (Single Player Campaign).

The way it is now promotes teamwork and strategy. If everyone could heal themselves up to 100 % using FAKs, the medic would no longer be needed, and we would see more one-man armies.

May 10 2016, 10:31 AM · Arma 3
RandomPlayer added a comment to T80372: Inability to lie down with RPG/Missile launcher.

I believe, if I recall correctly, that firing a rocket launcher from a prone position is a pretty bad idea. The backblast could hurt you.

May 10 2016, 9:51 AM · Arma 3
RandomPlayer added a comment to T80372: Inability to lie down with RPG/Missile launcher.

I stand corrected. I remember seeing this (not the videos, but the idea) a good while ago, and now that I think of it, it would be nice to have.

Idea for how it could work:
You can go prone with a launcher just like with a rifle, but you have to enter the prone-lying-on-the-side stance (stance adjust + a/d) to enable firing.

Or you could simply hold the launcher at an angle when you go prone, that would probably work too.

May 10 2016, 9:51 AM · Arma 3
RandomPlayer added a comment to T80296: Visual Tear in BLUFOR T-Shirt Uniform.

I've noticed this as well. Happens with other uniforms that share the t-shirt, such as the Stavrou uniform and the t-shirt variant of the CTRG-uniform.

May 10 2016, 9:49 AM · Arma 3
RandomPlayer added a comment to T80132: LaserDesignator batteries do not save using Arsenal.

The first time you click add, it adds a "magazine" (also known as a battery) to the designator (and loads it). Anything else is extra. It works just like the guns do.

May 10 2016, 9:43 AM · Arma 3
RandomPlayer added a comment to T80084: Blackfoot Helicopter Pilot and Gunner Seat Defaults Mixed Up.

In the same video at 3:13, you can see that the person in the front is the only one holding the stick, and just moments later the helicopter turns.

What I'm saying is both pilots can control the helicopter.

Edit:
"According to this picture, we decided to change that. http://zarco-macross.wdfiles.com/local--files/wiki:boeing-sikorsky-rah-66-comanche/boeingrah66eb.jpg [^] (Community, thanks for it)

As pilot you can fire, just set manual fire on, as gunner you can take controls, too...
As a pilot you have to have great view... In AH99 you cannot have the seats like in AH64, MI24, becose in that examples is gunner seat higher then the pilot's." -Redstone, BI Developer

Note that in the picture, the pilot seat (11) is in the front.

May 10 2016, 9:42 AM · Arma 3
RandomPlayer added a comment to T80084: Blackfoot Helicopter Pilot and Gunner Seat Defaults Mixed Up.

3:13 must have been the wrong time then, my apologies. Anyway, shortly after 3:13, if you play the video at 0.25 speed, you can clearly see that the front pilot is holding the stick.

That said, unlocking full functionality for both seats is an idea I would gladly support

May 10 2016, 9:42 AM · Arma 3
RandomPlayer added a comment to T79743: Imperial Measurement System.

Having two systems could cause communication issues though.

May 10 2016, 9:31 AM · Arma 3
RandomPlayer added a comment to T79660: The black Mi-290 Taru seen in the public Helicopters DLC announcement is missing.

They (by which I mean one of the devs) said they excluded the black variants from the unit list to avoid clogging it up with dozens of Taru variants. Insert the following into the init field of the Taru paint it black:

null = [this] execVM "\a3\Air_F_Heli\Heli_Transport_04\Scripts\Heli_Transport_04_basic_black.sqf"

May 10 2016, 9:29 AM · Arma 3
RandomPlayer added a comment to T79419: Restrict the carrying of large/ungainly weapons within certain vehicle seats.

For MRAPs and trucks, no, as the crew is likely to be forced to disembark, but for jets and other vehicles with limited/no cargo space, yes please. Upvoted. Pistols and maybe SMGs should be allowed though in my opinion.
Edit: Having it as a parameter setting would be a good idea I think, just like dropping weapons when swimming in Arma 2.

May 10 2016, 9:21 AM · Arma 3
RandomPlayer added a comment to T79183: New one or two man helicopters.

Psst, this is why we have the Darter. :)

May 10 2016, 9:12 AM · Arma 3
RandomPlayer added a comment to T78429: All IFV's: no internal lights in infantry compartment.

A couple of questions:

  • Would these lights actually be used in real life? (In combat situations etc.)
  • Which colour would the lights be? Standard white, red, green/blue?
  • Would they be togglable? (Maybe passengers would be able to toggle them with the L key?)
May 10 2016, 8:51 AM · Arma 3
RandomPlayer added a comment to T78384: Binoculars/Rangefinders/Laser Designators not exporting properly from Virtual Armory.

Can reproduce. It appears the "LinkItem" command does not work. Using the command 'this AddWeapon "LaserDesignator"' seems to work however. I suggest replacing "LinkItem" with "AddWeapon".

Edit: Ticket is related to 0019559

May 10 2016, 8:50 AM · Arma 3
RandomPlayer added a comment to T78368: Fatigues (Urban)(CSAT) [and rangefinder] don't appear in exported missions..

You could press F2 in the editor, then attach the FIA members to the CSAT officer. That way the CSAT unit will be the leader, and the FIA units will become CSAT units in the leader's squad. They should keep their gear.

May 10 2016, 8:49 AM · Arma 3
RandomPlayer added a comment to T78368: Fatigues (Urban)(CSAT) [and rangefinder] don't appear in exported missions..

Just tested it again. Made a quick mission on Stratis with one unit from each faction (including civilian, and even animals). The AAF, CSAT and FIA riflemen, and the civilian unit, all got the CSAT uniform. The NATO rifleman did not, and was instead standing there in his underwear (which I believe should not be the case as the "ForceAddUniform" is used in the VA export. None of the units were given the rangefinder.

Also, the commands did not work for the rabbit, obviously :)

May 10 2016, 8:49 AM · Arma 3
RandomPlayer added a comment to T78368: Fatigues (Urban)(CSAT) [and rangefinder] don't appear in exported missions..

I tested again. This time I used five separate missions where the unit was set to "Player". The CSAT uniform was only given to the CSAT soldier and the civilian. AAF, FIA and NATO ended up naked, as your tests suggested. Could be a problem with the "ForceAddUniform" command, as it seems to fail to force the CSAT uniform onto units that normally cannot wear it. As with previous tests, the rangefinder was missing on all units.

Also, I tested with the NATO uniform. AAF and CSAT were unable to wear it. I assume the AAF uniforms cannot be worn by CSAT and NATO. It appears FIA and NATO can share uniforms though, as expected considering they are both BLUFOR.

Conclusion: The player character in exported scenarios seems to be unable to wear uniforms belonging to another side (BLUFOR cannot wear OPFOR uniforms etc.). This is the case even when the "ForceAddUniform" command is used, meaning exported loadouts from the Virtual Arsenal may not work if the uniform belongs to another side.

May 10 2016, 8:49 AM · Arma 3
RandomPlayer added a comment to T78368: Fatigues (Urban)(CSAT) [and rangefinder] don't appear in exported missions..

The uniform appeared for me in editor, regardless of which faction the player belonged to. I tested with BLUFOR, OPFOR, Independent and Civilian. Bear in mind this was not a saved scenario. I was however missing the laser designator. I also tested it after saving the scenario, and it worked. I only did this for OPFOR though, but as the "forceadduniform" command is used, I don't think this should make a difference.

May 10 2016, 8:49 AM · Arma 3
RandomPlayer added a comment to T78368: Fatigues (Urban)(CSAT) [and rangefinder] don't appear in exported missions..

I saved it with the character as an OPFOR unit. Maybe the mission doesn't let you wear the uniform because it belongs to the enemy?

May 10 2016, 8:49 AM · Arma 3
RandomPlayer added a comment to T78364: hovered heli sinks to 28 m agl, after switch to playable ai gunner.

From what I understand, the AI likes to fly low. Using the terrain as cover is one of the best ways to avoid AAA.

May 10 2016, 8:49 AM · Arma 3
RandomPlayer edited Steps To Reproduce on T78310: Hand clipping in ending cutscene of prologue campaign.
May 10 2016, 8:48 AM · Arma 3
RandomPlayer edited Steps To Reproduce on T78292: AAF and CSAT cap naming is confusing.
May 10 2016, 8:48 AM · Arma 3
RandomPlayer edited Steps To Reproduce on T78291: Rangemaster Cap has incorrect texture on ground.
May 10 2016, 8:48 AM · Arma 3
RandomPlayer added a comment to T78260: Easy improvements for the Arsenal.

I agree with showing the weight of the load. While it can be checked by testing the loadout, seeing the weight without having to load the VR world would be neat.

May 10 2016, 8:47 AM · Arma 3
RandomPlayer added a comment to T78232: Weapon weights need changing.

Also, the PCML being lighter than the Mk18 seems a bit strange to me. The Mk18's real-life counterpart (M14 EBR) weighs about 5 kg, while the PCML's counterpart (NLAW) weighs about 12.5 kg.

May 10 2016, 8:46 AM · Arma 3
RandomPlayer added a comment to T78232: Weapon weights need changing.

According to the information you provided, the TRG-20 (the compact version) weighs the same as the Zubr, 4-Five and the PDW2000. I'm not entirely convinced that it should be that way.

May 10 2016, 8:46 AM · Arma 3
RandomPlayer edited Steps To Reproduce on T78057: Using arrow keys on main menu skips "Learn" category.
May 10 2016, 8:41 AM · Arma 3
RandomPlayer added a comment to T77969: Sprinting step-over animation not used.

As long as it would be possible in real life with full combat load without serious injury and/or pain, I support this idea. Not sure if I support the idea of some AT rifleman/sniper/autorifleman/engineer hybrid with the biggest and heaviest backpack humanity has ever seen jumping over stuff while in a full sprint though.

May 10 2016, 8:39 AM · Arma 3
RandomPlayer added a comment to T77966: Civilian should not react to soldiers.

Which side did the soldiers belong to? I did some testing (in the editor, with Zeus enabled) and the results were this:

Civilians do not run away from NATO or AAF units unless the soldiers fire weapons. I tried bumping into them, sprinting near them, raising weapon and driving into them slowly.)

Civilians run away from CSAT units, at least when the CSAT unit is near. I had my weapon lowered. (Civilians will probably run away from all OPFOR units they see.)

Civilians that have their behaviour set to "careless" ignore all soldiers, even those who fire their weapons. I was able to shoot past their faces without them switching to "combat" mode.

Civilians who are startled can be set to "relax" if you give them a waypoint in Zeus.

Keep in mind, I did not save it as a mission. (Also, I didn't test any more than 2-4 times per faction. Also, I forgot to test FIA.

(With that said, I do agree that civilians should not panic when they see soldiers walking around casually.)

May 10 2016, 8:39 AM · Arma 3
RandomPlayer added a comment to T77966: Civilian should not react to soldiers.

But if they see a soldier, a mean guy with body armour and a gun, wouldn't the natural reaction be to stay away? Please forgive me if I'm wrong, I'm just not sure if I should upvote or not.
Edit: They should at least stay away from soldiers that clearly are in combat.

May 10 2016, 8:39 AM · Arma 3
RandomPlayer added a comment to T70280: multiple friendly fire for pilot when helicopter crashes.

The helicopter and the people on board are strictly speaking the pilot's responsibility, and if the helicopter goes down, that means the pilot (or co-pilot) has done something wrong. Just my opinion. For mission makers a way of bypassing this would be useful though.

May 10 2016, 5:06 AM · Arma 3
RandomPlayer added a comment to T70280: multiple friendly fire for pilot when helicopter crashes.

I agree with most of what you say, but the best way (and in the case of the XH-9s, the only way) of avoiding AA missiles is to stay out of their line of sight by for instance using hills as cover. Also, not flying close to an AO known to have AAA present is obviously a good idea.

This is especially important in the XH-9 due to the lack of flares/chaff/confetti.

That said, I personally think the score is a way of showing who causes losses of equipment and troops, so not being "punished" by the score does seem a bit strange to me. Of course, surviving the crash or respawning only to be shot by friendly units because they now see you as hostile is even stranger.

May 10 2016, 5:06 AM · Arma 3