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- User Since
- Mar 7 2013, 6:44 PM (611 w, 1 h)
May 10 2016
pretty sure this is more a bug than a feature, but automatic weapon switching in general is a feature that is worthless in my opinion, especially in arma.
Ich bin mal so frei und übersetze.
Translation:
we recognized in some multiplayer games, that Arma seems to delete players Varnames. at first, all names are there, if in example player "Uwe" kills player "Hans" the game shows "Hans was killed by Uwe". After a certain time, it seems like Uwe disappeared from the server, e.g. the games only shows "Hans was killed" and even scripts that use markers to show the players on the map don't show the player anymore.
@Mr.Ben, don't worry, i Understand you, no hard feelings :)
yes, it is possible via scripting but it is, as you said, hassling. and using a suite like DAC makes it a nearly impossible task.
oh, and i was really tired when i wrote this post, and english is not my native language so i guess i messed a bit up while writing.
@Sneakson: Blufor and Opfor are just name-Placeholders... Blufor the blue "friendly" forces troops, Opfor the Opposing forces. but who determines who is blufor and who is opfor?
what if I want to build a mission where russia fights takistan?
not possible now, or at least not without a shitload of scripts wich would be unnecessary if i could just say Russia are Blufor and Takistan Opfor for this battle.
it would still be Blufor vs. Opfor, but who is Blufor and who is Opfor would be up to the mission maker.
you can still set up defaults so the mission maker doesn't have to mess around with it, but it would be nice if he would be able to.
@mr. Ben: the main problem is, that you can not spawn any units like that. if you spawn west units on east side, they may attack themselves.
and like that, the amount of different missions with more different scenarios and even more contet will increase.
or, to not overcomplicate things, just give the option to ally blufor and opfor, that alone would give a whole new set of possibilites.
MfG SYSTEM
good idea would be (to have a bit of variety) making 4-5 models of each (chairs tables beds and such) and then use a proxy system to deploy them randomly.
perhaps some buildings that are eye catchers, and where you come along more often should have it's interior integrated so it doesn't change, but the rest yould get furnitured randomly and no one would care too much.
perhaps also some lamps in the intact buildings, wich are also turned on randomly?
could be really nice addition for the civilian site, if it gets back in the game, otherwise it looks really lifeless.
so you would have to disable Blindfire mode in 3rd person.
Why would you do that? the propability of presence is used while mission loads, after that, its hardcoded and can not be changed. either use a spawnscript or the deletevehicle command, but changing the probability of presence while the mission is already running leads to nowhere. this is not a bug, and certainly it would not add a feature.
please look in the BIS forums for the scripting commands and use them.
to edit the fuel you can use the "setfuel" command.
unitsname setfuel 0; or unitsname setfuel 1; or anything between.
and other commands work similar.
it works, but takes 12-14 hits with a 6.5mm rifle
reproduce it: go to agia Marina at night with a rifleman, shoot at the lights.
so they take way too much damage.
respawn at base is solved by following:
make a marker called "respawn_west" for blufor or "respawn_east" for opfor
save mission
go to mission folder
create textdocument, name it "description.ext"
write in "respawn = 3;" (without these ")
export mission to multiplayer
die
respawn at your marker.
respawn does not work in editorpreview
the birdthing was afaik a bug wich occured when someone with developers branch joined a stable Alpha server
May 9 2016
Priority urgent? Seriously?
looks like an old Ace feature that goes wrong due to new classes.
Btw Xeno prohibited to port Domination to Arma 3
looks like the changing gears sound is broken...
have the same issue, it dissapiers when i stop increasing speed (means driving full Q,W,E speed)
but you actually are forced to (sometimes) when dying with enabled respawn.
did the opfor ay have an explosive specialist with them?
explosive specialists find mines and the ai tries not to set them off and change their route.
try "this disableai "fsm"; in the ai init and look if it works. (not sure about the "this" part, try using and not using it)
^+1
main problem in editor is, that somtimes it is abort, sometimes it is suspend.
should be abort all times since "suspending" is not needed in an editor mission.
and it needs a better animation.
i liked the spriting animation in arma 2
perhaps something similar, where the soldier makes big steps and actually moves his arms?
Totally upvoted. Addweapon worked for Arma2, but now? do define a weapon there would be 5 commands.
some Loadout GUI would be very helpful.
could just be some GUI that searches the proper Classnames and implements them in a script (for Copypasta to lots of differend units)
how about a patch? i mean, 3d editor is the last priority i think, so it could be delayed. would not cause much of a problem to wait for it, but it would be nice if one was available sometimes. (as far as i know, i0n0s stopped working at his RTE and i don't like the MCC sandbox too much, and i don't know of any others that could be ported from arma 2)
3D editor is a must have since the icons in the 2d editor are inaccurate.
perhaps a 3d editor that gives you the option to edit running missions (like MCC sandbox or RTE)
@Kaos: love your idea.
for the rest: it is good as it is, that way mission designers can tone them down, wich is way more easy than tone them up.
look up at http://community.bistudio.com/wiki/setSkill_array how to do it. like that, you can adjust your AI how you want them to be.
also AI is running through some walls, wich breaks immersion and game because nobody expects to get shot by a soldier running through a solid wall
also enhanced skill slider should be available (editing different skills to different levels, handy for special, ai controlled units)
even vehicle sounds and footsteps are missing completely. the only thing audible is radio chatter, and the default sounds of the vehicle the siwtched-to character sat in. (vehicle radio of little bird if switched to character sat in little bird) but no other sounds.
the Ace wounds module (wich simulates the wounding like he said, inclusive blacking out, bloodloss over time, having bandages, morphine, epinephrine, aim shattering when hit at your arm, reduced speed when hit at your leg, and so on) was enabled as a module placed via Editor. so it was a mission makers decision to use it or not, and trust me, even it its extremely hardcore and you could just lie there blacked out for 5 minutes, it had the most immersion, especially playing as a medic you felt needed.
main reason medics go lone wolf on public servers is, that they were not needed and therefor felt useless. with ace wounds the medics where allways where the action was, just a bit better covered by their squadmates.
upvote.
same with the Ifrit, offroad and ATV not tested
use numpad zero.
fraps works as usual for me, can not repeat issue
@Kid18120: yes, its set 16:9 like my screen is.
i will upload a video soon
i am at 1280x720 (laptop), perhaps thats the issue...
@TTc30 as "it's an Alpha" is a good reply to the Bragging in the Steam Forums, its not here because this Tracker is made for reporting issues. And i Like grenade launchers, but unfortunately they don't work as intended
(in Arma 2 with ACE i was able to hit a Stationary Target at 400m Distance, here it is extremely difficult to hit a stationary BIG target at 200m because i cant see where i aim when i Zero up)
main problem for me is, when you zero up your sights, look through them and zoom in to be able to see the red dot, the red dot is moved under the screen, so you don't see it, making it useless.
could be added the fired eventhandler to the running animation? so he shoots into totally nowhere, then he has "running and shooting" but he won't hit even near a single thing :)
wouldnt it be easyer to set "w" to roll forward as long as position Z is < 1 ?
perhaps ace solution was an engine limitation, wich should be not such a big problem for bis developers?
Voip should be deactivated in global chat, since it lags quite hard on high player count and is merely abused to "troll" other players by annoying them.
since the UI is client only, BI could implement various designs, some with focus on information, some with focus on streaming...
happens often with civilian offroads on the Agia Marina bridges
Happens with all vehicles
ok so we could say "happens with all cars"
@goldblaze: that were some advanced settings to limit morphine and epinephrine to medics, its not default.
well, the Ace wounding and medical system was fine in my op.
there where 3 kinds of bandages (normal ones, bandage kits for bigger bleedings, tourniquets) morphine and epinephrine (there was some more, but my com never used these, so i am not used to them and they are not absolutely necessary), and medkits for medics to get some basic field dressing of heavily wounded soldiers (would lead to some resting damage, but not much). i liked the bleeding and the blacking out, made it a bit more dangerous to run around bleeding because you could faint in front of an enemy. you had to rely on your team when you where hurt, someone would potentially carry you to a medic while the rest of the team provides cover. it was just really immersive, and i like it much more than the one click heal system it is right now.
@Rewan: well, it was statet that is was on elite mode, or the better, integrate it as a module that can be expanded by modders, but i think the core functions of the medical system in Ace should be there, ready to enable if the mission maker wishes, so it is not so much of a hassle for the ACE devs to find a proper implementing system and that they only need to expand.
the radiothing is ACRE, another mod designef for usage with ace (but an optional one)
but hey, yes, i get it. i want to play a Mil Sim, what the game was intended, so i am the hyp0r Sw4g 3L1t3 guy, that has to GTFO because Arma clearly has to be point and shoot and autoheal.
@NordKindchen: aggreed.
the stamina system in ACE was more than just weight and aim shattering.
weather was a factor (extremely hot summer tired you more than a fresh breeze), woundings where a Factor, if you had got morphine was a factor. you where not able to run the whole time, at a time you had tiny black outs and fell down, and if you wouldn'T slow down, it would appear faster and more often until you were not able to stand up for a specific amount of time.
the wounding system was not just 4 more items to use, but they had a function and they had risks
using epinephrine on a bleeding soldier wouldnt help much
when he wasnt bleeding and you used only morphine, he wouldnt wake up
if you used too much morphine he gets an overdose, resulting in extreme aim shake, perhaps blindness and resulting in death through overdose.
there was an option to set revive time. so when he was hit very bad, instead of dying instantly he could be unconscious for as long as mission maker wished. after that, without treatment he would die. you could give some CPR or stabilize him to extend his lifetime.
its hardcore, but it is extreme immersive and should be there Asap. i hope ACE devs are fast.
@goldblaze: you were not unconscious by one shot, but with bloodloss and pain you could fall unconscious at any time. the higher the bloodloss, the higher the chance
@Ezekiel: not relevant, happens to every sort of character in every clothing (underpants is not a custom skin, just open your gear, take away your clothes and look yourself)
seems like most passengers are not finished, since it looks normal from outside the vehicle but strange from the inside, except some passengers seen from a specific seat (perhaps for showcase?)
on my PC i have some sort of feeling where the center of my screen is, and even with aiming deadzone in arma 2 i was able to shoot precise (more or less) without crosshairs
Crosshairs should be forced deactivated in expert mode.
I drowned as a civilian without even diving...
i just swam, did not dive once and drowned after 4 minutes...
helmet hud with guns that are remotely aimed by that hud would be awesome :)