- User Since
- Mar 12 2013, 12:19 PM (410 w, 6 d)
May 10 2016
As I posted in another feature issue, this isn't about Stratis, it's about adding to the weather parameters in the editor, which can be used on any map. It would be nice, but it would involve re-texturing and maybe re-modelling every single tree, bush, flower and grass model in the game (well for temperate zones at least) to reflect seasonal changes, which is a lot of workload for somebody.
Upvoting because it would be a nice feature in the future, but more important things need to be done first.
The whole point of infantry camouflage and concealment is to prevent you being seen by a pilot with a bionic eye. In real life they (infantry) will hear and see you long before (if ever) you see them and the first time that you will be aware of infantry is when a Stinger comes flying up to say hello.
Once the game is released or maybe even at beta stage, you will have the full range of available choppers and no doubt many will be equipped with thermal vision and you'll be able to sit 6 kms away smoking a cigarette and drinking Pepsi while pwning the whole battlefield with tab/fire.
I don't think that the fact that Stratis is a supposed Mediterranean island disqualifies the point being made. He is arguing for an addition to the weather parameters in the editor section, which could be used on any map; polar or equatorial. Besides, there are plenty of places closer to the equator that have snow. It's altitude that matters not latitude.
I didn't know it was being modelled on the IDF. Did I miss a meeting?
Nice catch! For nearly a whole day I've been trying to figure out why my trigger wasn't firing properly for a waypoint move. I had been using a civilian as a test trip for the trigger so I could observe that OPFOR moved correctly and it never triggered. Changed it to BLUEFOR and it fired as expected.
Now I know why and that I'm not crazy and the trigger is correct...thank you :-)
I noticed this too last night. The rain disappeared though when I moved towards the wall, but turning to look at the opposite wall I noticed the same effect was now occurring on that wall. I moved closer to that wall and it disappeared, but it was once more again on the opposite wall.
It might be an idea to insert a very simple word "search" page before people are allowed to proceed to submit their issue so that people are channeled to check for duplicates. At least then we could justifiably call them time wasters for not checking first.
At the moment there is no search header, no search option on the "Main" page, no search option on the "My View" page or "Report Issue" page and the "View Issues" page has a bedazzling, if useful, array of filters where most filter field entries persist from one search to the next.
Well what do you mean by optimised? They call the cops, run home to protect the family, pull out their gun and warn people to not to come close? I'm not being facetious, but apart from running away or hunkering down I don't know what else people do when a gunfight breaks out, apart from adding maniacal screaming, that could be included in the game.
Is there a way to script this in ourselves at the moment?
Agreed, but hopefully it will be fixed soon as this doesn't occur in A2 and therefore is just awaiting implementation or an easy fix.
For what reason would somebody vote this down? I guess they enjoy tedium and time wasting if they can't leave a reason.
What view are you in? 1st or 3rd person? Also is the model of the gun clear of the wall or the aiming cursor?
Actually that would be the realistic and expected behaviour of a round entering water. In fact the higher the bullet velocity then the less damage it does, as the water does in fact act like a solid object and will first disintegrate the bullet before slowing it to a complete stop within inches. So oddly you would have a better chance of killing something submerged in water in real life with a 9mm pistol than a 50 cal HMG. Even then the damage would be minimal in most cases.
It would be interesting though to see how a grenade or any explosive works in that situation as explosives use the generated water pressure to damage objects e.g. mines and depthcharges on submarines.
[EDITED TO ADD] Found this clip on You Tube by Mythbusters, which demonstrates how water makes a great bulletproof vest. http://www.youtube.com/watch?v=v1uaLWAZXfk
I did say to read the forum posts at the provided link for up to date information. I did, and this is what I put in the init field for a full box.
nul = [this,0,true] execVM "fillCrate.sqf";
You have to specify which variant of the script you want to use.
Hope this solves your problem and it will work in preview.
This link has a working script for variants of a full ammo box including backpacks. http://www.armaholic.com/page.php?id=18773
*Note - visit the forum link (http://www.armaholic.com/forums.php?m=posts&q=20825&d=0) listed on that page for additional info on installation as it seems there have been slight changes and some people have not understood clearly how to install it and editing it to work in game.
@cashxx - Respawn script doesn't work in preview, but the ammo box one will as well as 99.9% of other scripts.
Have noticed the same. Scraped a bridge's side rail with right front wheel and that wheel became sunk into the ground exactly like first pic above. There was no apparent damage to the vehicle, but after edging away from bridge the wheel remained sunk into the ground and the vehicle could not be driven further.
May 9 2016
^ Can confirm that vehicle zeroing with "Page Up & Down" is working as expected.
Same problem, but even worse; I cannot zero up or down on any gun I tested whether through iron sights or optics. I rebinded keys to "Page Up" and "Page Down", changed to different key binds, but to no effect, the zeroed default range remained the same on all guns.
+1 Wallace15nd for pointing out the easiest solution. Takes 5 seconds to do and to adjust back when there is enough daylight.
What you describe or want is more applicable to an explosive blast not a bullet impact. The game animation is correct it is your interpretation of physics that is wrong, you need an immersion patch.