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Tajin
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User Since
Mar 6 2013, 3:34 PM (350 w, 1 d)

Recent Activity

Oct 24 2017

Tajin updated the task description for T126987: Medkit & Toolkit flaws and what can be done about them..
Oct 24 2017, 6:16 PM · Arma 3
Tajin created T126987: Medkit & Toolkit flaws and what can be done about them..
Oct 24 2017, 6:15 PM · Arma 3

Oct 11 2017

Tajin updated the task description for T126911: Implement AI related eventHandlers.
Oct 11 2017, 10:57 AM · Arma 3
Tajin created T126911: Implement AI related eventHandlers.
Oct 11 2017, 10:40 AM · Arma 3

Sep 19 2016

Tajin added a comment to T117839: "inArea" command confuses trigger length with width and vice versa.

Can confirm this.

Sep 19 2016, 8:44 PM · Arma 3

May 10 2016

Tajin added a comment to T80711: Easy way to significantly improve the clunky action menu.

Getting a better menu would indeed be nice.
Claiming that this would be "easy" to do is incredibly ignorant though.

May 10 2016, 10:05 AM · Arma 3
Tajin added a comment to T77941: sleep + drawicon3d inside foreach loop inside the spawn code scoop will cause strange flickering on icon3d.

As Lecks said, "drawIcon3d" has to be run onEachFrame to avoid flickering, that kinda makes the ticked invalid.

Check out the alternative solution of putting drawIcon3d inside a "addAction" condition. (those are also checked on every frame but only when you look towards them which makes it ideal for this sort of thing)

May 10 2016, 8:39 AM · Arma 3
Tajin edited Steps To Reproduce on T77645: Include scripted ragdoll effects.
May 10 2016, 8:31 AM · Arma 3
Tajin edited Steps To Reproduce on T77584: Add support for scripted spotlights.
May 10 2016, 8:29 AM · Arma 3
Tajin edited Steps To Reproduce on T77337: PiP snapshots.
May 10 2016, 8:24 AM · Arma 3
Tajin added a comment to T77330: Add Missions Folder for Shared SP and MP Missions.

Seems kinda pointless to me, you can test sp-missions in the mp-editor just fine.

May 10 2016, 8:24 AM · Arma 3
Tajin edited Steps To Reproduce on T77294: NVGoggles are detected as incorrect cargotype..
May 10 2016, 8:23 AM · Arma 3
Tajin added a comment to T77285: onPlayerDisconnected not working AT ALL.

In case you missed it, it is already documented on the wiki:

Additional Information
Multiplayer:
In MP onPlayerDisconnected is executed only on the server

May 10 2016, 8:23 AM · Arma 3
Tajin added a comment to T76466: Unable to disable mine markers.

Would be good if zeus checked the difficulty settings and only created a minefield marker when the setting "MineTag" is 1.

May 10 2016, 8:01 AM · Arma 3
Tajin added a comment to T74724: "StepOver" animation causes many problems! [3 VIDEOS].

It doesn't "have to go", it just needs to be fixed.

I don't see anyone here saying that it should stay the way it is, so no there is nothing 'wrong' with us.
Outright removing it just wouldn't be the right solution.

May 10 2016, 7:18 AM · Arma 3
Tajin added a comment to T73820: Civilian targets have incorrect (soldier) textures.

It's not so unlikely that those are meant as target-objects that look like soldiers but are on the civilian side only so they won't get engaged by the AI.

Either way, why do you even care if they're not used as actual civilians?

May 10 2016, 6:52 AM · Arma 3
Tajin edited Steps To Reproduce on T73768: Add "lockInventory" and "lockedInventory" commands..
May 10 2016, 6:51 AM · Arma 3
Tajin added a comment to T73114: Request to add scripting command to lock inventory access..

Xeno, regardless of the eventhandler I don't think the full extend of a "lockInventory" command can be achieved right now.

To name just one: Locking the inventory of an object also involves that it doesnt show up on the actionmenu. (open/rearm/take)
Locked weaponholders also shouldn't show up in the "ground" inventory.

May 10 2016, 6:29 AM · Arma 3
Tajin added a comment to T72935: Missing of scripting commands for inventory.

The wiki incorrectly listed it for 1.20.

Changed that now.

May 10 2016, 6:25 AM · Arma 3
Tajin added a comment to T72935: Missing of scripting commands for inventory.

The command "everyBackpack" returns pointers to all backpacks in a cargo, allowing us to access their contents directly.

The same should be available for uniforms and vests, so please add these:

  • everyVest
  • everyUniform
May 10 2016, 6:25 AM · Arma 3
Tajin added a comment to T71838: Scripting command findCover is not implemented.

That problem still persists in the current version.

May 10 2016, 5:57 AM · Arma 3
Tajin added a comment to T70632: Please add setVelocityModelSpace command to complement velocityModelSpace.

Generally speaking, every "get" command should always have its equivalent "set" command (or the other way around).

To name just a few: "setMass" and "setObjectTexture" are both missing their "get"-equivalent.

May 10 2016, 5:19 AM · Arma 3
Tajin added a comment to T69085: Easy way to significantly improve the clunky action menu.

Getting a better menu would indeed be nice.
Claiming that this would be "easy" to do is incredibly ignorant though.

May 10 2016, 4:21 AM · Arma 3
Tajin added a comment to T67673: Helicopter explodes when leaving a pad at random..

Just because it happens in different missions doesn't mean that it is NOT mission-related. Maybe those missions have something in common?

I've never witnessed anything like that on our server so far.

May 10 2016, 3:28 AM · Arma 3
Tajin added a comment to T65030: 40mm grenades fired at an infantryman's chest from 5m has no effect.

Agreed, in previous ArmA-versions you could even kill people by shooting 40mm flares in their faces.

In ArmA3 these projectiles cause no harm at all.

May 10 2016, 1:45 AM · Arma 3
Tajin added a comment to T63829: lineIntersectsWith not detecting infantry.

Problem still persists.

Was trying to use this to determine if a soldiers weapon is aimed at another person (since "aimedAtTarget" is also 'bugged' as it works only for vehicles).

May 10 2016, 1:00 AM · Arma 3
Tajin added a comment to T62864: Let us bind weapons to keys.

I really loved the ACE system for this in ArmA2.
Shift+Numbers to switch weapons/firemodes

It even included the possibility to switch your weapon to SAFE, which can often be useful.

May 10 2016, 12:18 AM · Arma 3
Tajin added a comment to T62771: Camo unavailable to other factions..

Civilians can do it.

So for an easy workaround just use civilian players and put them on the desired side by grouping them with another unit of that side (probability of presence for that unit can be set to zero).

May 10 2016, 12:15 AM · Arma 3

May 9 2016

Tajin added a comment to T62359: Difficult to Stop Boats.

"Actually it's only for speedboats."

Aye, the reverse thrust on those is almost nonextistant.

May 9 2016, 11:57 PM · Arma 3
Tajin added a comment to T62350: HACKERS HAVE COME! Playe CowsGoMooMoo hacker!.

Most current servers do not use signatures, so everyone can use whatever mod he pleases on those.

Just wait till the server-admins learn their lesson. That will already help alot.

May 9 2016, 11:57 PM · Arma 3
Tajin edited Steps To Reproduce on T62039: Weather desync issues.
May 9 2016, 11:43 PM · Arma 3
Tajin added a comment to T61925: [Suggestion] Touch Off Explosive should be tied to an item..

A detonator item would be wonderful, this can get quite annoying otherwise.

May 9 2016, 11:36 PM · Arma 3
Tajin added a comment to T61907: Zeroing doesn't work.

I think its fine as it is. Not all sights can be adjusted.

@jjondle the DMR in ArmA2 isn't fixed to 400m. It actually uses a pretty smart system that changes your zeroing depending on how much you zoom in. Very few people seem to know that.

May 9 2016, 11:35 PM · Arma 3
Tajin added a comment to T61203: Visiual and Gameplay Issues: Grenade Launcher Edition..

GL red dot just needs to be centered on the screen as with the regular sights.

Oh btw. did anyone else notice that the zeroing on the TAR21-GL is incorrect?(grenade explodes roughly 50 meters to close)

May 9 2016, 10:54 PM · Arma 3
Tajin added a comment to T61097: LMG Handling.

The effect is the same, only the stronger zoom makes it more noticable.

May 9 2016, 10:50 PM · Arma 3
Tajin added a comment to T60740: Make this game livestreamer-friendly.

ArmA3 is a game, not a TV show. It shouldn't have UI-elements removed in order to become one.

bleh

May 9 2016, 9:56 PM · Arma 3
Tajin added a comment to T60046: when firing a grenade with a suppressed rifle with a grenade launcher, the sound is suppressed.

It might be worth adding that this seems to be only a local issue.: In multiplayer, other players will still hear the regular sound of the grenade launcher.

May 9 2016, 9:23 PM · Arma 3
Tajin added a comment to T59788: Recoil way to high.

Recoil is fine but I really miss the ability to rest my weapon on objects or to use bipods (as seen in ArmA2 - ACE mod).

The main question is... why do you guys even try to use full-auto for anything else than close combat or supressive fire?

Aside from that, I'm sure we will get atleast some of the old 5.56mm weapons later on (or through addons). Recoil on those is easier to handle.

May 9 2016, 7:13 PM · Arma 3
Tajin added a comment to T59784: Simplify Gameplay/systems.

Remember this (as it applies to nearly every game): The best way to get used to the controls is to customize them to your own preference!

May 9 2016, 7:13 PM · Arma 3
Tajin edited Steps To Reproduce on T59477: ZoomOut Function resets in some Occasions..
May 9 2016, 6:58 PM · Arma 3
Tajin added a comment to T59277: Grenade throwing is unrealistic (too fast).

@roy65

I never claimed that cooking a grenade is smart, but it is possible.
ArmA allows us to play different factions and different roles, including terrorists, fanatics and what not. Some of which may have use for that feature.

It's also not very smart to try to rocketjump by shooting an RPG at your feet, yet the game doesn't prevent us from doing that. ;)

May 9 2016, 6:49 PM · Arma 3
Tajin added a comment to T59277: Grenade throwing is unrealistic (too fast).

I like the idea of having a special button for grenades but I agree that this whole thing could get a bit more detail.

  1. Make the preparation slightly longer (it would be perfect if this depended on where the grenade is stored - throwing a grenade from your backpack should be slower)
  1. Allow us to cook the grenade
  1. If the weapon is lowered when throwing, bring up the second hand as aiming indicator. (for more accurate throws when we dont have a crosshair enabled)
May 9 2016, 6:47 PM · Arma 3
Tajin added a comment to T58951: Bad positional audio makes it nearly impossible to estimate distance and direction by sound.

I agree with Kakepwnz there.

I can pinpoint the direction of a sound perfectly fine (using a logitech G35), the distance however is currently very hard to estimate.

May 9 2016, 4:08 PM · Arma 3
Tajin added a comment to T58841: Weapons in MP only change for client..

Not exactly sure when this occures, but dropping and picking up the weapon again fixes it.

I guess its a glitch of the inventory system when taking stuff from crates. (same with the civilian clothes which are only displayed local)

May 9 2016, 4:03 PM · Arma 3
Tajin added a comment to T58841: Weapons in MP only change for client..

Its fairly obvious that it is a sync-issue Kid18120, still needs to be fixed though. :)

May 9 2016, 4:03 PM · Arma 3
Tajin added a comment to T58799: Deploying a weapon / proper use of bipods.

If anyone has any doubt in this, go play ArmA2-ACE and try it out! This is a really great feature.

The ACE implementation even allowed you to rest your weapon on teammates or at corners (see pictures above).

May 9 2016, 3:34 PM · Arma 3
Tajin added a comment to T58793: Implement a visual stance indicator.

There is already a mod for that and after using it for a while I've got to say: Having a stance-indicator is really useful. Especially for those of us who prefer to play on servers with third person disabled. In first person it is really hard to tell which stance you are currently in.

Oh and guys I'm a big fan of realism and reducing hud elements, but not knowing which stance u'r currently in is MUCH more unrealistic than having that additional hud-element.

(I normally dont need to look at my legs to know if I'm standing or crouching)

May 9 2016, 3:30 PM · Arma 3
Tajin added a comment to T58466: [Steam Alpha] Stand up key should not work as a toggle.

I use this the same way i used it in ArmA2, ArmA1 and in OFP.

My standup key (space) toggles between crouching/standing while my prone key (ctrl) only toggles that. Works nicely that way.

Also, the fact that it remembers the sub-stance allows you to preselect the correct substance before you stand up. Makes effective use of cover much easier.
Changing this would make things complicated!

May 9 2016, 3:16 PM · Arma 3