User Details
- User Since
- May 4 2013, 11:36 AM (607 w, 4 d)
May 20 2019
I have the same issue. The personal proximity light keeps getting enabled while in NVG view and I in turn keep toggling NVGs in order to disable the light. This should be a high priority fix imo.
May 10 2016
I was just confused whether the init was supposed to be a global event handler that gets fired every time a vehicle is created. If it's not, just ignore this issue then.
Well I suppose that is part of the problem :D
Examples would be nice.
I would argue that crashing the game isn't necessary when the preprocessor fails to find the file.
But anyway, I added log and crash dump files. I'll try the workaround.
Added a sample mission to demonstrate the crash. Mission consists of a simple radio trigger that executes a script in path "A\AScript.sqf", and that script includes "..\B\BScript.sqf".
This is the whole point of ambient occlusion.
The point is to produce that black halo (shadows) when the occluder is close enough to a surface. That is the actual goal.
The pictures show really good screen space ambient occlusion, it doesn't look bad.
Here is a screenshot of the ages old Crysis 1 that did SSAO instead of HDAO.
http://upload.wikimedia.org/wikipedia/commons/8/8b/Screen_space_ambient_occlusion.jpg
You can clearly see that the tank casts a shadow on the ground. That is made by SSAO/HDAO.
I don't think this is a good idea.
For AI it would be just another variable in the overall formula of difficulty, which would make making balanced missions even more harder.
Also I think weapon dispersion is in the core of gameplay of ArmA 3, I don't want it to vary from mission to mission and from server to server. It's better if people know what to expect and that the dispersion is a constant set by BIS designers.
TL;DR: I don't think it's a good idea.
Edit: Improved wording
Because it would be a redundant command. There already is the accuracy modifier for AI, why would you need a second one?
That still doesn't explain why we should have a function that controls dispersion of weapons.
I think the consensus among the community is that dispersion should only be affected by the weapon in your hand. So I think that leaves affecting players out of the question, which leaves us with the matter of how this affects AI.
And as this only affects accuracy, it would basically do the same as decreasing accuracy and other aiming parameters in the AI skill array.
Wouldn't it be better if the dispersion was just a constant variable in the weapon class?
You can filter the returned target list by yourself. See BIS_fnc_getEnemyTargets for reference.
Just a note: I don't think this should be intended behaviour. In real life each member of the squad formation has his/her own assigned sector to watch. This in turn means that the AI squad leader shouldn't rotate around, but instead should watch the forward direction.
Are there any plans to improve this?
Well, my issue is 50% about not being able to go one level and 50% game crashing. I just posted the link as a heads up in case anyone else finds this issue.
Possible duplicate here http://feedback.arma3.com/view.php?id=17364
I would prefer if this command allowed to change the distance beyond 200 meters too.
Don't use crystalizer, you're distorting the game sounds with it. It's not the fault of the game that your audio card messes up the sounds.
Add rendering of the GPS map with RTT to the list too.
May 9 2016
I was an arty spotter in the finnish defense forces and the sound made by falling mortar shells was barely audible. But then again, I was always 1km away from the target.