- User Since
- Mar 6 2013, 12:07 PM (550 w, 6 d)
May 10 2016
The shotgun only directly uses the ammoconfig from BIS config so no changes there. But it may be that BIS want to have it like "explosive shotgunshells" like to the AA-12
reproduce has been added.
But maybe a missionmaker want to have a talking animation outside the cutscene and want to be able to kill that talking soldier under a speach. For example a snipermission that the mission is to take out a officer during a speach. Now you can kill an ai while laying on the ground fixing a car but not a ai that talks.
They should use as default as in the previus games. And mabey if you set the behavior to stealth or combat they should not use theim i think is better.
May 9 2016
I have tried first with a usb headset Logitech g35. Now i use a another headset with a asus soundcard. not the onboard sound. Same problem. Shall try to reduce the volume ingame but that should not be the problem. Have talked to other people that has the same problem. I will test some more at home
shall try that se if itt will be any difference. but there are no difference if i pick 16-128 samples still the sunds bugs. was no problem in arma 2.
set the skilllevel lower then you can have your easy game :)If you set it down to 0.1 some peoples seams to like it. They still use tactics but shoot worse.
Its only becuse of the blufor soldier. it something with the mx rifles that make it load a long time i think I read somewere. If its only opfor it loads fast. In my game anyway.
Yes but to wait 10-5 min is long time. It good that the ai can ignore landing in some situations in danger zone so it will not get shoot down. But if you type in commands or set the waypoint to safe/careless the damn thing should land. It not so easy to make a "black Hawk down" insertion for example with enemy close when the helli will not land.
B00tsy: But then the pilot jumps out? We don´t want that.
I think it´s look good. But i would love to se some more walking animations. So they don´t all walk the same.