- User Since
- Jul 31 2013, 6:36 AM (530 w, 55 m)
May 10 2016
Just Tested this on the current DEV Build today. It's only partially resolved.
The option i used to test was: configure/game/general/adaptive croshairs: Disabled
Crosshairs still snap to ground. Example. I was trying to shoot an enemy laying on the ground in a road and my crosshairs went either above him or below him. he took over 200 rounds of saw because the crosshairs was snapping up and down on road.
Crosshairs might also snap to some "concrete objects" but its hard to tell if that's the culprit or the ground
I'm still hoping for complete control of crosshairs.
i hope they will remove it or add an option to turn it off for MP games. If not I will have to play vehicle based tactically only
same as above + it's wrong to move a players crosshairs.
A tracked vehicle is classified as a tank to me and yes there are some.
Listed under Armor in the Editor
Its a bit to dark no matter what setting for me too
+1 although it's possibly to late to do motion capture before release, the arma series is always being improved and code is being tweaked and added.
It hasn't been a from the ground up new game. Since this is the case they can log it for "to do" and maybe we will see this in an arma3 patch
it should not matter on their awareness. they should know their place in the vehicle chain of command
You guys must not of read all what falcon is trying to say, so it's best i guess to explain in detail, as some people might have an IQ in subzero range.
I agree with this ticket. The example he proposed if followed directly, the engine does move your aim/crosshairs for you "we all know why the engine is moving them for you", but it has unintended consequences "falcon's example" is one of them that directly results in a handy cap in 3rd person view despite an object being no where near the player whom is trying to shoot those AI on the bridge. You could be on a hill with no objects near you, but still your cross-hairs snap to the objects around the AI. making your aim a near complete Handycap
voted UP. this is disgusting engine behavior. I too would like to be in full control of my crosshairs
Wait can't you try to make the window object "0" and the object then check for grenade class items if within range of 0 when it gets to 0 have the window explode? i think there are a few ways to implement it, with the limited engine