User Details
- User Since
- Mar 7 2013, 5:46 PM (611 w, 3 h)
May 10 2016
I can confirm. I spent less than 2 minutes in one and was able to farm a tent.
I think you need to:
- make an invisible Helipad "Empty ==> Objects ==> H (invisible)", name it "getout"
- Make sure you've assigned a "name" in your helicopter properties, such as simply "helicopter"
- Set a waypoint for the helicopter directly on top of the H with "transport unload".
I think you're missing this text on the "On Activation" section of your LANDING waypoint (not your helipad, and no troop waypoints used): Add this to On Act: helicopter land "getout";
I think that's what makes the chopper actually touch down.
This is from Arma 2, I'm extremely sorry if the steps down carry over to Arma 3. I was just watching this video to try this tonight: http://www.youtube.com/watch?v=Kcqn2BvDqjs
You issue forward / back / left / right / fast / slow commands by simply pressing those keys W, A, S, D, Q, E on the keyboard even if you're not in the drivers seat. You MAY need to be of higher rank or actual squad leader for this to work, I've not tested it, but I do know that the WASD keys work as a non-driver on the speedboat when I was the squad leader.
Good to hear! As it stands, I like the Arma 2 vehicle physics better than the current PhysX implementation!
I also couldn't get my guys to get in the boat with me unless I pulled it up on land (and then I couldn't move it because it was BARELY touching ground). I had to use an Ifrit to push it back out to sea, then it floated away from me forever at the same speed (never drifted to a stop). Then I couldn't get my team to dismount while out to sea, so there they go, bye bye fellas! lol
Confirmed: My boat SEEMED to never lose speed once I bumped it with an IFRIT, it just coasted at steady speed and I couldn't catch it no matter how hard I swam
Did you press 0-NUM?
For some odd reason, if you're the first person in the vehicle you have to press 0-NUM in order to get into "weapon view" where you're looking through the view of the weapon with crosshair and different optics like night vision, IR, etc.
I think they really need to change it so that no matter how you get in the gunner seat or if anyone else is or is not already in the vehicle, the behavior is the same AND single right-click goes into weapon view instead of just zooming.
A real one reacts much faster? Are you a pilot (irrelevant, just curious). I have no problems and the helicopter react extremely quickly. I've increased my overall mouse sensitivity in Arma3 so that may help. If you don't want to also affect player movement, you can get a mouse with push-button DPI settings so when you get in a helicopter you can increase the sensitivity at the hardware level. Additionally, if I want to bank REALLY fast I just use the A and D keys where my fingers are already resting.
Either way, my mouse feels almost too responsive, and it's probably due to my own sensitivity changes, but either way I'm gonna have to disagree here, I think they are one of the more balanced controls.
NOW, mouse control of wheeled vehicles is a different story. Show a guy some up-vote love lol http://feedback.arma3.com/view.php?id=2230
I fixed mine by setting PIP to low. Not a fix I should say, but a work around
Then press the N key to change to infrared. I think this is stupi, right click should take you into weapon sights
Banning by IP is silly, its typical that a client may get a new IP at any given time and thus, negate the ban. Ban by GUID if you ban at all.
May 9 2016
Need far more reverse thrust, while moving forward (stopping) or backing up, its like all you got in reverse is a little bass boat trolling motor!
yeah if you could draw "some grass of equal texture" and not the ACTUAL grass that is around the player it would be fine, meaning no calculations per blade, etc, just "he's laying in Grass1212 so render some Grass1212 in the scope. That might work, otherwise I completely support the other proposed solution of breaking up the silhouette.
What I hate more than how it looks, is that sinking them into the ground actually makes it more difficult to SHOOT them. Can't count how many times I've shot a guy just for it to mis-calculate a hit of the ground instead of the player, and that's even seeing the bullet impact the player and get a puff of dust instead of blood. You basically have to shoot the top half of the player because anything close to the ground is crapshoot
I am a complete editor NOOB so take this at face value... I couldn't get helicopters to let me fly them at all. In the menu for what side they are (blufor, opfor, etc), select the EMPTY option or whatever it is and place your players next to it? Doesn't fix your issue, but maybe it's a valid work around? If not, I'm completely sorry for the wasted post
I've noticed this before, that I could walk faster while crouched on occasion after being hurt.
Downvote for absolutely zero useful information
I believe this is currently possible, but you may need rudder pedals with toe brakes? Review this video for an example: http://www.youtube.com/watch?v=R60LoGA-sKI
Needless to say, it at least currently works in some configuration, but if it doesn't currently work with just straight up "rudder left / Rudder right" analog input, I agree that should be added
That's not what he's talking about, that just looks "weird / bad". He's talking about the actual running water on shore, it actually looks like constantly running water not poor high water mark map texture. You just can't tell from his still screenshot, I believe.
It's running towards the sea. As unrealistic as it looks, I believe the devs are trying to make it look like the water returning to the sea after a wave breaks on the shore line. At least thats what I saw; a portion of the shore (first few feet) with constantly running water towards the sea simulating water running back down after a wave recedes.
"I think the best method ever, has been to automatically kick players with more than five team kills. While still allowing 1-5 accidents to happen."
Amen. No matter how much they fix the maps, there will always be trolls TRYING to kill all their teamates just to be a jerk. 5 TKs = kick, 2nd kick = 24 hour ban. Admins can manually ban beyond that.
"You can also not clutter up the bug reports with ... that cannot be fixed by the devs."
You seriously don't think the DEVS could at least easily implement a multiplayer option for punishing habitual teamkillers and leave it up to the server admins to leave it turned on when creating a new server???????? If they don't implement a server side option Didn't Counterstrike have a player voting system 12 years ago so at least the TEAMATES could deal with it?
Maybe this report shouldn't be marked as urgent and the caps are unnecessary, but I absolutely disagree with your assessment that nothing can/should be done to implement a punishment system.
Oh, and really, go get and host and administer your own server is your answer? There are scripts out there? Wow, that accommodates the fraction of the community that has the time and interest in hosting their own server, great suggestion.
Which specific circumstances? not being smart, truly curious, I've never once been forced to stop before I could stand up. Is it only when you're using turbo to sprint or something? Even then I think I can still stand up?
I think that is their solution to prevent you from shooting your teamates in the boat???? :(
BTW, you can't shoot your own teamates in the boat at point blank range ?!?!?!?
....and, the tracers seem off at least a little, in any view
Yeah that's what I was trying to say!
......Except my scope has windage knobs on it I think :)
Yeah, I'm certain the scope model has knobs on it as well, so I def agree it should zero. Up voting
I believe that the SCOPES of the current guns are FIXED PRE-ZERO to a value. Similar to the original DMR in DAYZ which was pre-zeroed to 400m and unchangeable. That would be further supported if other zeroing works (vehicular guns) and if you're able to take the sights off and zero the iron sights. That MAY be completely realistic based on the specific scope?
I agree, this is probably unlikely, and a poor choice for an Alpha if that is the case, but it's plausible.
Sybeck, zeroing in the Ifrit and attach boat work great
The GPS minimap simulates looking at it through your headset mounted monacle, which is also why it has and LCD look and feel and is partially transparent. Like it or hate it, I'm pretty sure it's by design. Works great for driving, sucks while fighting, as it probably would in real life?
....ok but didn't the OP at least mention his inability to shoot his launcher effectively with such big waves? I was just chiming in on that one specific part of the conversation.
"It's harder than it should be to use a launch effectively in rough waves"
I believe the behavior to be accurate but I also believe it should be calmed down just a bit for the sake of gameplay. Essentially you're forced to come to a complete stop, line up your shot, and wait for your crosshairs to pass up or down across your target and take pot shots. I can't imagine how hard it would be in real life to hit targets at 150m+ meters on full swell so I'm just going to consider it "by design" and accommodate accordingly.
Happened to me too. on dry land, dropped all my gear except pistol, went back in and dropped it, then was stuck swimming, couldn't move. I was treading water not swimming.
Helps* prevent input lag....
I saw a major community member said that disabling V-Sync in the video controls prevents input lag. May not be your specific issue, but worth a shot
Yeah, Tintee, increasing the amount of rendered grass is literally the WORST possible option out of many
I'll not downvote you, but you definitely need some sort of MAX, there's no way they could render the entire island (and this is the SMALLER map), no matter how low quality you make the grass.
Yeah, it should be much farther than the current distance IF POSSIBLE, but they have to ask themselves: Will we retain more customers by making it more "real" (more intensive to render that much more even if it's low quality) or by making the game run smoothly on more machines (less intensive rendering at short distance). Also, IF it's adjustable, why wouldn't I reduce it as much as possible so that no one has an unfair advantage over me? Pretty hard to find the perfect implementation
- Increase mouse input response
- Add the "carrot" back in, even if it's tied to where the wheels are pointing instead of the mouse
Can't imagine that's the case tho, not in a flashy "near-future" "agile" wheeled vehicle like that
Maybe they WANT the mouse sensitivity to be really low, like hand over hand turning of a big right steering wheel, but they should at least make the keypad responsiveness just as slow so you're hindered either way, if that's the point.
Still having issues with lack of responsiveness, even after training for quite some time. I've gotten better about "the wheel doesn't return to center automatically so I have to pull it back over" but still, it just takes SO much mouse input to move it. The higher DPI setting on my mouse helps but not completely and is irrelevant because most people don't have that toggle.
yeah, I tried to keep it generic, accidentally said Ifrit. Helicopters are fine for me, just ground vehicldes. The PBX style raft seemed fine to me last night as well
Yeah, I don't care if it's "by design" or an oversight, a single right-click SHOULD make you look through you weapon optics, even when IN a vehicle
It should be ANY light color with dark outline, so you can see it no matter what the backdrop is.
Regardless, it should put them in the crate not on the ground, since that's what you're currently interacting with
It shows the conflict if its a CONFLICT that is unacceptable, it doesn't show if you legitimately assign one key to do 2 things. For instance, holding RMB zooms, holds breath, AND calls out targets
For me, I don't have any crosshair on the IR screen and I can't seem to get into the ADS view (looking through the gun with crosshairs, zoom, zeroing).
I had a cancel button at the bottom, and I'm sure that ESC still worked
I like the new implementation. I nearly never want to go from prone to immediately full upright and I appreciate that my stance keys have been reduced from 3 to 2 so i can have my combat pace toggle closer to my base keys (C). There is a great solution tho... They already have "Go Prone", so just add "Crouch" and "Stand" and change the existing binding to "Stance Toggle" or something similar, that way you have the option of going either way.
This continues to happen even if the slot is vacated and another player starts playing that slot. I joined as group leader any my guy wouldn't shut up.