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zealot
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User Since
Jan 8 2014, 10:51 PM (567 w, 1 d)

Recent Activity

May 10 2016

zealot edited Steps To Reproduce on T82628: Static weapons becomes invisible for those who assembled it in multiplayer..
May 10 2016, 11:10 AM · Arma 3
zealot set Category to category:scripting on T82071: [FEATURE REQUEST] Support of loopable sounds in playsound & say & say3d commands..
May 10 2016, 10:51 AM · Arma 3
zealot added a comment to T82062: Weapon disalignment while shooting with bipod deployed.

While deployed weapon have too big side recoil kickforce, as I understand.

May 10 2016, 10:51 AM · Arma 3
zealot added a comment to T81991: Vehicle repair is completely unrealistic!.

@mickeyman, yes, I know. But since player cannot interrupt that animation while its playing, it cannot be used for human players. It intended only for AI and cutscenes now.

May 10 2016, 10:48 AM · Arma 3
zealot added a comment to T81991: Vehicle repair is completely unrealistic!.
  1. Maybe just to not use animation while repairing. Player just take "repair" pose like current "open inventory" pose in game. From my POV it is good, playable solution.
  1. Problem with interruptable repair process could be soved the following way: AFAIK when engineer repairing vehicle damage of all its parts is set to 0, while hull

damage remains the same (it could be repaired only by repair vehicle). We can just decide that each part requires 1 second to repair 0.1 damage (e.g.). So
engineer while repair begins to add 0.1 hp each damaged part of a vehicle each second. These parameters (1 second, 0.1 damage should be also made configurable for addon-makers).

May 10 2016, 10:48 AM · Arma 3
zealot added a comment to T81991: Vehicle repair is completely unrealistic!.

I think if just add time delay while repair and add some kind of progress bar - such work will not consume much time from developers, but greatly improves gameplay and immersion. Several time time ago, I made this by script (http://forums.bistudio.com/showthread.php?168714-Realistic-repair-script), but this should be already in game engine, to look naturally. And I believe, community needs more support from BIS regarding various repair abilities. Now it is too hard to implement complete replacement addon for repair, it is too much imbedded into game engine.

May 10 2016, 10:48 AM · Arma 3
zealot added a comment to T81991: Vehicle repair is completely unrealistic!.

AmovPknlMstpSrasWrflDnon_diary animation would fit for such "repair pose".

May 10 2016, 10:48 AM · Arma 3
zealot added a comment to T81991: Vehicle repair is completely unrealistic!.

Adam, is "acknowledged" state means that you are not going to change something regarding 1 second repair?

May 10 2016, 10:48 AM · Arma 3
zealot set Category to category:engine on T81991: Vehicle repair is completely unrealistic!.
May 10 2016, 10:48 AM · Arma 3
zealot added a comment to T79110: Different fall animations too eager to trigger and trigger in inappropriate circumstances.

BIS, please fix this very annoying problem, problem which Arma 2 lack of!

May 10 2016, 9:09 AM · Arma 3
zealot added a comment to T77399: Default sound output change should not need a restart of Arma3.

Very annoying problem for USB headset owners.

May 10 2016, 8:26 AM · Arma 3
zealot added a comment to T76756: Flares are useless (launcher).

rogerx, look at the example config.cpp:
https://github.com/iEzhuk/WMT_MapTools/blob/master/addons/WMT_ATfixes/config.cpp
It contains some other additional changes, just delete all unneeded.
You need PBOManager or like tool to pack WMT_ATFIxes directory to addon.

May 10 2016, 8:08 AM · Arma 3
zealot added a comment to T76756: Flares are useless (launcher).

rogerx: These code should be used in separate addon. Classes cann't be changed in description.ext

May 10 2016, 8:08 AM · Arma 3
zealot added a comment to T76756: Flares are useless (launcher).

Our gaming community plays with following settings in our mod for flares.
This allows much more brighter flares which look as good as arma2 flares.

class FlareCore;
class FlareBase: FlareCore
{

		intensity = 500000;

};
class Flare_82mm_AMOS_White: FlareCore
{

		intensity = 1000000;

};

May 10 2016, 8:08 AM · Arma 3
zealot added a comment to T76756: Flares are useless (launcher).

Could BIS representatives inform us when they are going to fix this problem? I am sure this bug can be easily fixed, as soon as this functinality was OK just several month ago.

May 10 2016, 8:08 AM · Arma 3
zealot added a comment to T74994: Illumination flares - Mortar flare not bright enough, sochor/scorcher lacking flares.

I am very sure this is related to http://feedback.arma3.com/view.php?id=18397

May 10 2016, 7:25 AM · Arma 3
zealot added a comment to T70487: Bad hit animation.

Its better to not ragdoll at all, it looks ugly. (And ragdolled corpse also looks ugly). Just show red blood clowd in hit part.

May 10 2016, 5:14 AM · Arma 3
zealot added a comment to T70487: Bad hit animation.

This animation was significally changed some patches ago. Now it is not as annoying as before, though not ideal anyway.

May 10 2016, 5:14 AM · Arma 3
zealot added a comment to T70487: Bad hit animation.

Hit animation is horrible, Arma 2 hit animation was even better.

May 10 2016, 5:14 AM · Arma 3
zealot added a comment to T68129: AMV-7, MSE-3 & Strider amphibious vehicles, lack of overlap between wheel drive mode & propeller drive modes leads to NO drive..

Issue still exists on latest Arma 3 stable release.

May 10 2016, 3:42 AM · Arma 3
zealot added a comment to T63566: Feature Request: Dynamic ObjectViewDistance.

It would be very useful if we have command 'objectViewDistance' to GET object view distance.

May 10 2016, 12:44 AM · Arma 3