- User Since
- Jan 8 2014, 10:51 PM (437 w, 2 d)
May 10 2016
While deployed weapon have too big side recoil kickforce, as I understand.
@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.
- 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.
- 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).
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.
AmovPknlMstpSrasWrflDnon_diary animation would fit for such "repair pose".
Adam, is "acknowledged" state means that you are not going to change something regarding 1 second repair?
BIS, please fix this very annoying problem, problem which Arma 2 lack of!
Very annoying problem for USB headset owners.
rogerx, look at the example 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.
rogerx: These code should be used in separate addon. Classes cann't be changed in description.ext
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 FlareBase: FlareCore
intensity = 500000;
class Flare_82mm_AMOS_White: FlareCore
intensity = 1000000;
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.
I am very sure this is related to http://feedback.arma3.com/view.php?id=18397
Its better to not ragdoll at all, it looks ugly. (And ragdolled corpse also looks ugly). Just show red blood clowd in hit part.
This animation was significally changed some patches ago. Now it is not as annoying as before, though not ideal anyway.
Hit animation is horrible, Arma 2 hit animation was even better.
Issue still exists on latest Arma 3 stable release.
It would be very useful if we have command 'objectViewDistance' to GET object view distance.