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Ryko

AW Core Staff
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Everything posted by Ryko

  1. Contains some interesting updates: Tweaked: Adjusted the magnitude of weapon sway levels; increased stability in rested and deployed states to provide more benefit for active reduction of weapon sway and to reward tactical gameplay Tweaked: Optimized weapon sway magnitude and duration of the hold breath penalty. Improved benefits of resting and deployment with regards to weapon sway and weapon recoil. Fixed: Character is no longer forced to crouch when switching away from a launcher when standing and not possessing any other weapon Hopefully this means that the weapon sway has been reined in a bit. -R
  2. I don't think that snow camo is all that important - for most of my Arma missions, I'm shooting at little dots or stick figures 400-600mm away. If the bad guys get close enough that I can see their camo, I'm probably screaming. My suggestion - we decide on a candidate, people can download it and try a basic mission, and see how it performs? -R
  3. My thoughts on this previously - http://www.ahoyworld.co.uk/topic/4565-the-radio-channels-discussion-topic/ In short, neither system is perfect, especially for players who haven't played together extensively. It's probably easier to stick everyone on the same channel if you're dealing with new players. But that essentially takes away any role for the Team leader, other than being a fallback if the Squad Leader gets killed. -R
  4. This thread was very helpful: https://www.reddit.com/r/arma/comments/3vza0f/creating_ace_3_injuries_in_arma_3_editor_how/ Following up on the quoted page, these are the damage types: bullet, grenade, explosive, shell, vehiclecrash, backblast, stab, punch, falling, ropeburn
  5. Thanks, Bacon. Zwerger, I've looked all throughout those files and haven't come across the damage types: it must be buried pretty deep somewhere. Some of the code comments in the functions are great, though. For example:
  6. 9am my time on a Saturday morning? Hmm... If this could be recorded for posterity though, it'd be quite valuable I'm sure. -R
  7. This is great stuff, Bacon. Can you say where you found it? I ask only because it'd be great to have the full list of damage types to accompany that function ["bullet", "stab", etc...] I'm assuming Crush would be another... -R
  8. I'm assuming just adding setDammage doesn't translate any of that damage into ACE damage?
  9. I wish I could help - but when you find out, please let me know how that works!
  10. Some useful bug fixes in here: we planning to update EU3? ADDED: Czech Translations Updates (#2942) German Translations Updates (#2941) CHANGED: Config cleanup Vehicles (#2955) NVG in Sights is now by default enabled FIXED: Check PBOs module broken (#2913) Don't update openWounds if not bandaged (#2924) Advanced Medical Advanced wounds broken <---------------------------- MicroDAGR appearing too large in center of screen (#2936) Auto switch to Binocular (#2916) <------------------------------------------- Bipod deploying animations don't work (#2933) Burst Fire don't work (#2918) <----------------------------------------------- IR Laser/Laser/Flashlight don't work (#2917) Can't lock on AA & AT (#2922) <---------------------------------------------- LMG_Minigun in multiple pbo's (#2897) Can't unload patient from Wildcat (#2961) Script error when "toggling unconsciousness" in zeus (#2963)
  11. I have no problem with the fatigue system - I would probably keep it as is. I do have a problem with the scope sway. I have been testing a mission with the coef set to 0.7 and it is way less punishing. -R
  12. Confirmed in virtual arsenal - you can punch through any vest with a Ruger 22. Shooting in the legs and arms will wound, while body shots will kill 100%.
  13. setCustomAimCoef is an Arma function that lets you change how much sway exhibits on aim (Arma wiki); in my testing, 1 is normal, 0.5 is very generous to the player: so perhaps something in the realm of 0.7? Also, since the fatigue system includes a stamina bar in the top right, perhaps we can remove @st_stamina_bar from the repository as redundant? While we're at it, we could remove @st_map_gestures as useless (and perhaps also redundant as I believe ACE 3.4 includes it). -R In fact, if there is some intention to customize the stamina system for Gauntlet or Valiant, then this is the go-to page: https://community.bistudio.com/wiki/Arma_3_Stamina
  14. It's been a while since I posted a video - something from Dec 3's commanding workshop
  15. Yes! If anyone knew where they were saved locally that'd be great - however in my limited research I believe they were encoded.
  16. Team lead is actually good fun and probably the easiest in terms of actual responsibility.
  17. It's a good question, Raz. I'd say a fair level of realism but with a balanced amount of game play. For example I understand that the vanilla damage walking bug is not actually a bug but a feature of advanced medical: if you take enough damage to your legs, they are broken and you can't run. But that just turns off the fun level as walking everywhere is awful, and I'm sure there could be workarounds that you could at least hobble a bit faster than is currently possible: so in that case, as long as there was a way to fix up the legs through medicking I'm fine with that departure from reality. -R
  18. Apart from the new stamina system, and some harder-than-usual-to-kill AI, everything still seems to be in working order. For the stamina issues, rework your loadouts to be under 40 kg and you'll be fine (it scales, so the less you carry, the better off you are for sprinting). -R
  19. https://forums.bistudio.com/topic/181341-ace3-a-collaborative-merger-between-agm-cse-and-ace/?p=2944179 I'm sure I am not the first to find this. FYI. (edited) Skimming the change log, there are a bunch of great fixes in here, including: - RHS machinegunners do not have ear plugs (#2833) Lose your hearing after firing the minigun? No more! - Wheel repair doesn't work correctly on RHS HMMWV (#2742) - Advanced Medical Heal hitpoints doesn't work (#2498) and Leg Damage, Stuck Walking (#2389) No more walking bug! Yay! - Fixed small UAV carrying a lot of cargo (#2793) A bug we never got to truly exploit. and some new stuff: - Interaction to quickly pass a magazine (#2390) -R
  20. I dunno. 50kg = 110lbs (which is a MAT loadout I have, essentially all the trimmings plus 2 HEAT and 2 HE rockets as reloads). The new system rewards the regular trot but punishes the sprint on excess weight: 45kg is the upper limit, where you immediately become fatigued and can't sprint. I appreciate what they're trying to do but I think it shouldn't be a linear scale, rather an exponential one; there is always some capacity to sprint, even for a short distance while carrying a heavy load. What I do like about this is that it forces MAT (and everyone, for that matter) to consider their loads more carefully: the penalty on stamina is much more prominent. I think if it were somewhere between the 1.52 model and the 1.54 model, I'd be happy. I'd like to be able to sprint for more than 10 seconds with a 38 kg loadout. Or how about I put it this way: what should the sprint model be for a 110-lb weight? Carrying a 110-lb load around in a walking, long-term endurance situation is one thing, but consistently running with it? That is quite another. The game assumes a fit soldier, but not a super-soldier. -R
  21. Yeah, we played EU3 today. Apart from a few hiccups and some harder-to-kill enemies I think everything is largely intact. Enough that we could at least run an op. The outcome of the op is more or less immaterial... it's the journey rather than the destination.
  22. Erm. Well. With Arma 1.54 just being released, this is now in the "wait and see" category.
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