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Turns out the support modules work like the original modules in Arma 2: For those who don't know how to set up artillery support for your missions, it's quick and easy: Set up a GROUP of mortars. The order goes: Mortars -> Support Provider (Artillery) -> Support Requester -> Player Character These must be synchronised. So it goes Mortar (GROUP) then SYNC to Sup Pro, SYNC to Sup Req, and SYNC to player. Then you can call it with the 0 -> 8 -> Artillery. The mortars will have a range etc but now you can use it for all your blowing up needs. As a side note you can specify the number of artillery requests by double clicking the support requester and specifying it there. -1 is infinite. I can't get the other support types to work at the moment, however. EDIT: Helicopter transport works if you replace the module and sync it to a helicopter, and it seems to be way less buggy than the Arma 2 one! EDIT2: Supply drop doesn't actually drop anything but CAS helicopter works and is also way less buggy! Hurrah! Renwick Customer fucked around with this message at 10:19 on Mar 6, 2013 |
# ? Mar 6, 2013 10:05 |
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# ? Apr 28, 2024 22:11 |
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...and he still has mouse smoothing on...
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# ? Mar 6, 2013 10:13 |
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BI continues to be at the forefront of tactical technology.
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# ? Mar 6, 2013 10:16 |
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Dukka posted:BI continues to be at the forefront of tactical technology. It's a quad, baby.
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# ? Mar 6, 2013 10:20 |
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Renwick Customer posted:Turns out the support modules work like the original modules in Arma 2:
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# ? Mar 6, 2013 10:22 |
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I love how hung up people are on Domination. "THERE ISN'T GOING TO BE ONE BECAUSE THE AUTHOR WON'T LET ANYONE CONVERT IT". Yeah, like that would stop anyone. Besides, someone could just reverse engineer it or make their own version and still call it Domination. It's not like the author holds any rights to that name anyway. gently caress him/her.
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# ? Mar 6, 2013 10:23 |
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fuckpot posted:How do you manually add those grouping lines between objects? When I place the three mortars and then my PC a line is automatically created between me and one of the mortars and I can't figure out how to change it. F2, draw lines to drag units together. It goes by rank too, so the highest ranked unit will be SL
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# ? Mar 6, 2013 10:24 |
fuckpot posted:The helicopter physics aren't as good as I hoped they would be after hearing they were implementing the Take On flying model. When flying in Take On you can really feel the effects of the helicopter being buffeted by the wind and the torque created by the rotors. So far the helicopters still feel like they are flying in a bit of a physics devoid vacuum. I am hoping the flight model is improved as updates are released. That is probably the greatest complaint I have about the alpha so far. They said the TOH flight model hadn't made it into the Alpha yet but that they're planning on adding it eventually. The movement and shooting feel amazing. You no longer feel like a fat man on a Segway scooter while moving and your gun doesn't feel like it's submerged in a bizarre non-Newtonian fluid. Stance-dance as somebody dubbed it is a little hard to get used to but with practice it'll get a lot more fluid, and a little HUD indicator describing your body position would help a lot there as well. The most frustrating part of the Alpha isn't brokenness or 'differentness', but rather all the little cockteases of cool ideas that you'll be able to play around with in the full version that there isn't enough stuff for yet. I haven't even run into that many bugs. The multiplayer is still a bit iffy as well but, that's.. not exactly unexpected. We'll see. The only significant niggle I have so far is I'm not sure I like the briefing stuff and kinda want to go back to the old way instead of having to sync a hundred things together in the editor and I'm not sure if the old way still works or not.
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# ? Mar 6, 2013 10:25 |
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BIG HORNY COW posted:F2, draw lines to drag units together. It goes by rank too, so the highest ranked unit will be SL You can also degroup units by dragging from that unit onto nothing.
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# ? Mar 6, 2013 10:27 |
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Renwick Customer posted:You can also degroup units by dragging from that unit onto nothing. Protip: you can add enemy units to a friendly group by grouping them with a friendly SL.
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# ? Mar 6, 2013 10:32 |
BIG HORNY COW posted:Protip: you can add enemy units to a friendly group by grouping them with a friendly SL. Protip: If you set the friendly SL as having a 0 probability of spawning, the enemy units will still be friendly!
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# ? Mar 6, 2013 10:34 |
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For the love of god, don't be a pubbie like this mouthbreather and turn free-aim and/or mouse smoothing on. Trust me. It's loving *AWFUL* and it actually puts you at a severe disadvantage, especially with the new tightness to the controls.
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# ? Mar 6, 2013 10:35 |
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BIG HORNY COW posted:F2, draw lines to drag units together. It goes by rank too, so the highest ranked unit will be SL Better yet, is there an awesome guide on how to use this guide somewhere that is newbie friendly? Things seem pretty similar to the ARMA 2 editor so I am assuming it will still be relevant.
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# ? Mar 6, 2013 10:36 |
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fuckpot posted:Is there a maximum amount of units you can group together? Lines start disappearing for me after I try to add new ones. Also, how do you sync things? I suggest switching to the traditional editor mode, which can be done at the top of the screen under layout, then the F keys have labels etc. Synchronise is F5. EDIT: this thread has a script for filling an ammobox with all the items people have found: http://www.armaholic.com/forums.php?m=posts&q=20801&d=0 Renwick Customer fucked around with this message at 10:40 on Mar 6, 2013 |
# ? Mar 6, 2013 10:37 |
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Yeah I'd like a really basic editor guide as well, I've never used it.
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# ? Mar 6, 2013 10:38 |
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Oh, guys, you can go back to using the old layout to the editor (AKA it actually has words to go with the icons) by pressing 'CTRL+L' in the editor and switching it to 'Traditional'. Very nice to go back to.
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# ? Mar 6, 2013 10:40 |
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I just spent the last three hours chilling on Stratis chatting with a couple non-idiotic pubbies and shooting the stupid ones. As much as I love the coop missions, ArmA is my perfect competitive shooter. Slow, methodical, making mistakes gets you killed. Basically Day Z sans idiotic survival junk and zombies. That said, if that lovely Dutch clan ever puts out a good mission I'll be all over that.
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# ? Mar 6, 2013 10:48 |
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fuckpot posted:Is there a maximum amount of units you can group together? Lines start disappearing for me after I try to add new ones. Also, how do you sync things? It was 12 in OFP but it increased to something way higher in ARMA (24, maybe?) You can look up OFP mission editor guides and most of it will still be the same. hailthefish posted:Protip: If you set the friendly SL as having a 0 probability of spawning, the enemy units will still be friendly!
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# ? Mar 6, 2013 10:50 |
BIG HORNY COW posted:It was 12 in OFP but it increased to something way higher in ARMA (24, maybe?) You can look up OFP mission editor guides and most of it will still be the same. Think it's 24 in Arma2, can't recall. I know the max number of groups per side you can have in Arma2 is 144. Good to know about going back to the traditional editor
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# ? Mar 6, 2013 10:54 |
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First thing I'm doing when I get home is making a Battle Royal scenario. This map is god drat perfect for it.
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# ? Mar 6, 2013 10:55 |
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tehsid posted:First thing I'm doing when I get home is making a Battle Royal scenario. This map is god drat perfect for it. Please post it if you do. We can share scenarios right?
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# ? Mar 6, 2013 10:58 |
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OK, using that classnames thread and a script that someone made that I have now updated, it's possible to add all the items from the alpha into one box. First, here is the pastebin for people who are familiar with the scripting: http://pastebin.com/6THpyCHX If you are NOT familiar, here is a quick guide. Start the editor, place a guy and an ammo crate. Save the mission and name it what you want. Alt tab and go to my documents -> arma 3 alpha -> missions -> mission name. Create a new text file and copy the contents of the above pastebin into it. Save it as fillammobox.sqf (you'll need to use the all documents tab to do this). Go back into the game and double click on the ammo crate. In the Initialisation field copy and paste this into it: code:
EDIT: actually I could just zip up the mission folder and post it online, what is everyone using for hosting these days?
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# ? Mar 6, 2013 11:05 |
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Mederlock posted:For the love of god, don't be a pubbie like this mouthbreather and turn free-aim and/or mouse smoothing on. Trust me. It's loving *AWFUL* and it actually puts you at a severe disadvantage, especially with the new tightness to the controls. Incidentally, when Smookie was asked about his and Rocket's mo-capping of these animations: Smookie posted:Yes I did but of course acting crew was not limited to the two of us. Nevertheless, for gameplay purposes the mocap data had to be processed to fit the design. Muscular Beaver posted:Huh? Moving much faster (velocity and reaction) with lots of gear (ArmA 3) vs moving much slower with lots of gear (ArmA 2) is more realistic?
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# ? Mar 6, 2013 11:08 |
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the black husserl posted:Please post it if you do. We can share scenarios right? Yep! And any good ones will get thrown into the OP. EDIT: Make sure it's on a public domain file sharing site like dropbox or something similar though, and if you share someone else's work (goon or otherwise) make sure to at least acknowledge and accredit it to them. Mederlock fucked around with this message at 11:12 on Mar 6, 2013 |
# ? Mar 6, 2013 11:08 |
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I only played about 30 minutes yesterday but I had an issue in the briefing for the infantry showcase and in the gear menu. It would hang or freeze. I couldn't pick anything from the inventory. Anyone reported issues with CrossFire ? And god, that improvements in infantry combat next to arma. It finally feels like a proper shooter. Popularity of the game will skyrocket. I think with the money they got from DayZ, they finally have the budget to make a proper simulation.
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# ? Mar 6, 2013 11:14 |
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If you ever have to read .sqf files outside of the game, this will likely be of interest to you. It's a plugin for Notepad++, an awesome little app for writing code that highlights syntax in different colours and such to make it easier to read.
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# ? Mar 6, 2013 11:27 |
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Mederlock posted:If you ever have to read .sqf files outside of the game, this will likely be of interest to you. It's a plugin for Notepad++, an awesome little app for writing code that highlights syntax in different colours and such to make it easier to read. I have to say that this plugin is completely awesome and makes everything so much easier!
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# ? Mar 6, 2013 11:33 |
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Iran might rethink their decision to ban Amra 3 once they see the badass sci-fi Persian super-soldiers this game offers.
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# ? Mar 6, 2013 11:41 |
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How true is the 'if you can run ARMA 2, you can run ARMA 3' statement? I've got a C2D at 2.6 and a Radeon 6850, anyone else tried it with a similar system? I should probably just wait a week for the Lite version, but at £20 for a pre order for something I'll hopefully be playing on a new system later in the year, it's tempting to take a punt right now.
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# ? Mar 6, 2013 11:55 |
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Renwick Customer posted:OK, using that classnames thread and a script that someone made that I have now updated, it's possible to add all the items from the alpha into one box.
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# ? Mar 6, 2013 11:59 |
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Junkenstein posted:How true is the 'if you can run ARMA 2, you can run ARMA 3' statement? I'm running it on a Q6600 / 4850 for now and I think it runs better than Arma 2 on autodetect settings. You're fine.
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# ? Mar 6, 2013 12:09 |
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Do waypoints/synchronization not work in the editor for anybody else? Are they not in the game yet? The only issue I have had is a (system unrecoverable) crash from climbing first person into a PIP gunner seat. Updating my Nvidia graphics drivers fixed this.
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# ? Mar 6, 2013 14:17 |
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Just gave it a quick try. Looks pretty nice, but I can't make out poo poo. My AI keeps seeing enemies, but I don't. At one point, red squares just start showing up.
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# ? Mar 6, 2013 14:47 |
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Combat Pretzel posted:Just gave it a quick try. Looks pretty nice, but I can't make out poo poo. My AI keeps seeing enemies, but I don't. At one point, red squares just start showing up.
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# ? Mar 6, 2013 14:54 |
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babies havin rabies posted:Do waypoints/synchronization not work in the editor for anybody else? Are they not in the game yet? Waypoints and sync work fine for me! Try switching to the traditional editor layout.
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# ? Mar 6, 2013 15:01 |
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Combat Pretzel posted:Just gave it a quick try. Looks pretty nice, but I can't make out poo poo. My AI keeps seeing enemies, but I don't. At one point, red squares just start showing up. You're playing on large distances in this game, so you need to both slow down your pacing and start to worship magnifying scopes religiously so you improve your ability to monitor your surroundings a lot better. You getting your rear end handed is both because you're new to this game and the fact that unless you played the original delta forces, you never played a real long range game before. This isn't and arcade game like CoD.
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# ? Mar 6, 2013 15:07 |
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I love it when people bring up Delta Force games, those games were my early teens. Especially the custom maps (custom maps were unlimited-tessellated terrain with game objects formed on said terrain).
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# ? Mar 6, 2013 15:17 |
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Batham posted:There's a reason why I call Arma II a "you got shot because you didn't clear the previous loving town 20 miles back"-simulator. Then again, the AI was also spotting enemies around a hill, with no line of sight, so...
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# ? Mar 6, 2013 15:39 |
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Thought this would be appropriate here: https://www.youtube.com/watch?v=E_mESOTbEPs
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# ? Mar 6, 2013 16:09 |
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# ? Apr 28, 2024 22:11 |
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There must be some really smug faces around BIS. "BIS games are always buggy unplayable messes eh? Let's see how they like our alpha test " Though for real content, the new changes to the movement system is utterly amazing. GOTY2013
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# ? Mar 6, 2013 16:21 |