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Mordaedil posted:I disagree with your assessment, but that's because I don't really consider Arma "games" to be enjoyed to play, in the same way you enjoy playing Counter-Strike or Quake or Half-Life.
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# ¿ Nov 19, 2012 23:16 |
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# ¿ Apr 26, 2024 11:52 |
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Chortles posted:This is what people trying to improve PVP in ARMA have to contend with. quote:I had been asking in the context of whether you could maintain a relatively high movement speed while using optics as with SMK, as well as MW3 (Stalker perk)/Black Ops II (Adjustable Stock attachment); that is, would I be able to still move at tactical pace even when aiming down the sights, the "no" to me signals that tactical pace is probably for the sake of hipfire.
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# ¿ Nov 29, 2012 01:47 |
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Bohemia Interactive posted:It will be possible to run Steam in Offline mode, and still play the game (with the exception of online services obviously, including multiplayer itself).
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# ¿ Feb 22, 2013 10:39 |
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Carecat posted:The only scifi technology was the underwater rifles, which sort of exist. Everything else exists in at least prototype form.
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# ¿ Feb 24, 2013 15:17 |
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Fuuuck I doubt I'll have the money for a new computer in time. Oh well, I'll just hope it won't be a horrible slideshow at minimum settings.
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# ¿ Feb 26, 2013 18:32 |
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It seems the BI Store is working again. I finally got the game bought.
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# ¿ Mar 5, 2013 23:05 |
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Wicaeed posted:And for those of us that are complete idiots, how do you activate multiple mods at the same time? -mod=@modname1;@modname2
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# ¿ Mar 11, 2013 02:42 |
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This is clearly a fantastic idea. What this game needs is for reloading to use the fantastically realistic Surgeon Simulator 2013 method of hand control.
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# ¿ Mar 13, 2013 20:58 |
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The lite version does not have modding or multiplayer, but has a limited scenario editor. No idea how limited the editor is or if it's possible to play single player scenarios by other people, but it'd be kind of dumb for them to restrict the game to the showcases and whatever the lite owner can cobble up.
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# ¿ Mar 14, 2013 14:32 |
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Yeah the AI are pretty ridiculous at times. I've been manually setting the AI skill and accuracy to more manageable levels on the couple of missions I'm working on, but it seems most missions on Armaholic aren't doing anything like that. Most of the low-player coops are hilariously badly made in other ways, as well. I mean go download and try this, if he hasn't fixed it already. The way the tasks are set up is hilarious.
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# ¿ Mar 15, 2013 00:31 |
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Hey, I've got a couple of small 4-man missions almost ready, they just require a bit of polish but are otherwise playable. Not Your Job A quick fireteam assault into some buildings, some defending, an ambush, and a fast extraction. Should be pretty fast-paced and action-packed. Get the Stable-release version here, and the dev-build version here. The stable one is better tested and it seems the latest dev build dicked around with the terrain around the mission a bit, so I have no idea how that affects the gameplay. Hillbilly Heroes This is a longer mission, with a large variety of different ways to finish it. It involves making your way into Agia Marina, while BLUFOR forces are advancing towards the city, which is being defended by OPFOR. Both sides are hostile to the players, who need to get in the city through both the attacking and the defending forces to kill their targets, and then get away again. Get the stable-release version here. The dev-build version has a weird but consistent crash at some point, which I haven't been able to fix.
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# ¿ Mar 22, 2013 19:29 |
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The spectator camera thing has night and heat vision and poo poo, so at least you can see stuff after you die during night ops. Of course, the best alternative would've been to give the seagull NVGs, which should have been obvious to BI.
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# ¿ Mar 25, 2013 22:57 |
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The Lite version apparently has the Scenarios tab available now, so you should probably be able to play user-made single player missions as well.
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# ¿ Mar 30, 2013 23:39 |
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Chortles posted:The sniper scope ("Sniper Optical Sights") uses a mildot reticle and has two zoom levels with default keybinds of NumPad +/- (GoldenNugget is this what you meant by "change moa"?)
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# ¿ May 24, 2013 13:09 |
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Remove the entire '-mod=' thing from the game's launch parameters in Steam.
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# ¿ Jun 14, 2013 00:40 |
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Hey, if anyone is interested in testing a couple of missions, I'm going to be hanging out on the Camping the Stairs mumble for some hours. I've got three missions that should be near enough finished, but just need to get run through some testing to see if everything works in multiplayer and whether the difficulty is fine and so on. I'm on the stable branch at the moment, but last I checked the switch over to the dev branch didn't break anything so I can do that pretty quickly if necessary. I'd rather stay on stable, though, since I get an annoying inventory bug on dev version. EDIT: We're done. Turns out the AI is not affected by fog at all, so that scraps one mission entirely until they put that in. The others just need a working revive script. Anyone know of a good one? Frosty Mossman fucked around with this message at 05:11 on Jul 10, 2013 |
# ¿ Jul 9, 2013 23:17 |
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Jesus loving christ, does anyone know of a revive script that doesn't come bundled with amazing amounts of horrible bullshit? I just want something where a dude gets shot and then you can go revive him if you're not too late, and if he dies he is dead and not spawned into the ocean somewhere with no gear or stuck in a lovely custom spectate camera you can't turn.
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# ¿ Jul 11, 2013 15:40 |
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Yeah. All of my missions currently reduce the AI aiming accuracy to 0.25 and their aiming and spotting speeds to 0.5. It's somewhat better, but I'm debating whether to drop the spotting and aiming speeds even further down. I really shouldn't have to drop AI skills to lower than 50% just to make them really good instead of godlike.
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# ¿ Jul 14, 2013 19:37 |
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If you don't have one, make a feedback tracker account, and search for the issue. I found this, which sounds like what you're describing except with AA missiles instead of grenades: the rotors get instantly destroyed, causing the helicopter to just plummet straight to the ground. If you think it fits, upvote it. If you think your issue is different and you don't find a similar one when searching, report it as a new issue. As for the last point, I assume they have a lot of people working on a lot of different things and most of the ridiculous-sounding fixes are quick things that happen while working on more important things, or just easy fixes people work on to clear their head when they're stuck with a larger problem.
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# ¿ Jul 19, 2013 01:16 |
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Conot posted:Any goon mission makers, these tend to be pretty good times to get people to playtest your missions, so if you have a mission that you've been itching to watch people get wrecked by, and once we've figure out whose hosting, that could be fun.
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# ¿ Jul 30, 2013 12:10 |
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Conot posted:I'm sure we'll have about that number at some point, no harm in trying them out.
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# ¿ Jul 30, 2013 17:41 |
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Conot posted:I'm sure we'll have about that number at some point, no harm in trying them out. Hillbilly Heroes is about four idiot greek rednecks going on a vigilante quest to bring down a group of perceived traitors, and butting in to the middle of a large NATO assault on the way. It's a long mission of stealth with tons of options for your approach and strategy, but with the AI as it is and no revive scripts for now the length might not be a good thing. Also I'm afraid some of the AI changes might have made it completely unplayable. Not Your Job is intended to be a quick combo of a fast assault, intense defense, and a pretty badass retreat for four players. The mission is pretty much ready, and unless the AI changes have significantly changed things should work pretty much as intended. I also quickly whipped up an 8-player variant, but I have no idea about the difficulty since I just randomly placed some more enemies to scale the difficulty a bit. If you do play any of these, I'd really like to hear any comments or suggestions you come up with, especially if you encounter a bug or a script error or something. NaDy posted:Yeah I think he should change that to Americanized.
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# ¿ Aug 1, 2013 11:45 |
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The Lock and Zoom separation thing was in the latest patch notes.
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# ¿ Aug 2, 2013 11:20 |
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But you are getting a full game, you are just getting the toolbox before it.
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# ¿ Aug 2, 2013 12:49 |
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Are there any Wasteland servers that disable 3rd person view? I'm kind of liking it so far, but it's really dumb to be able to see over obstacles while you're perfectly hidden behind them.
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# ¿ Aug 21, 2013 10:40 |
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Slashrat posted:I think two of the UK Sa-Matra servers runs with the hardcore difficulty that disables 3rd-person view and spotted enemies being shown on the map among other things. I prefer to play on them as well for that reason.
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# ¿ Aug 22, 2013 01:14 |
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Slashrat posted:Am I just being stupid or is the RPG-42 iron sight hosed up? As a test I lined up a target on the airstrip at the 500 meter mark in the sight and the rocket only made it about 350 meters. Yeah apparently it's a known thing with the launcher and they're working on it.
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# ¿ Aug 25, 2013 21:55 |
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tooterfish posted:If you mean the scroll menu, the devs have been suspiciously silent on the matter, even though it's one of the most popular tickets open right now.
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# ¿ Aug 29, 2013 13:45 |
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My initial reaction on seeing this in the editor was that it must be a typo. Nope.
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# ¿ Sep 4, 2013 17:21 |
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Cooked Auto posted:And it's only taken them three games to fix it too!
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# ¿ Sep 6, 2013 22:25 |
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Acquire Currency! posted:There is indeed, a medic in ArmA 3 that works just like in 2. This time he insta cures you with beeps, futuristically.
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# ¿ Sep 16, 2013 19:02 |
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Pyrion Flax posted:Are there any games in GMT friendly time slots? It seems like all the arma3 goons must be west coast or something because the mumble channel is dead most of the time for me, but there are probably games happening as soon as I am in sleepy bo-bo land.
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# ¿ Sep 16, 2013 22:10 |
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BIG HORNY COW posted:I'm pretty impressed how much this helps my system. I bumped my view distance up to 2km and objects to 1.5 and it seems to run way smoother. I flew around Altis and didn't get any of that "chugs for a few seconds while you look in a new direction" stuff that usually happens when it tries to draw a bunch of models all at once.
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# ¿ Sep 18, 2013 13:42 |
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Does anyone know what the gently caress is up with my init scripts seemingly not running on all connected machines? A couple of missions I'm making modify the players' starting gear through scripts run from the units' init-line, and I get a weird error where different players see different equipment on some units. In other news, I've just finished scripting Data Breach, an asymmetrical TvT mission where one team needs to set up a device in a certain area and defend it while the other tries to disable it, and would appreciate any feedback on how it plays if anyone gets a bunch of interested people together. It takes a maximum of 16 people, but should be playable with fewer though I have no idea how well it balances for any player count. Less than six people is very unlikely to work at all. Download link here. I also finally finished Not Your Job, one of the 4-player coops I've been working on. Some of you might have played it with me before. Should provide some quick and varied small-scale infantry action. Steam Workshop Armaholic Not Your Job also has an 8-player version I haven't balance tested yet, so if you've got the opportunity I'd really like some feedback on the difficulty or any bugs you might find. You can download the mission here. VVV Yeah I have no idea why I didn't check that link. It's fixed now. The init problem isn't connected to any modules since no modules are used, I think it's got something to do with the way Arma initializes things not working in missions with tons of stuff in them or something. Oh and a friend of mine just published a 4-player coop mission on Steam Workshop. It's fun. Frosty Mossman fucked around with this message at 20:14 on Sep 19, 2013 |
# ¿ Sep 19, 2013 19:41 |
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Who gives a poo poo about what other people are playing in the first place?
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# ¿ Sep 20, 2013 11:11 |
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Speaking of playing things, I've got a couple of hours free that I'm going to use by hanging out in the CTS mumble, making a mission, and maybe also playing some if people show up. I'm on the dev branch.
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# ¿ Sep 20, 2013 12:40 |
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I don't know what's different in the dev branch right now, I just switched over since the games fcn runs are on it and the problem I had with not being able to join any multiplayer games in dev seems to have disappeared at launch.
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# ¿ Sep 20, 2013 12:46 |
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Elendil004 posted:Is insurgency something I can play with a few bro's against AI? If so, which ones on the workshop are not buggy shitpiles? This one by a friend of mine is also pretty fun, but you're going to need exactly the four people required to play it properly.
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# ¿ Sep 23, 2013 22:15 |
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Vatek posted:BTC revive is a custom script that adds first aid features that are currently missing from A3. When you die, you're considered to be critically wounded and a teammate can drag/carry your dead rear end to cover and revive you. Obviously if you're in a tank and it gets blown up this option isn't available. It's a fantastic script that should be included in pretty much every mission ever since BIS are basically retarded and don't have a baseline first aid module like A2 does. EDIT: I went to look at its thread on the BI forums in hopes he might have fixed the issues and I could use it, but he's just added in more features and welp: GMJaken posted:My group has noticed that we lose our binoculars/rangefinders whenever we are revived. It's actually been going on for a while now as far as updates to the script. Any chance of fixing this in the next release? GMJaken posted:New bug: Sometimes, when I go down, my Vest and Backpack items are replaced with Watches. Not just 1 for 1. It fills them with Watches. It also fills my empty space in my uniform with watches. If I switch vests, it fills the extra space with watches, infinitely. its happened twice, both times not using the new system. And disabling respawn still doesn't work. Also the dude is moving to another project and his time for this will be "very limited." Frosty Mossman fucked around with this message at 10:33 on Sep 24, 2013 |
# ¿ Sep 24, 2013 09:40 |
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# ¿ Apr 26, 2024 11:52 |
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Vatek posted:Welp. It'd be nice to see a return of the official first aid module but I'm not holding my breath. I then tested it with a friend, and after getting revived I found that everything I owned was replaced by infinite watches. Testing further, it seems the option to respawn with the gear you had when you died seems to also double as a switch for spawning endless amounts of timepieces, but if you turn it off it randomly deletes or adds magazines and grenades and other stuff you might have used. Also, whatever your settings, when you actually die your dude just rolls on his face and dematerializes, leaving you in a weird limbo in a lovely custom spectate camera (or if it's turned off, looking at a black screen for the rest of the mission). I'll dick around with it a bit more tomorrow and might find a configuration that keeps your equipment as it was, and doesn't randomly add or remove things or make you a walking fountain of watches, but I am not particularly hopeful. If I do find it, I'll try to modify what happens when you die to maybe make it not as massively retarded.
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# ¿ Sep 24, 2013 22:47 |