14.08.2013, 18:49 | #421 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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How many do they AI carry? If it's one each, then I see scavenging their bodies for the FAKs as a legitimate action. If they have more then we could remove most of them. If they use them (and I think they do, I've seen them healing themselves recently) then that's cool to. If the AI can't even use them, then we should indeed remove them from the AI. |
14.08.2013, 21:06 | #422 (permalink) |
Registriert seit: 17.05.2013
Beiträge: 42
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xeno what do you think about upgrading the satviewer in the mission? always liked it but reckon it was a bit basic. there's a better one on armaholic.
Satellite view (SATCOM) - Miscellaneous - Armaholic |
15.08.2013, 10:53 | #423 (permalink) |
Registriert seit: 29.05.2009
Beiträge: 87
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Nicht nur in Arma 3 ist das medical system ein Witz! Wie wäre es wenn du, sobald es einen ausreichenden Fuhrpark gibt, einen medevac einrichtest. Dieses ganze auf dem Feld wieder zusammenflicken ist für Pobbes. Lass die lieber die FAKs für Schnittwunden, den Paramedic zu stabilisieren und einen Medevac zum "wiederbeleben". Ich wünsche mir schon lange, dass "Gefallene" zurück in die Base gebracht werden müssen und würde mich sehr über eine solche Option in den Parametern freuen. |
16.08.2013, 08:36 | #425 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Well, scavenging would be fine if a FAK would just remove bleeding and not magically heal players (again, this makes medics useless). And bleeding is just a visual effect in the game, nothing else. The problem is more the whole medical system of the game which is neither good for a game nor a simulation. It's wishy-washy. Let's see how the UAVs work once they appear in the game, makes more sense to use them (hopefully their handling is much better in Alpha 3 than in previous titles). Wenn das so leicht wäre. Leider haut einem das verkorkste damage Handling vom Spiel dazwischen. Dazu kommt noch das man z.B. in einer Mission die Funktionalität der FAKs nicht disablen kann, dafür bräuchte es dann schon wieder Addons. Generell ist das etwas was man nicht mal eben so macht. Alleine für diese Änderungen würden locker hundert oder mehr Stunden drauf gehen (habe das System in ACE gemacht, daher...). Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (16.08.2013 um 08:53 Uhr). |
16.08.2013, 09:31 | #426 (permalink) |
Registriert seit: 11.07.2013
Beiträge: 19
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Hello , could you add in a the future DOMINATION , the option of TOWING helico's and véhicules?
So it a bit more realistic to put helico's in the hangar . And another thing I hope there will be a bulldozer it more effaces to push a wreck out of the runaway . Thanks a lot for these ... |
16.08.2013, 10:40 | #427 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Towing in the Arma series is quite ugly as you can only use attachTo which means the object is stuck in the same position relative to the object it is attached to. Or use some script with a setPos loop which results in heavy stuttering. Neither the rope simulation from Take On Helicopters nor the advanced attachTo command from VBS made it into Alpha 3. (It's also one of the features the community is asking for for years but...) Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. |
16.08.2013, 12:50 | #428 (permalink) |
Registriert seit: 29.05.2009
Beiträge: 87
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Das ist schade, denn es würde die Domi auf ein neues Level hieven. Hast du zu den Punkten in denen A3 momentan dazwischen haut Bugtracker parat? |
16.08.2013, 17:09 | #432 (permalink) |
Registriert seit: 09.04.2013
Beiträge: 66
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I know and I spawn as an UAV operator. It does not work only in domination. Probably domination removes it when mission starts. Geändert von Xares (16.08.2013 um 17:28 Uhr). |
16.08.2013, 17:47 | #433 (permalink) |
Registriert seit: 29.07.2013
Beiträge: 96
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You have to put the terminal in the GPS slot, and you dont need an operator either as long as you are wearing it Add the back pack to the fn_preinnit and the UAV terminal to the "x_weaponcargo_a3.sqf" You as yet cannot add the greyhawk as its not possible to spawn an empty version and connect to it as an empty one doesnt show up on the map... see my posts in Dev discussion Good job BIS by singling out the UAV and making this not possible, not like it affects many missions in this way... |
16.08.2013, 18:33 | #434 (permalink) |
Registriert seit: 09.04.2013
Beiträge: 66
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thx for info, I just figure this out. what I need now it is class name for UAV terminal. |
16.08.2013, 23:50 | #438 (permalink) |
Registriert seit: 03.01.2008
Alter: 84
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Doesn't it need an AI unit to operate it?
I'm not at home since friday morning and probably won't be till sunday evening so I can't test it... Edit: Lol, somebody told me already that the UAVs need AI units. Even the small Darter has 2 AI units as crew, a driver/pilot and a gunner So you have to create a crew and move them into the UAV because an empty spawned one does nothing. Means, nothing has changed compared to A2/OA except that some of the scripts were moved into the engine. Xeno
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In arma everything is made of refined explodium, armored with wet paper towels. Geändert von Xeno (16.08.2013 um 23:54 Uhr). |
16.08.2013, 23:53 | #439 (permalink) |
Registriert seit: 12.08.2013
Beiträge: 45
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The terminal won't connect to empty autonomous vehicles.
I've had some success spawning them in the sqm way underground or out of sight (out range of the UAV terminal) and them fetching them to the players location in script, but it's really ugly. |
Stichworte |
domination, domination arma³, opa xeno, terpmussbwmodmachen, xeno dominus est, xeno wechseljahre, xeno weibliche hormone, xenoichwilleinkindvondir, xeno_goes_feminin |
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