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  #401  
Old 06-11-2012, 09:03 AM
Rak Rak is offline
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Originally Posted by Flogger23m View Post
I hope they show off some more of the editor changes. The editor is very powerful, but the simplest things are done via script/command lines. They need to add a lot more GUI to the editor.
This. They need to copy the DCS Mission editor and paste it into ArmA 2. ArmA 2 mission building is one of the most painful processes if you're not an actual coder.
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  #402  
Old 06-11-2012, 10:57 AM
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Ah,, but when it all falls into place...nothing better !
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  #403  
Old 06-11-2012, 12:20 PM
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I'm sure the arma editor can be improved in many ways but still I don't see much shizzle with it. With arma edit and Murays guide it works wonderful. Its just a matter of copying a few scripts here and there. Depends on what you're doing though. I tried to create cutscenes yesterday and it was far more easy than I thought. Then I did very simple things but still. The learning curve is however very high. At least it was for me because I have never written a script before or anything like that when I began using it.

What is DCS Mission editor and how does it works? Sounds interesting

Last edited by Cyper; 06-11-2012 at 12:21 PM.
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  #404  
Old 06-11-2012, 01:47 PM
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What is DCS Mission editor and how does it works? Sounds interesting
Tons of things you'd need to mess with init line\scripts in OFP\A1\A2 can be done via editor itself, say need to place object at certain height? Just do it via editor menu instead of having to input "this setpos [getpos this select 0, getpos this select 1, x]"
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  #405  
Old 06-11-2012, 02:17 PM
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Also complex triggers can be done all within editor without coding as well. You can easily create gamemodes for example. If everything fails, you can write your code in LUA which is much more pleasant than sqf, sqs format.

There's the manual for the editor if you'd like to take a look: http://files.digitalcombatsimulator.com/en/131372/
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  #406  
Old 06-11-2012, 02:51 PM
Flogger23m Flogger23m is offline
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Originally Posted by Rak View Post
This. They need to copy the DCS Mission editor and paste it into ArmA 2. ArmA 2 mission building is one of the most painful processes if you're not an actual coder.
ArmA's editor has a few advantages to the DCS/FC2 editor. Mainly for me I prefer how ArmA's editor handles waypoint placing. I believe it doesn't allow for a copy/paste of units as well which is annoying.

Otherwise I prefer the DCS/FC2 editor. Looking at World's editor there are some nice improvements. Some things I'd like to see in ArmA 3's editor in GUI format:

- Mission briefings/tasks/ect. Either I have missed it after years of having ArmA 1/2... and if I didn't, it probably is not in the most obvious place.

- In the player loadout screen (added in ArmA 3) or in an ammo box I would like the ability to search for equipment. Type in FN FAL, and everything with those words in the name is displayed and nothing else. Or be able to hide certain things. So if we are looking for long guns, we can hide pistols, grenades, and other tools.

- Vehicles should give an indication of how many people they can carry, and how many people are spawning inside of them. Sometimes it is hard to remember how many people can fit in every single vehicle. For example, click on a vehicle, and it has the number of positions listed. EX Bradley IFV: 3 crew potions (filled), and 4 out of 6 passenger positions are filled.

- If a soldier is spawning in a vehicle, there should be a visual indicator (small icon above the infantry icon).

- Be able to place AI in buildings as well as on top of them.

- Be able to set waypoints for AI to walk inside of buildings.

- 3D mode.

Last edited by Flogger23m; 06-11-2012 at 03:03 PM.
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  #407  
Old 07-03-2012, 08:02 AM
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ARMA 3 - Walkthrough-Interview mit Jay Crowe - Teil 1 von 7: Einleitung (deutsch/englisch) - YouTube

in english and german

"much smoother weapon handling"
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  #408  
Old 07-03-2012, 01:06 PM
Colt .45 killer Colt .45 killer is offline
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Im extremely happy that I understood a decent ammount of that guys German. Yay!

Also quite excited for this game. The more I play arma 2 the more I realize that the series up until now offers extreme breadth and little depth. ( Most of the depth gets added in mods ). Im glad that they are really fleshing out the game and adding a lot of the depth that should have been there before. It is an immersion breaker ( atleast for me ) how stupid some things are in arma 2...
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  #409  
Old 07-03-2012, 02:17 PM
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Indeed. I truly hate the way the binoculars work in arma2. Hate it.
But still Arma2 is a good game, for mods, once u just adapt to the "clunkiness". The game won't change so players just have to adapt, no way around it. And arma2 only came playable after the 1.60 patch last fall when they fixed the warping. Hopefully Arma3 will be more polished when they release it. Good thing that they pushed back the release a bit. Now I have more time to get in to arma2 mods before ppl evacuate to A3.
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  #410  
Old 07-03-2012, 03:47 PM
Colt .45 killer Colt .45 killer is offline
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oh gosh binocs are a pain in the arse.

start in crouch, pull out binos, stand up - holster bino anim, get out rifle anim, holster rifle anim, pull out bino anim - REALLY?!
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  #411  
Old 07-03-2012, 03:49 PM
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Quote:
Originally Posted by Colt .45 killer View Post
Im extremely happy that I understood a decent ammount of that guys German. Yay!

Also quite excited for this game. The more I play arma 2 the more I realize that the series up until now offers extreme breadth and little depth. ( Most of the depth gets added in mods ). Im glad that they are really fleshing out the game and adding a lot of the depth that should have been there before. It is an immersion breaker ( atleast for me ) how stupid some things are in arma 2...
This. ArmA 2 with the latest patches works much better, but even a year ago some things were flat out broken. A lot of potential but so many core aspects are done poorly.

I hope ArmA 3 goes back and fixes all of the little things. I'm looking for significant changes rather than the content (which all feels the same) DLCs that ArmA 2 gets.

I'm looking forward to ArmA 3 but can't help but feel it will turn out to be like ArmA 2 with little changes to the core issues. With better graphics, worse performance, and under water combat.

Last edited by Flogger23m; 07-03-2012 at 03:50 PM.
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  #412  
Old 07-03-2012, 04:08 PM
Colt .45 killer Colt .45 killer is offline
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Originally Posted by Flogger23m View Post
This. ArmA 2 with the latest patches works much better, but even a year ago some things were flat out broken. A lot of potential but so many core aspects are done poorly.

I hope ArmA 3 goes back and fixes all of the little things. I'm looking for significant changes rather than the content (which all feels the same) DLCs that ArmA 2 gets.
Im not even talking about the stuff they fixed mate, just find any particular subject in stock arma and pull out your trusty shovel. Driving? hehe vehicles slide on the road in an almost comical manner, armour combat really doesnt involve any of the actual armor values as all tanks seem to take damage from any AT munition even if the tank would take no damage from that munition IRL. But we gloss over that kind of stuff because of the huge breadth that the game covers. The great thing about this is that they can package up a game with obligatory better graphics and an extra layer of depth across the board and they have all of us foaming at the mouths waiting for it.

I don't even say any of that to be negative about BIA or their products, I've had some lengthy discussions about video games in general with some other enthusiasts and one of my personal feelings on ARMA as a franchise is that it really only owns the segment ( atleast until arma 3 ) by default. BIA have been very good to capitalize on that though and really convert the community with their A+ mod support, which provides a huge barrier to entry to any real competition ( other than the development cost of a competitor to ARMA, the community support of BIA is their only really big ace in the hole ).
If another company had really actually tried they might have been able to sieze a large margin of the tac sim market, or atleast make some headway. I guess BIA are somewhat lucky that their best competitor is OP Flashpoint. ( Which is similar to Intel facing off against AMD if AMD were still trying to market durons ).

Nevertheless its good to see BIA acknowledging this and making sure they are the reigning kings of the Tac sim market for the forseeable future. Yes ok I get somewhat nerdy about this kind of stuff, but long term strategies interest me, its part of the reason I was sad when TWI gave up the Brutal Infantry combat niche they were known for with RO1 ( to their credit though they are still very good with making ingame weapons feel hefty and enjoyable to use ingame, as opposed to the tinny plastic shyte in COD/BF ) .

One of the other things I am interested to see for the future of the ARMA series has to be the cross server continuity gameplay options / mods. DayZ really blasted this stuff to the foreground, and there is supposed to be built in support for it in ARMA 3. This could spell out a whole new slew of mods based off multi server progressive / continuous play.
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  #413  
Old 07-03-2012, 04:31 PM
Flogger23m Flogger23m is offline
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Quote:
Originally Posted by Colt .45 killer View Post
Im not even talking about the stuff they fixed mate, just find any particular subject in stock arma and pull out your trusty shovel. Driving? hehe vehicles slide on the road in an almost comical manner, armour combat really doesnt involve any of the actual armor values as all tanks seem to take damage from any AT munition even if the tank would take no damage from that munition IRL.
Exactly my point. Mods like ACE make it so much better, but there are still errors and things that are just not right. I am convinced that one T-72 version is invincible.
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  #414  
Old 07-03-2012, 04:38 PM
Colt .45 killer Colt .45 killer is offline
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Exactly my point. Mods like ACE make it so much better, but there are still errors and things that are just not right. I am convinced that one T-72 version is invincible.
Naw, the ACE guys just keep tweaking things and then releasing them half tested. We did a small op last sunday and had BDRM's and BMP2's eating AT4's and MAAWS HEAT rounds 3-4 at a time and taking no noticeable damage. Made for some interesting times...
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  #415  
Old 07-03-2012, 05:42 PM
Flogger23m Flogger23m is offline
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Originally Posted by Colt .45 killer View Post
Naw, the ACE guys just keep tweaking things and then releasing them half tested. We did a small op last sunday and had BDRM's and BMP2's eating AT4's and MAAWS HEAT rounds 3-4 at a time and taking no noticeable damage. Made for some interesting times...
Not sure what version I am on, but the AT weapons VS tanks is okay. Though a particular T-72 variant seems impossible to stop with hand held AT weapons.

Again, this is why I am not looking forward to the futuristic setting of ArmA 3. Mods can fix it, but mods typically lack polish.
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  #416  
Old 07-03-2012, 09:23 PM
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Originally Posted by Flogger23m View Post
Again, this is why I am not looking forward to the futuristic setting of ArmA 3. Mods can fix it, but mods typically lack polish.
But surley the futuristic weaponry would have been design to keep up with futuristic armour. Makes sense if you actually think about it.
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  #417  
Old 07-03-2012, 10:51 PM
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But surley the futuristic weaponry would have been design to keep up with futuristic armour. Makes sense if you actually think about it.
I'm just saying I don't like the approach. I would prefer to fight with/against real world equipment, be it contemporary or past.
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  #418  
Old 07-04-2012, 06:46 AM
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Originally Posted by Dr.Atkins View Post
Indeed. I truly hate the way the binoculars work in arma2. Hate it.
I don't quite understand what you mean there. confused:
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  #419  
Old 07-04-2012, 10:08 AM
Colt .45 killer Colt .45 killer is offline
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I'm just saying I don't like the approach. I would prefer to fight with/against real world equipment, be it contemporary or past.
Well they were quite conservative with it, considering the bit about most of these weapons being in testing or already existing. Notice how the sidearm looks like a glock? Also a bullpup rifle isnt too far fetched. What surprised me was the lack of a transition to a bigger intermediate cartridge such as 6.8 spc.

I think we'll just have to wait and see for this one, I will mostly be playing ACE anyways so I am expecting it to bring a pile of 'older' guns back into the fray. Also some of the weapon packs available on armaholic are actually quite decent ( polish wise )
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  #420  
Old 07-04-2012, 10:26 AM
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Originally Posted by Colt .45 killer View Post
I think we'll just have to wait and see for this one, I will mostly be playing ACE anyways so I am expecting it to bring a pile of 'older' guns back into the fray. Also some of the weapon packs available on armaholic are actually quite decent ( polish wise )
This thread may be interesting if you haven't seen it before.

http://forums.bistudio.com/showthrea...ma-3-authentic
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