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PuFu
May 23 2011, 10:49
SCOPE:
To Gather all the questions regarding A3 in one single place, so that BI developers could have an overview, and hopefully answer some of these questions, without needing to navigate through all the existing threads.

There is a possibility of an interview with one of the developers further down the road, based on those questions (please don't ask about dates,

RULES:

be brief
be informative - use examples if you feel it is necessary, but between SPOILER tags
don't start a debate on any of the topics/questions - create a new thread if you feel that you really need to, or use an existing one
all question will be posted on the first page - some rephrasing and formating might occur
follow the given format


Please use the report function for posts which not comply with the above rules

HOW TO:
In order to pose a question, please use the following format (will be easier to read as well as make my job easier to move it on the first page):


Category
Question

Additional information/reference


IE:

08.Scripting
Will there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python?

Additional information/reference
Python syntax, as well as its continuous development support would allow more users to use their existing skills within A3 engine


QUESTIONS:

01. Gameplay

Q: Will melee combat (knives/bayonets) be added to A3?

Q: Will it be possible to move inside vehicles?

Q: Will it be possible to shoot from vehicles?

Q: Will realistic bullet drop (ballistics) be modeled into the game per each caliber?

Q: Will the terrain of Lemnos feature caves?

Q: How will the customizations of gear and weapons work? What restriction are planned?

Q: Will A3 feature a firemode selector separated from the action menu?

Q: Will women soldiers make their appearance in A3?

Q: Is the gameplay overall focused on authentic or more towards the "accessible"/casual trend?

Q: Will the medic system and modules take a more realistic approach (similar to ACE wounding system) and will it feature detailed treatment?

Q: Will the body models have wounds based on hit position instead of the current wound texture?

Q: Will the measurement units remain metric, or will they change to imperial? Could this be added as a profile option?

Q: Will A3 feature a cover system and weapon rest similar to RO?

Q: Will it be possible to use both the laser and flashlight on the same weapon, or switch between them?

Q: Will the underwater environment allow interaction and combat, for units, and for vehicles?

Hand to hand combat? Spear guns? Projectile weapons? Torpedos? Depth charges? Mines? Concussion effects? Realistic diver effects? Diver options?

Q: Will the buildings be open/free to enter like in OA?

Q: Will there be a interactive interior in vehicles (Tanks, APC, Cars)?

Q: Will there be a working co-pilot seat in the helicopters?

Q: Will there be basements in the buildings? Related to terrain.

Q: Will players be able to break animations half way through?

Q: Will there be a working loader position in future tanks?

Q: Will the grenade no longer penetrate the roof or floor or walls and stay at the specific room\space you want?

Q: Can we have two grenade throwing mode like what in Rainbow Six 3?

Q: Can grenade launcher\RPG have zeroing feature similar to other weapons available in OA?

Q: Will hands move with vehicle wheels/weapons?

Q: Will there be full animations such as opening the door when player gets in/out?

Q: Will weight simulation or loading system be added in ARMA3, which can at least impact player's activity and equipment choice? Will weight criterion replace the traditional gear column limit.

Q: Will the limit regarding the secondary weapons be removed, enabling players and AI to carry two bullet based weapons?

Q: Will the unit of the ammo for shotguns be changed to bullet rather than magazine - currently in OA?




02. Story

Q: Who is the Enemy Force?

Q: Who is the Allied Force?

Q: Can the player "change" the story and is he more responsible for his own actions and leadership?

Q: Will A3 feature an Opfor campaign?



03. Graphics

Q: Is DX11 planned?
A: Yes, it is one of the targets (http://forums.bistudio.com/showpost.php?p=1933404&postcount=45) of the development team

Q: Will there be more gfx options for individual settings, such as shader detail, foliage detail, bloom, etc?

Q: Are current cards able to handle A3 on normal/high settings?

Q: Will there be a list of HW recommendations?

Q: Are all clouds volumetric or you still use the good old sky-texture?

Q: Will smoke move with wind and/or be interactive with the environment and objects?



04. Artificial Intelligence

Q: Will the AI be able to communicate between squats/units that are not in the same team?
Like setting up w whole platoon and the team-leader 1 telling team-leader 2 where the enemy is and he is reacting with changing the formation/shifting fire.

Q: Will the AI recognize weapons and there purpose.
A MMG for long range suppressing and taking out light vehicles, AT weapons for armor, AT weapons with HE ammo for infantry, grenades in Mout

Q: Will the AI be able to engage on longer ranges than 300 meters?

Q: Will the AI change formation on its own?

Q: Will the AI call off map support?

Q: Will the AI recognize a superior force and not charge in to its doom?

Q: Will the AI recognize houses and there interior as cover?

Q: Will the AI make use of the drag function of the first Aid module?

Q: Will AI be able to correctly identify a wall\fence\closed gate and the hole\gap under the wall\fence\closed gate and correctly pass through the hole\gap using prone\crouching stance instead of directly penetrate the wall?

Q: Will AI improve their aiming, responding and activity ability in the room CQB?

Q: Will there be improvements in terms of the way AI is reacting in relation to camo/clothes/ghillie, gras, bushes, trees & forests?



05. User Interface

Q: Will it be possible to customize the ingame UI per user needs?

Q: Will A3 still use the white-on-dark text/design or will we get the more eye-friendly and readable "black on white" book style?



06. Editor

Q: Will there be a fully functioning 3d editor?

Q: Will the editor feature UI-based loadout and side selections, without additional script snipes be needed?

Q: Will there be more modules, gear selection, main viewpoint/gunner's arc selection and something like a database for scripting prupose?

Q: Will the editor support (toggling) the automatic creation of additional default files required for a mission (for example init.sqf, briefing.html, description.ext) to ease the life of mission makers?

Q: Will there be improvements to the town generator module



07. Multiplayer

Q: Will there be an integrated addon synchronization tool, similar to the community made six updater or yoma?

Q: Will there be more infos about mission and required addons/mods eg something like an little window?

Q: Will the netcode be improved/worked on?

Q: Will BattleEye remain the default anti-cheat system for A3?



08. Scripting

Q: Will there be an additional scripting language added together with the existing SQF/SQS/FSM, such as Lua/Python?

Q: Will we have an I/O to access / provide inGame Data to 3rd Party Applications like TS3 or MySQL?
I guess i don't have to explain the explosive growth of possibilities for Modders/Missiondesigners beeing less tied to the "Timefactor". If we'd have a Crashsave Enviroment that can take "yesterdays Sessiondata" on Server-Restart, it would be possible to have more realistic dynamic Scenarios,
many military operations are lasting longer than just 2 hrs.
Not to mention the Impact of ACRE to the Comm.


Q: Will the delay on scheduled environments introduced in Arma 2 still be present in Arma 3 or are there any modifications on it?

09. Modding/Tools/Plugins

Q: Will BIS Tools 2(3?) be complemented by plugins for the major commercial 3d modeling software?

Q: Will BIS release updated tools for texture, terrain, object, image manipulation, such as Visitor3?

Q: Will the weapon proxy handling on planes/choppers be improved in any way?
Mainly, will it include "proxies on proxy"?
As an example: the rack on the AH-1Z which holds 4 AGM-114 could be a proxy magazine and the proxies for the missiles itself could be defined in the rack mlod instead the choppers mlod.



10. Technical

Q: Since some tech is being ported from TOH are there any plans to port more than the clouds?

Q: Will 6DOF be supported ?

Q: Will ragdoll be implemented together with the physiX?

Q: Will there be support for deferred lighting system?

Q: What does it mean "revamped animation system"?

Q: Will vehicles have modeled destructible parts?

Q: Will the AUDIO engine support 3d/spacial effects? Will it deal better with stereo image?

Q: Will the new engine support multiple light sources and/or soft shadows?

For example adding generated reverb to weapons based on hills/room reverb in CQB, more 3d positions for immersion.
Support of stereo and also using stereo from mono source, especially with things like ambient sounds in forests/birds etc

Q: Is render-to-texture/picture-in-picture planned?

Q: What will be the maximum draw distance for objects and terrain?

Q: Will parallax mapping be applied and/or support for more than just terrain ground, like on walls of buildings?

Q: Will Arma3 continue using the current system for clans/teams. A "Squad.xml" file, same as in ofp & Arma(1&2)?




11. Content

Q: Which NEW vehicles are confirmed to appear in ArmA3?

Q: What types and sizes of watercraft can we expect and how many are static only?
Submarines? Frigates? Destroyers? Aircraft or Helicopter carriers? Patrol boats? Missile Boats? Fishing boats? Speed boats? Container Ships? Yachts? Canoes?

Q: What types of animals can we expect ingame?

Fish - sharks - horses - birds - bird flocks - lizards - snakes - dogs - cats - sheep - goats - cows - rabbits - kangaroos

Q: Will there be sharks available in A3, or any sort of natural underwater danger?

Q: Will there be naval battle between ships?



NOTES:
Due to the size of this thread, i have added all questions under spoiler tags

Brute Force
May 23 2011, 11:03
01. Gameplay
Which new vehicles are confirmed to appear in ArmA3?

We already know the Israeli M-ATV, Merkava 4M and Namer AFV are going to appear. It would be awesome if the Achzarit AFV can also join them.

fREAk.
May 23 2011, 11:06
Scripting
Will we have an I/O to access / provide inGame Data to 3rd Party Applications like TS3 or MySQL?

Additional information/reference
I guess i don't have to explain the explosive growth of possibilities for Modders/Missiondesigners beeing less tied to the "Timefactor". If we'd have a Crashsave Enviroment that can take "yesterdays Sessiondata" on Server-Restart, it would be possible to have more realistic dynamic Scenarios,
many military operations are lasting longer than just 2 hrs.
Not to mention the Impact of ACRE to the Comm.

NodUnit
May 23 2011, 11:09
Gaming
Since some tech is being ported from TOH are there any plans to port more than the clouds?

mant3z
May 23 2011, 11:12
01. Gameplay
Customizations of gear and guns, how this exactly will work?
When we can do it (before mission start, during mission, in the profile)? What we can do? What are restrictions.

Brute Force
May 23 2011, 11:19
01. Gameplay
Will realistic bullet drop (ballistics) be modeled into the game per each caliber?

Now that we have PhsyX, it would seem to be quite a waste not to utilize it for modeling ballistics

SASrecon
May 23 2011, 11:23
Gameplay
Will Lemnos feature caves?

Macadam Cow
May 23 2011, 11:39
(not sure If I should put this into Gameplay or Technical)

Gameplay
Will 6DOF be supported ?

NoRailgunner
May 23 2011, 11:51
Gameplay:
Is the gameplay overall focused on authentic or more towards the "accessible"/casual trend?

Story:
Can the player "change" the story and is he more responsible for his own actions and leadership?

Graphics:
Are current cards able to handle A3 on normal/high settings?
Will there be a list of HW recommendations?

Artifical Intelligence:
What about some ingame videos like "AI development: A1 - A2OA - A3"?

User Interface:
Will A3 still use the white-on-dark text/design or will we get the more eye-friendly and readable "black on white" book style?

Editor:
Will there be more modules, gear selection, main viewpoint/gunner's arc selection and something like a database for scripting stuff?

Multiplayer:
Will there be more infos about mission and required addons/mods eg something like an little window?

PuFu
May 23 2011, 12:09
all added thus far, plus some that i found/remembered from the multiple threads available around in this section. If i missed anything please repost

Glowbal
May 23 2011, 12:14
Gameplay
Will it be possible to use both the laser and flashlight on the same weapon, or switch between them?

Tupolov
May 23 2011, 12:18
Modding/Tools/Plugins
Will BIS release updated tools for texture, terrain, object, image manipulation?

Additional information/reference
For example, will we get an updated Visitor 3?

[APS]Gnat
May 23 2011, 13:50
Content
What types and sizes of watercraft can we expect and how many are static only?

Additional information/reference
Submarines? Frigates? Destroyers? Aircraft or Helicopter carriers? Patrol boats? Missile Boats? Fishing boats? Speed boats? Container Ships? Yachts? Canoes?

sander
May 23 2011, 13:57
Will the editor support (toggling) the automatic creation of additional default files required for a mission (for example init.sqf, briefing.html, description.ext) to ease the life of mission makers?

Regards,

Sander

[APS]Gnat
May 23 2011, 13:58
Content
What types of animals can we expect ingame?

Additional information/reference
Fish - sharks - horses - birds - bird flocks - lizards - snakes - dogs - cats - sheep - goats - cows - rabbits - kangaroos

mrcash2009
May 23 2011, 14:02
Audio Engine
1. Will the engine support 3d/spacial effects?

Additional information/reference
For example adding generated reverb to weapons based on hills/room reverb in CQB, more 3d positions for immersion.

2. Will audio engine also deal better with stereo image?

Additional information/reference
Support of stereo and also using stereo from mono source, especially with things like ambient sounds in forests/birds etc

[FRL]Myke
May 23 2011, 14:02
09. Modding/Tools/Plugins
Q: Will the weapon proxy handling on planes/choppers be improved in any way?

Additional information/reference
Mainly, will it include "peoxies on proxy"?
As an example: the rack on the AH-1Z which holds 4 AGM-114 could be a proxy magazine and the proxies for the missiles itself could be defined in the rack mlod instead the choppers mlod.

-Paladin-
May 23 2011, 14:04
04. Artificial Intelligence


1.Will the AI be able to communicate between squats/units that are not in the same team?

Additional information/reference
Like setting up w whole platoon and the team-leader 1 telling team-leader 2 where the enemy is and he is reacting with changing the formation/shifting fire.

2.Will the AI recognize weapons and there purpose.

Additional information/reference
A MMG for long range suppressing and taking out light vehicles, AT weapons for armor, AT weapons with HE ammo for infantry, grenades in Mout.

3.Will the AI be able to engage on longer ranges than 300 meters?
Additional information/reference
MMG 800 meters, rifles 600 and closer.

4.Will the AI change formation on its own?
Additional information/reference
traveling in column formation, fighting in wedge or line formation.

5.Will the AI call off map support?
Additional information/reference
Calling mortars, air support.

6.Will there be different AI´s?
Additional information/reference
A BluFor AI with tactics and combat behaver and a OpFor AI with there special behaver,tactics and organization.Not one overlord AI, BlueFor and OpFor using the same tactics and behaver in combat.

7.Will the AI recognize a superior force and not charge in to its doom?
Additional information/reference
Light infantry encounters a platoon of tanks, they evade or refuse to attack.

8.Will the AI recognize houses and there interior as cover?
Additional information/reference
AI moving inside a house and shooting out of windows and not standing outside or lieng on streets.

9.Will the AI make use of the drag function of the first Aid module?
Additional information/reference
I get shoot and the AI pulling my body into cover and healing me and not charging my body and healing imidetly and in the enemy's kill zone.



01. Game play
1.Will there be useful Bi pods on the weapons?
Additional information/reference
For MMG,Sniper,squat automatics and if the Bi pod is down going into prone supported position=higher fiere rate more accuracy.


2.Will there be like in OA every building open/free to enter?

3.Will there be a interactive interior in vehicles(Tanks, APC, Cars)?
Additional information/reference
Gunner in tank has main optics and emergency optics, Attack helo pilot can see on his MFD what he gunner is targeting,Look on how much fuel he has left or watch the map....


4.Will there be a working Louder loader position in future tanks?

5.will there be a co pilot in the Helicopters?
Additional information/reference
In attack hellos or transport hellos giving as the actual pilot the helm to the co pilot or gunner in a attack hello.

5.Will there be basements in the buildings?

[APS]Gnat
May 23 2011, 14:08
Gameplay
Will the underwater environment allow interaction and combat, for units, and for vehicles?

Additional information/reference
Hand to hand combat? Spear guns? Projectile weapons? Torpedos? Depth charges? Mines? Concussion effects? Realistic diver effects? Diver options?
Feel like I'm spamming lol ;)

dale0404
May 23 2011, 14:13
Gameplay

Will you be able to break animations half way through. Your healing someone, you come under fire, can you break the animation cycle or will you have to wait until it finishes? Then more than likely be dead...

PuFu
May 23 2011, 14:27
all so far added, minus:

6.Will her be different AI´s? - no idea what you are own about - please rephrase

1.Will there be useful Bi pods on the weapons? - already in the list

4.Will there be a working Louder position in Future tanks? - no idea what you are own about, please rephrase

dale0404
May 23 2011, 14:29
Pufu, the man means "loader" not "Louder".

PuFu
May 23 2011, 14:47
yeah, added

msy
May 25 2011, 12:57
Artificial Intelligence
1.Will AI be able to correctly identify a wall\fence\closed gate and the hole\gap under the wall\fence\closed gate and correctly pass through the hole\gap using prone\crouching stance instead of directly penetrate the wall?

Additional information/reference
It is a historical bug lasting for years. In ARMA2, this problem often happens when a wall\fence\oil pipeline has a hole\gap\space under it, however AI instead of keeping prone\crouching to pass through the hole, stands up to penetrate the wall\fence\oil pipeline.

2.Will AI improve their aiming, responding and activity ability in the room CQB? And will you can more effectively control your AI in complex building CQB?

Additional information/reference
In ARMA2 sometimes the AI in a room won't shoot you even he sees you, and till many seconds past they just fire. The most thing they do is aiming and aiming although you are meters far from him. I don't know what the AI is thinking. Why they can find me and shoot me easily from hundreds far away, but they can't quickly fire in a room?
What's more, In missions of ARMA2 the author in order to ensure you encounter a room CQB, he must stick the AI at a specific position, which also restricts the AI's space of activity.
And the next, you can't easily order your AI subordinaters to follow you in a CQB in a complex building. They either won't go up or down stairs, or will be a target for enemy AI.

Gameplay
1.Will the grenade no longer penetrate the roof or floor or walls and stay at the specific room\space you want?

Additional information/reference
In ARMA2 the grenade can't effectively use in room CQB or to clear the roof. It usually penetrate the floor or roof due to engine problem.

2.Can we have two grenade throwing mode like what in Rainbow Six 3?

Additional information/reference
in RS3 you can choose throwing mode or upcasting mode by left\right mouse button... I think in ARMA3 as a player when using grenade the right mouse also can control the other mode instead of zooming in.

3.Can grenade launcher\RPG have zeroing feature or even more realistic adjustment action like what in American Army 3?

Additional information/reference
In ARMA2 you can't adjust zeroing for grenade launchers or RPGs.

Ebolavirus
May 25 2011, 14:01
Editor
will there be improvements to the town generator module

Additional information/reference
Expanding the town generator module for creating small, medium and large citiy blocks, and maybe even a road generator too

neokika
May 25 2011, 19:27
Scripting
Will the delay on scheduled environments introduced in Arma 2 still be present in Arma 3 or are there any modifications on it?

Gameplay
Is getting in a vehicle full animated including opening the door and get in?

Gameplay
Do hands move with vehicle wheels/weapons?

Graphics
Do all light sources cause shadows and are blocked by objects and terrain?

Graphics
Is render-to-texture in?

Graphics
Are all clouds volumetric or you still use the good old sky-texture?

Graphics
Will smoke move with wind and/or be interactive with the environment and objects?

_neo_

msy
May 26 2011, 01:04
Gameplay
1.Will weight simulation or loading system be added in ARMA3, which can at least impact player's activity and equipment choice? So the weight criterion can replace the traditional gear column limit.

I think it is so hard to deal with both AI and player, but can do more on player and minor on AI (he just won't run but not fall in faint if you give him overload equipment). And both AI and men have a limited loading level like what in STALKER.

2.Will player and AI can have two automatic guns instead of a rifle with an RPG? Note: the second gun is not side weapon, it can be a rifle\submachine gun\shotgun and it also can be an RPG too. But if the weight system is added in ARMA3 thouse weight of weapons and their ammo all will impact at least player's activity.

Just like other games, you can choose one major rifle\automatic rifle and a second weapon like a submachine gun\rifle\sniper rifle\shotgun\RPG. and you also can have a pistol\PDW as a side weapon

3.Will the unit of the ammo of shotgun is bullet rather than magzine?

Just like how to reload shotgun in other games, you can reload bullet one by one and there isn't a magzine for shotgun.

Muahaha
May 26 2011, 03:34
Technical

What will be the maximum draw distance for objects and terrain

Gameplay

Will copter crash in a realistic manner or be the same like ARMA2 where it either explode or crash land without damage model.

Gameplay

Will there be SHARK! or any sort of natural danger,underwater?

Gameplay

Will there be naval battle between ships?

s4ikD
May 27 2011, 22:14
Artificial Intelligence

will you improve the ai in terms of them reacting more realistic on camo/clothes/ghillie, gras, bushes, trees & forests?



thats the most depressing thing about arma imo, the ai shoots through bushes, gras, trees and in or out of forests deadly accurate.

Flash Thunder
May 28 2011, 20:38
Graphics

Is gear modeled seperately on soldiers uniforms instead of pasted on?

Graphics

Is parallax mapping (3d effect textures) being applied to more than just terrain ground, like on walls of buildings?

PuFu
May 29 2011, 16:38
all added to the first post


Graphics

Is gear modeled seperately on soldiers uniforms instead of pasted on?
please rephrase, because i can't figure out what you mean by pasted on

gammadust
May 29 2011, 16:41
"instead of pasted on" == "instead of copied over from existing models" ??

PuFu
May 29 2011, 16:52
and what is the difference? copy pasted from what existing models? existing as in from A2? Or the question refers to a larger variety of character models? or is it that pouches and alike should be modeled separatly and added on top as long as you equip those?

i don't know how hard could it be to write a simple brief sentence...

Smurf
May 29 2011, 17:01
Artificial Intelligence
Will the AI make proper use of armor\vehicles in combat?

Additional information/reference
A mechanized squad for example when in contact, just dismount the troops and charge. While a vehicle usually have superior firepower and optics, it should stay in the back or proper position (or at least make some judgment regarding the enemy assets) to "snipe" most treats and then move forward

nuxil
May 30 2011, 15:16
Will Arma3 continue using the current system for clans/teams. A "Squad.xml" file, same as in ofp & Arma(1&2)?

MadDogX
May 30 2011, 15:20
@<hidden>: In the OP, under 10.Technical, the spoilered explanation has been moved to the wrong position. It belongs under the audio question. :)

PuFu
May 30 2011, 15:28
added nuxil question and fixed the spoiler position :) cheers maddogx

Steakslim
May 30 2011, 19:05
and what is the difference? copy pasted from what existing models? existing as in from A2? Or the question refers to a larger variety of character models? or is it that pouches and alike should be modeled separatly and added on top as long as you equip those?

i don't know how hard could it be to write a simple brief sentence...

He means the last one you mentioned. It was vague but still obvious.

CarlGustaffa
May 30 2011, 19:26
Modding/Tools/Plugins
Any plans on allowing users to create protected addons?
Additional information/reference
For the record, I hope not - a game where I can't peek (and poke) wherever I want has little value.

Graphics
Will HDR (banding specifically) be improved?
Additional information/reference
I'm talking about how scene can look really bad and banded on 8 bit, whereas red dot sights looks awful on 16 bit, forcing us to change it a lot. Switching to 16 bit currently also have a significant hit on performance (on my old hardware anyway).

AI
Will there be bridges, and can AI use them? ;)

AI
Will AI be able to figure out proper formation directions this time around (sorry, had to)? :)