we are talking the same thing as from the begining, just make use of the secoundary slot so that you could carry another gun with a limited number of Ammo for itOriginally Posted by (Tic-Tac @ April 25 2007,21:48)
we are talking the same thing as from the begining, just make use of the secoundary slot so that you could carry another gun with a limited number of Ammo for itOriginally Posted by (Tic-Tac @ April 25 2007,21:48)
-Travis Haley - Magpul Dynamics - Art of the Dynamic ShotgunI don't use a pump to scare somebody. I use a pump to shoot somebody.
-Christ Costa - Art of the Art of the Tactical Carbine 11911 mag, twinkie, twinkie, cupcake, primary weapon magazine... OH! There it is!
Originally Posted by [b
Now I saw this argument coming from miles off and it's way off base. The point is to make a game engine where you CAN do a lot of things then you make the CONFIG so that you enforce simple rules.Originally Posted by [b
Right now you can't ever ever ever have a M16 and a M24 at the same time.
If you changed the inventory system you could make it possible to have two rifles but code the mission/config however you want to avoid abuse of the engine's possibilities.
Do you understand now?
The problem is the sidearm class weapons are a different class from the rifle class weapons. Plus there is only one animation for using a sidearm at the moment. Thus your PDW would only be a pistol class (and OFP did have Machine Pistols, remember the Scorpion and the Uzi?). You get into a problem when you want two handed weapons.Originally Posted by [b
Plus, in real life an advanced marksman (USMC, recent history) will carry both an M21 and a M16. So don't say this is only for people that want unrealistic gear.
Quite the contrary actually. You can't move weapons into different slots without changing their type (which defines what animations they use). You can get away with it for small SMGs and machine pistols (using the hand gun slot) but anything else in any other slot just won't work.Originally Posted by (Tic-Tac @ April 25 2007,15:48)
To me this just looks like some left over experiments with a new inventory system that BIS never completely implimented. You'll also notice CfgWeapons and CfgMagazines have seemingly unused weight entry. My guess is BIS didn't have time to finish it, so maybe they're keeping it there for Game 2 (or maybe even a late ArmA patch).Originally Posted by [b
Probably, anyone remembers this?Originally Posted by (KyleSarnik @ April 26 2007,05:54)
Originally Posted by [b
I like the approach to carry whatever you want as a soldier.
As long as stamina/speed decreases.
It fits perfect to the freedom of choice in ArmA how to reach your goal.
If you decide that one buddy carries 5 LMGs for the rest of the squad and he stays back...
If you decide one guy carries all the ammo for the rest of the tream...
If you decide to carry a mortar with 40 rounds in your squad...
...all that should be seamless possible with a generic inventory system.
OK, here we are:
http://bugs.armed-assault.net/view.php?id=2487
Those aren't bugs. Don't abuse the bug tracker.
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pretty much as Frederf suggested is enought for any kind of realism freak to be happy TBH, but if the weight system is no go, the slot/space system with be a reasonable work around
@plaintiff1
i think there is a wish and request list in the BTS, so maybe have a check first??
@ plaintiff: those CRs are under "ArmA feature requests" and they do not show up if you select Project "ArmA".
It is our agreed practice that we move TTs which turn out to be rather a feature request into "ArmA feature requests" since it is never clear if it is a "bug" or a "feature".
So set your filter accordingly and you won`t see then if you do not like to see them.
Even worst, I will abuse the system for that:
http://www.flashpoint1985.com/cgi-bin....t=61823
I see a high value for BI to collect wishes and to vote for them.
Again, they can be simlpy ignored by filtering.
That's monsterous. What's the point of the wishlist, then?