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    • Hell of a Mission Barbolani! This is the reason I play arma almost every week, its and incredible sp mission to boot too! I will only ask you one request, let the time to enter in undercover mode be15 minutes or less, half and hour to wait doing nothing is too much, or at least make an option in the base to go undercover as long as you are in civilian clothes and witouth visible weapons.  
    • SP? yeah i remember hearing that on the latest summation video. Hope it also COOP compatible. Even if it is simply adding other mates into the session. no one in their right mind goes on 'tacops' on their own. it takes a team or else it's make believe rambo ops.   I'd hope to see things that help players achieve believable TacOps style play, like: Better animation system that is more fluid and less clunky. So moving the unit feels more special operator like. Enhanced movement ability to vault structures and climb over walls, etc Ability to change move speed based on middle mouse scroll (so moving indoors at a fast jog not a sprint is possible) more developed weapon handling (not so robotic and dead feeling with every motion), more detailed recoil motion that has a little inertia at the end, and maybe even have breathing synced with weapon movement. Arma 3's weapons system and handling is feeling a bit old now against some really great new systems out there. wounding system Then more specifically... soft cover system to allow using cover a bit more intuitively (crouch height adjusts to cover height, hug wall a bit when next to it so you can peak around it) peek out system when aiming when behind cover, lets you peek out when you aim. AI that follows tactical procedures. lol. dreaming on this one, but still... a good tactical operations center that isnt an excuse to stuff unbelievable futuristic handholding tech into the game. But rather useful info when you need it on a tactical level. Rappelling and fast-roping down from choppers breaching doors No green-blue glowy shit please or magic tracking enemies HUD systems.          
    • Hello all   I'm trying to move away from using multiplayer attributes in Eden as I find the Description.ext to be easier to re-use being already configured.   When I did use Eden's attributes, I would have a respawn setup that when the player died, they would first Spectate then be able to abort and rejoin into their original player slot:     All other "Rulesets" were always unchecked.   However when using description.ext I can't seem to get the result to be the same. Player still dies and spectates, but could only abort and slot into same dead body. This is the code I have thus far: respawn = BASE; respawnButton = 1; respawnTemplates[] = {"MenuPosition","Spectator"}; respawnDelay = 9999999; Yes, there is a respawn_west marker placed as well.   Any suggestions please?