#contact_feedback

1 messages Β· Page 1 of 1 (latest)

warm willow
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Best story so far. Just wish it was coop.

trail atlas
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never realized i had first contact bought and downloaded, my time on the campaign was definitely well spent
but now it raises the question, what did russia do with my 6 hours of collecting bioprint or smth on intergalactic magma cables?
||damn this dlc really is underrated, last few messages here are almost a year old||

hybrid rampart
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Hello. I have problem in Arma 3. I bought this game 10 months ago. First 3 months I didn't had problems with lags in game, because I set graphic to low. I joined a multiplayer group so I had to install a big modpack for game. Now I wanted to play singleplayer and I have big problems with lags. I can't play singleplayer and I can't use Eden editor, because I have a lot of lags. Sometimes I can't start the game. How I fix this problem?

fading fable
hybrid rampart
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Oh, ok, sorry

dull saddle
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Luckily there's no "Info" and no "Support" DLC

warm willow
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@cinder shadow By arma 4 hahaha.

bronze glacier
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I think I shall undertake the responsibility of expanding upon the Contact universe if Bohemia doesn’t

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clueless

compact topaz
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does have contact have online?

static jewel
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What do you mean?

compact topaz
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multiplayer instead singleplayer

static jewel
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You can but it is never supposed to be played in MP

inland monolith
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If I click on "required addons" in 3DEN and it lists "Arma 3 Contact Platform - Characters and Clothing" as the only Contact related addon - can players without Contact DLC play it? IIRC it's only structures and the map that should block - is this correct? Only thing I'm using is the "U_I_E_Uniform_01_sweater_F" that should not have DLC restrictions according to the BI Wiki

next crescent
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if they use uniform from contact dlc without purchasing it, they will get ads on screen after a while

static jewel
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Contact Platform is not Contact

inland monolith
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Ok that both kind of didn't help me. I do not understand the differnce between contact platform and contact. Isn't contact part of the contact platform? πŸ˜•

static jewel
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No

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Contact Platform is enoch that contains every vanilla data, Livonia, LDF, Promet etc

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Contact is contact, which contains optional part of Contact DLC, aka the campaign and Alient

fiery fog
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Yeah, it's a bit confusing, but our goal was to split the expansion into 2 parts. One conventional part for those who just want the 'authentic' content in their Arma (Contact Platform). And then the more 'out there' ET part, which is optional to load (Contact).

humble crystal
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i'm most sad about the lack of the training muzzle thing in the base game

static jewel
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Isn't it available but in scope 1 or 0?

humble crystal
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not that i am aware

static jewel
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Huh yeah it is 1 but not compatible with 6.5s

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Without contact

humble crystal
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nice πŸ˜„

static jewel
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It looks very cool feature to have such exercise equipment so yeah, but who would enjoy this toy in this sandbox when you can shoot and kill instead virtual virtually shoot?

static jewel
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It's been PBO'd in Dev-Branch for months

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But anyways, yeah, we have one

copper sedge
copper sedge
copper sedge
little cloud
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yes. But you already could anyway

fading fable
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I wish the de-eboing would come with documentation of these...

copper sedge
humble crystal
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they are in the function viewer if you start the game with contact

little cloud
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You can also just paste the function name into debug console and it will return it's contents to you

spring atlas
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Is it possible to use contact (and Livonia) with the classic game interface? So for example the tiles of the main menu, the position of all menu elements but also ingame having a map without the extra contact options. I know for example that spearhead has this option

copper sedge
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Thanks for the replies gents! Always more to learn about this game.

distant harbor
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I'm having trouble with the Contact campaign - every time I launch the first scenario and the intro is finished, my game crashes after 1-2 seconds. Anyone else experienced this before?

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Exception code: C0000005 ACCESS_VIOLATION at A1E627F2

little cloud
distant harbor
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Lemme generate a fresh one. So rpt, bidmp and mdmp?

tropic gulch
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Can I play the dlc with workshop addons? my game lags when olaying it due to many npcs

tight saffron
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injecting addons into missions that are not designed for that usually breaks them

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so maybe yes, but probably not

frozen kernel
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Just curious do the update will be make?

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Mostly for the enoch folder, not contact folder

static jewel
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What do you mean by update

frozen kernel
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Fix or add more scenario, and use those unused function and item

static jewel
frozen kernel
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I have made myself a sqf validator in js language, and it detect about 4 errors, later ima send it to the feedback channel

cosmic notch
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ejection doesnt work

shrewd basalt
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who can i talk to about promoting my server in the arma discord

shrewd basalt
formal ridge
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im upset with BI about this dlc

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this has been an issue for literally years

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cant change what ammo type you're using in a vehicle

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tank for example

wooden idol
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it's a shame that spectrum device UI is still broken after all these years

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i can only click on sound samples just right after the spacebar animation finishes, otherwise the buttons don't do anything

fiery fog
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Do you mean with Contact loaded or in the regular sandbox? Do you have a full repro and Feedback Tracker reference for this?

vast ibex
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I approached it with a big prejudice at first, but it is a very good DLC. I can say that it is the DLC that got me hooked on Arma 3, especially I can't get enough of the First Contact story.

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A very underrated DLC, man

sharp reef
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Great DLC but I wish there was an unlocked multiplayer mode to host it locally.

sharp reef
static jewel
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What

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  • Arma 4 is unrelated
  • The Mod is the Mod to play MP in Arma 3 Contact
  • Arma 3 Contact is anyways not designed to be played in MP
acoustic urchin
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May I ask what's the point of playing multiplayer with optional Contact DLC loaded? The DLC which is as said above, meant only for singleplayer?

charred relic
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There's a few mechanics that are exclusive to the campaign-only component of Contact. Like the map overlay being different or the compass UI.

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But yeah, there's pretty much no point to it since everything else is meant for the campaign anyway.

acoustic urchin
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It may be better to rip these features and put them in mod

atomic junco
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Maybe a new arma 3 cdlc contact multiplayer πŸ€”

fading fable
sharp reef
static jewel
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I still can't understand what's the point of "kinda works"

pseudo nova
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Ever since my friend introduced me to ArmA 3 especially Contact (the first mission), i always wanted to play it again. The campaign is very fun, especially the spectrum device. Can't beat apex tho, but top 2 DLC for me even if it's only singleplayer pretty much

teal sorrel
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First! πŸ˜‚

novel wraith
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not first

vague jetty
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world assets in non-ebo containers, for the community.

queen vigil
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Should have been a baltic region, booo

snow knoll
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Non ebo files for terrain objects would be real nice. Zero need for them to be ebo since they free for everyone

small finch
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And if there isn't zero need for them, could we at least be informed as to what that reason is?

weary haven
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@orchid trellis I'm pretty sure novice mission makers wouldn't dwelve so deep to think about sense of Enoch extension

queen vigil
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Eh, it definitely breaks precedent/standards imo

queen vigil
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It's a nice code word though

silk river
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they just want to express their admiration for epoch but want to make sure everyone knows this one comes from netherlands πŸ˜›

orchid trellis
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its funny how buildings are out of scale

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too big for soldiers

cinder panther
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There's only like 1 or 2 that are

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@queen vigil it is a baltic region or at least next to 3 of them

queen vigil
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@cinder panther it's next to them, and technically a part of real-world lithuania (as indicated geographically), or real world latvia going by the name. But in game it's polish πŸ€”

cinder panther
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Polish is sort of a Baltic state. It touches it

queen vigil
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Will just have to imagine it was a part of polish-lithuanian commonwealth πŸ˜„

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yeah but poland is slavic as such

cinder panther
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I still count it. If it touches the Baltic it's a Baltic state in my eyes just not one of the Baltic states

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Anyway, to get back on topic, I'm loving Contact so far! Great terrain!

gilded sonnet
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it's bordering with chernarus, that's harder to imagine

queen vigil
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but livonia is landlocked...doesn't touch the baltic sea πŸ˜„

cinder panther
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Which means it isn't a baltic state but I would say the baltic region since it borders 3 Baltic States.

@gilded sonnet Where did you see that?

topaz orbit
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It doesn’t border with Chernarus.

cinder panther
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Yeah i was pretty sure about that too

gilded sonnet
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Is it where Livonia lies? I though its where they took data from

orchid trellis
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Livonia also seems to be historically and perhaps culturally tied with the Baltics, judging by the loading screen lore about the forest brothers and dissolution, along with its size and so on

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Still gonna express how sad I am they didn't make the Livonians actually speak Livonian (even inaccurately would have been neat) to bring attention to the almost dead region, culture and people :(

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Or at least a Baltic language. I get that it's probably difficult to find voice actors though, especially if they spoke actual Livonian

gilded sonnet
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I liked the chernarussian language experiment

next mesa
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Nice. I was pretty sure that the actual place is somewhere in Czech since they made this DLC this quiet

cinder panther
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Not sure about the second part of your statement but it definitely is based off an area in the Czech Republic.

bitter moon
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as far as the map assets being in .ebo's, I'm pretty sure BI plans to release them to the community

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they're in .ebo's right now so they can't be ripped

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:^)

queen vigil
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feature parity with GM? πŸ˜‰

real stratus
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huh, where'd you find that?

gilded sonnet
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Config dumps

weary haven
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@orchid trellis yes, it has slightly bigger cargo size than mesh show so it can load even rubber boat

orchid trellis
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wait we actualy getting a vehial in vehical hemmit

twin igloo
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I wonder why they don't show us all the reskin variants of the vehicles we will get

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Even if they are just reskins it's still better then saying you get a new drone and a tractor

weary haven
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Put the on ground

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They are not supposed to hang high - it's more like ground leveling asset

valid ledge
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Ladder variant that auto levels like the normal one would be awesome.

obsidian prism
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the new promet is extremely quiet if equipped with a suppresor

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the new sight would benefit from more recticles

opaque compass
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I notice there's different animations for reloading the AK-12 with regular or drum magazines

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but it doesn't look like the SPAR-16S or other weapons have this, so reloading different magazines uses a mismatched animation on those weapons

weary haven
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weird, must be some bug since regular SPAR-16 have different anims per mag

real stratus
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weren't MX mags supposed to be compatible with the promet, and vice versa?

azure pasture
weary haven
azure pasture
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Oh okey, thanks!

bold wasp
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shotguns are way too powerful rn, both with slugs and pellets, not even NATO lvl V vest is doing anything to stop them close range, while I can understand pellets can hit flesh due to spread like the face and so on (even tho they'll still one shot nato lvl 5 even when they hit only the vest) slugs are also one shotting to the vest

bold wasp
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also bullet snap effect might be a bit too low now IMO

queen vigil
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isn't that how shotguns should work?

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you need a riot shield or something to stop shotgun pellets at close range

obsidian prism
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The shotgun alao shoots way high when using slugs and the new optic on the promet

bold wasp
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for the most part ballistic shields are 3A protection level, which is BELOW arma 3 NATO lvl 3 plates (carrier lite), believe it or not, a lvl 3 plate can stop 7.62x51 rounds (ball), altho it's true that the impact will injure you for sure, it won't be lethal

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@queen vigil

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there's actually a video of a guy shooting a lvl 3 plate with slugs 50 times and the plate won't break

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so it makes no sense that lvl 5 armor will not stop slugs, much less pellets

queen vigil
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interesting

bold wasp
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that's the lvl 3 plate vs 50 slugs vid

queen vigil
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tbh that looks like whoever's on the receiving end will take some internal injuries from that
but i'm not even close to being an expert on this

little locust
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how is the new ProbingBeam weapon working?

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anyone has a video of it

little cloud
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ProbingBeam? You mean the spectrum device? BI posted a video on twitter

little locust
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ProbingWeapon_01_F and ProbingWeapon_02_F

little cloud
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Dunno what that is

warm dew
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because of course the aliens have probes. πŸ˜‰

mild meadow
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Can we have an "Old" version of the 7.62mm Sound Suppressor.ο»Ώ......please! When equipped to the Mk14's especially the new "Classic" the standard variant looks way to new.

weary haven
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@little locust those are weapons for Mini UGV

little locust
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copy πŸ˜ƒ

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still curious to see it live - so short video or few images would be sweet πŸ˜›

weary haven
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you can't without mini ugv πŸ˜›

little locust
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why not addWeapon to other vehicle?
the config definition looks not too unusual, is it?

weary haven
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well, it's not going to work well since scripts for it are tied to Mini UGV

little locust
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ok

obsidian prism
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@weary haven will we be able to assemble the robot through a backpack like a drone?

weary haven
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yes

obsidian prism
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❀

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all versions?

bold wasp
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definetly new bullet snap sound is too low

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sonic crack I mean

orchid trellis
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Yeah the shotguns are way too armor penetrating

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They should be strong against flesh targets but practically useless against any significant armor

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Also is it just me or does the Promets sound not really match up with the other guns in their style?

obsidian prism
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Check out the mx, it has new sounds aswell

bold wasp
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yep, also when you're hit I'm pretty sure the "flinch" animation on your char sends your weapon to japan, which is nice, as it was pretty weird to have either humans or AIs returning effective fire as they're being hit

weary haven
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@orchid trellis it's not easy fix

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it's because of proxies they are using

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simple objects are not working with proxyRetex

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yeah, because basic variants doesn't change textures

weary haven
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Bohemia interactive Netherlands @orchid trellis

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What do you mean by you can't get it working?

grand tiger
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I like how Promet MR got like 30 inch barrel πŸ˜›

weary haven
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not sure tbh, Moricky established that naming convention but I don't remember if I asked why he did it

opaque compass
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Advanced Modular Helmets: currently four variants, without headset, with headset, with ear protectors, and with chops

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variant without headset is olive, rest are LDF geometric

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would be good to have both colors (olive and LDF geometric) for all model variants

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Modular Carrier Rigs: all have same armor values displayed in arsenal right now

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Also seems like name for MCR Lite and regular MCR has been swapped

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Modular Carrier Rig Lite has all the mag holders, pockets, holster and whatnot, Modular Carrier Rig is just a vest with nothing on it

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Combat Fatigues [LDF]: naming inconsistent with Combat Fatigues [AAF] causing LDF fatigues to be mixed up alphabetically

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Currently named "Combat Fatigues [LDF]", "Combat Fatigues (Rolled-up) [LDF]", etc

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Should be "Combat Fatigues [LDF] (Rolled-up)" to keep from mixing up order in list

burnt skiff
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it's mentioned in the "known issues" that the UGV pack isn't fully functional yet

opaque compass
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Combat Fatigues (Woodland, Tee): classname U_B_CombatUniform_tshirt_mcam_wdL_f

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Also, should be named "Combat Fatigues (Woodland) (Tee)" for consistency, or Combat Fatigues (MTP) (Tee) should be changed to mirror the others

weary haven
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@opaque compass Modular Carrier GL has extra protection - VA doesn't show it though since it's looking only for main body protection

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(MTP) (Tee) is abomination

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notice how i.e. Apex variant is called

orchid trellis
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I really hope we get an olive colored Radio Pack so we can MUCH more easily retexture it

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We only have black in a solid color

delicate wigeon
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I just avoid using vanilla ARMA3 uniforms tbh

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Dreadful camo - done at a time that a dreadful camo was popular

orchid trellis
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Yeah my retextures are all flat colors

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I really want to add that radio to my pack I just know it'll be annoying to retexture a radio to olive and sand colors from black

little cloud
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I don't understand

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you'd make a new texture anyway, what does it matter what the old color was?

silk river
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when some people say retexture they mean "recoloring" via simple coloradjust

orchid trellis
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@little cloud yes, using black as a base for a sand color vs olive as a base

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if you lighten black it has a LOT of color noise

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and loses detail

azure pasture
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@orchid trellis Why don't you add the AS/NOHQ/SMDI textures. You can use the Black texture for the base and just add your color over it, without worring about reliefs since as/... will add it

orchid trellis
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@azure pasture yep! that's what I'd do if they don't release a olive version, because using the other textures doesn't give the same effect

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specifically regarding dirt and stains

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besides it'd be a shame for all the vanilla players to not have an olive radio to match the new olive vests

slate sparrow
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Is there also a black version of the Modular Carrier Rig? Would love to have some of that

azure pasture
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Ah yes, totally forgot about dirt.

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But yeah, having an olive variant for radios and other accessories would be a great addition

loud crow
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How are you going to retexture asset locked in ebo?

vagrant terrace
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magic

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/s

real stratus
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I'm wondering, will contact have samples?

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because tanks DLC has yet to get samples

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and the jets DLC samples is missing samples for the SAM stuff

orchid trellis
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@loud crow when they get unbinarized of course

loud crow
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@orchid trellis
uh.. so a year or two later....

weary haven
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issue with releasing texture template is, that nowadays most textures are created in software like substance painter, quixel, 3d coat etc

orchid trellis
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@weary haven you can still export the UV mapped texture

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let us use hiddentextures

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so we can make awesome content

weary haven
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hidden selections are there on almost everything πŸ˜‰

orchid trellis
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perfect!

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making a template from the original _co is a godsend though

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make making a template super easy

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and after that adding camos and colors is a synch

weary haven
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indeed, it's possible to release uv maps + ambient occlusion map but my point is that right now you cannot have those super nice templates like in past

orchid trellis
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let us do the work!

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@weary haven oh yeah don't worry about the actual templates, I never use those

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I just grab the texture and make my own

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I really just want to texture the radios to match my unit's camo as well as make a ton of camos for it

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Kryptek, 5.11, Multicam

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all of it

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I love the vanilla models and textures and just having access to a black and flat olive version of the textures let me do anything I want with it

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having access to ANY flat version color would do it

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because from that olive I can make sand, grey, snow, coyote, ranger, and then a easy white template where I can apply ANY pattern

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its one of the worst things about the AAF modular helmet for example

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there is no non-camo version of the texture so unless I do a LOT of work to remove the AAF camo it's a no-go

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so if I had feedback for us modders, I would ask for a flat color version of ALL gear you guys make @weary haven

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of course if you had an olive version of the AAF modular helmet lying around the studio I wouldn't mind asking for it πŸ˜‰

weary haven
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uv map and ao map can be done easily\

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otherwise substance painter files might be even released

orchid trellis
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wow nice!

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yeah just a regular _co texture would be ideal

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I'd get started on the radios immidiately if that was the case

weary haven
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it will be post release most likely

orchid trellis
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so at launch I'd release a mod that includes your assets in not just olive but EVERY standard military color

loud crow
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good to see it's coming πŸ‘

orchid trellis
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For sure! I've already made multi-color versions of most of the vanilla and DLC content as soon as I got my hands on a flat color version of the original texture

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I don't see a downside in giving us the texture files so we can make retextures, you guys only stand to win

loud crow
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yep, I could update some of stuff in mod I work on with new outfits from dlc, but some of it won't possible without retexture, since it doesn't fit the faction.

open spruce
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Why's the Kitbag (Green) in the game twice?

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Loother Clothes (Camo) is a duplicate of Guerilla Apparel

loud crow
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Is it intended that some retextured Contact gear require Laws of War DLC?

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I mean, come on.

orchid trellis
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dont know?

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some might inherit from a laws of war model

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as in just be a retexture from the laws of war dlc

loud crow
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yes but in arsenal it shows it's a contact dlc. I mean, it feels meh to buy contact, put on an item from contact dlc, or even play as acharacter (looter bandit for example) and get instant AD requiring you to buy another dlc

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wtf

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we put dlc inside a dlc so you have to buy dlc when you bought dlc

open spruce
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I don't think that a single piece of gear could require ownership of both DLC's

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It's either part of one or the other. Units are a different matter because they might use gear from more than one DLC

loud crow
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Looks like it does, unless they dont require contact

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but nvm, the real problem is:
Respirators/blindfolds are facewear

open spruce
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So that's a problem because?

real stratus
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apex has facewear and items that share DLCs, so nothing new really

loud crow
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Because if you are 1 toe in the water facewear disappears. It's a bug(feature) known since alpha

real stratus
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ah

loud crow
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One could mod it making facewear in nvg slot, but since content is in ebo, it won't be possible

real stratus
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could just config dump it

loud crow
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I already tested it, I'm standing on the shore, facewear disappears

open spruce
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I never even noticed that was a thing. Wow

loud crow
open spruce
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Closed, Resolved

loud crow
open spruce
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"By design"

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Yeah right

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Anyhow, anyone noticed that there's a few pieces gear that are the exact same as in vanilla?

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Also, looters apparently don't wear clothes. Their clothing slot is empty but they still seem to wear something

weary haven
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known issue πŸ˜‰

open spruce
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And the duplicate items?

weary haven
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not sure atm

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backpack is AI variant and will be hidden

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Loother Clothes (Camo) is missing due to issue mentioned on BIF

open spruce
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I'm not talking about missing things, I'm talking about straight up duplicate with the backpack but also some of the looter clothes

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Unless the currently selectable looter clothes in the arsenal are not meant to be there

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And what do you mean "AI variant"?

weary haven
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it is filled with items

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Loother Clothes (Camo) is missing skin

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so it's sort of missing item πŸ˜›

loud crow
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https://imgur.com/a/OpN0nux
Please fix the facewear in the water issue 😦
Or if it's not possible, make nvg slot option for these items

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If you get into any vehicle including car or helicopter from somewhere nearby water surface or water itself, facewear will also not show up until you get out of it on the land.

open spruce
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  1. The backpack is not filled with anything
  2. I'm pretty sure the exact contents of the uniform, vest and backpack are defined within the unit and not within the configs of the uniform, vest and backpack
weary haven
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well, you are wrong then

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try typing this in console
player addBackpack "B_Kitbag_rgr_BWAAR";

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seems that recent version of VA is removing all items from such backpacks

open spruce
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What does this have to do with VA when the Looter (Shotgun) I_L_Looter_SG_F who spawns with that backpack doesn't have anything inside of said backpack?

weary haven
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Loot (Shotgun) use that non contact backpack

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"B_Kitbag_rgr"

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Creating loadouts in Arma is quite tedious sometimes and you have to create those prefilled backpacks if you want to have something in them. Same thing with weapon attachments - if you want to have specific attachments on weapons then you have to create special cfg entry for it with all accessories linked there

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I'm automating that backpack creation and I guess script somehow failed on this one ("B_Kitbag_rgr_BWAAR", btw: BWAAR means blufor, woodland, assistant autorifleman). Nevertheless, it should be fairly simple to correct that

open spruce
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For as long as this doesn't turn into a "Well this is technically the exact same thing as vanilla but because this specific classname came from a DLC, it requires ownership to use", I don't care

weary haven
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Even if something has DLC icon in VA it doesn't necessarily means you need to own DLC to use it

open spruce
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Hm, well since I own everything there's not really a way for me to test that, is there?

weary haven
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hm, not really I think πŸ˜„

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anyway, I'm going to sleep now so I hope clarified it a little bit

loud crow
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It's just going to be a nightmare to make mods with gear considering all the dlc stuff vague

open spruce
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You'd need another Steam account with Arma 3 and no DLC's to test that sort of stuff

loud crow
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Even though amount of new clothing assets is low, I must say they are gorgeous.
I clearly see quality over quantity here. Thanks to asset makers.

loud crow
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Can Water spills be changed into the form of decals?
It would make life so much easier. + I don't really see any point in them being done as objects, unless you want to put them in/on an object.
Or just make a separate release of them in the form of decals, that would help a lot. Thank you.

hidden mortar
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they need to be elevated so they can go over the tarps and decon stuff I’m pretty sure

loud crow
#

Ok. well, for purposes to make them usable in editor and scripting, same objects in the form of decals would be really great. I hope it's not hard to do since the object is already in game.

cinder panther
#

Not 100% sure but willing to bet you could fairly easily make your own using the texture from it. It won't be part of the base game but you'd have one.

loud crow
#

Yeah I guess, will need to investigate on how-to:)

little cloud
#

"otherwise substance painter files might be even released" sure @weary haven? They contain the full mesh that can be exported as fbx. I mean, would be awesome. But in the past BI hasn't been that open with their stuff

weary haven
#

@little cloud it's possible to do it without mesh but then question how useful it would be

silk river
#

for tweaking base color values and materials - usefull. Better than just default arma maps (because you get position + curvature + color ID maps as well)
for making full retextures - not that usefull (unless the UV's are "photoshop friendly")

sullen jewel
#

I hope some form of templates for the new gear will be released, since they are the easiest to use for retextures, but I can understand if the devs will not have time at and shortly after release to do them

loud crow
#

I think Gorka outfits could get a little more love, as they simply don't compete with other new suits quality. (dreaming: +some elements to make them look not like from 80s, knee pads & elbow pads mb)

orchid trellis
#

@weary haven just the texture file so I can modify the colors and patterns is more than enough for most modders

#

Won't require the ebo to be unbinarized

merry dirge
#

Have the MX rifle sounds been updated? They sound somewhat different from stable branch

#

or am i just going crazy

loud crow
#

yep pretty sure they are. Sound much better

undone crown
#

I was wondering if it would be possible to give the Self-Contained Breathing Apparatus "B_SCBA_01_F" the ability to work underwater instead of it being completely cosmetic

#

it would give divers another choice in terms of rebreathers with the bonus of keeping the vest slot open for combat vests

loud crow
#

It is possible. I am surprised they didn't do that. Guess it will be a modder's work now.

silk river
#

just mention it in forum dev branch feedback - should be easy to add this functionality

merry dirge
#

as much as I like the new light cone objects, i must say it is pretty disappointing that they dont show you a preview of what the light looks like and where its pointing in the editor.

#

itd also be nice if the light cones had more options, like the ability to blink x times per x seconds or something

#

speaking of light cones
i literally just found that if you put too many (around 5) the lights around the world, including your hand placed light cones, will flicker when you stand in certain areas

burnt skiff
#

yes there's a limit on the number of dynamic light sources

#

it's dependent on your graphics settings for dynamic lights

merry dirge
#

gg

queen vigil
#

even then there's a hard limit

open spruce
#

Somehow even when that setting is maxed out and nothing else is added lights in towns tend to flicker

queen vigil
#

See above. There's a hard engine limit no matter what you do

open spruce
#

@merry dirge Those light cones are basically just lamps, right? You can turn off the regular lights via setDamage 0.95 or something and turn them back on with setDamage 0

#

Might work

loud crow
#

ridiculous...
https://imgur.com/a/lNjl1Pn
Is this going to be changed or will it stay like this? I just need to know if I can use such stuff in mod or shall I leave it..
I mean there is already only a few new clothing items, and about 1/3 of them require yet another dlc

open spruce
#

Also yes I know about the hard engine limit

queen vigil
#

Try shooting the vanilla flare gun a bunch of times in succession

open spruce
#

My point was just that even the base game is already reaching that limit without user input

#

Of course, if the player starts adding their own stuff it just gets worse

queen vigil
#

lights go out in towns, after a point the signal flares are replaced with black patches

open spruce
#

lel

queen vigil
#

the funniest is, if you throw a bunch of IR flares, then lights in the background start blinking too

#

but with opposite timing

open spruce
#

@loud crow Uhhh what exactly is that uniform?

loud crow
#

"Looter clothes"

open spruce
#

Basically Arma 3's engine is terrible outdated

#

Loother clothes require Laws of War DLC?

#

Woot?

queen vigil
#

i don't think that's intended

open spruce
#

I've said it before and I say it again, I don't think that a single piece of equipment can require two DLC's

#

It's either part of one or the other

loud crow
#

what about 3 dlc

open spruce
#

This is different for units that may have gear from several DLC's but just one piece of equipment cannot be part of two DLC's

queen vigil
#

Well, technically NATO pacific vehicles, which are just reskins of vanilla vehicles, require Apex afaik

#

which is very questionable

open spruce
#

The reskinned weapons too

loud crow
#

So they release dlc of retextures of another dlc

#

cool

#

sounds exciting

open spruce
#

What?

queen vigil
#

normally if they do that then it gets added to the base dlc

#

like the AK12 reskin for Contact will apparently be merged with Apex

#

Similarly the AT versions of Apex technicals/LSVs require Apex, even though they were added with Tanks

open spruce
#

It's a complete mess if you ask me. How is anyone supposed to know what objects and gear you can and can't use in missions to avoid it being a requirement?

#

Actually question

#

Laws of War added the big Van, right?

queen vigil
#

yeah

open spruce
#

There's a police version of that for the faction added in Apex

#

Does it require both DLC's to use?

queen vigil
#

No i think just LoW

#

You can use the garage to reskin it to police

open spruce
#

You can do the same with the pacific vehicles

queen vigil
#

No, if you put down a vanilla vehicle then you can't select pacific (olive) skin iirc

#

you have to put down a pacific vehicle to select either

open spruce
#

Just take the pacific vehicle, export the code, then copy the code which applies the camo and apply it to a vanilla vehicle

#

This is also how you get CTRG versions of the NATO Prowlers

queen vigil
#

Similarly, vanilla blackfoot doesn't have the CTRG camo in the list

#

I've requested this to be changed a long while ago

#

that ticket was marked as reviewed but nothing came of it

#

And yeah you can do that, which makes the whole thing really strange

open spruce
#

Okay this might be a lil offtopic but, you know the CTRG Prowler is unarmed right?

queen vigil
#

yes

open spruce
#

You can still apply the camo from one vehicle to the other

queen vigil
#

yeah, i know πŸ˜„

#

You can add the police textures to the armed vanilla offroad too

open spruce
#

Same vehicle, except it doesn't require Apex

#

Unless they put in some code that detects the camo and then makes it a requirement based on that, which is something I cannot test

loud crow
#

It's just. if a texture is in the dlc folder, then it requires that dlc

#

so if they got object in 1 dlc and texture in another, then it requires 2 dlc

#

or if they got 3 different textures in 3 different dlc folders, you now need 3 dlc

#

I think it works like this

open spruce
#

I think it just checks the classname

queen vigil
#

yup

open spruce
#

I mean, could you imagine messing with people not owning the DLC by dynamically changing the texture of the vehicle?

loud crow
#

they already do it, I bought contact, I put clothes from contact and I get ADs

#

exciting

#

I want to tell my friends to buy this

open spruce
#

Yeah I doubt thats intended, just like a few other things in contact aren't intended

#

Like how some of the looter clothes are basically AAF gear

#

Speaking of clothes, the marksmen DLC guillie suits were eventually made free for everyone also

#

The good thing is that it doesn't even show that it was from a DLC but honestly I feel like they made a complete DLC mess. Like apparently there's certain types of gear that came from a DLC but don't actually require it even though it's showing the DLC icon. How is anyone supposed to figure out what gear is okay to be used and what isn't?

queen vigil
#

yeah, there's some of that. quite confusing

#

?

#

That can at least be used to check if people have some DLC, and if not, assign something else

open spruce
#

Yes I knew about that

queen vigil
#

for example

if ((571710 in getDLCs 2) && {headgear player isEqualTo "H_PASGT_basic_olive_F"}) then {player addHeadgear "H_HelmetB_camo";};```
open spruce
#

But apparently, there's certain gear showing the DLC icon without requiring it.

#

I have no way of testing that

#

Might also not be true

queen vigil
#

but this might just show the appID of the DLC

#

not sure how exactly they handle it

#

because i would assume that if the icon is showing then it's associated with that appID too 🀷🏽

open spruce
#

Used to be the case with the guillie suits but not anymore

#

I actually wonder if that can be used on uniforms

queen vigil
#

hmm yeah good point, it doesn't take class names

delicate wigeon
#

"Speaking of clothes, the marksmen DLC guillie suits were eventually made free for everyone also" which are misconfigured afaik re: hit locations. Have reported, no productive response

cinder panther
#

But apparently, there's certain gear showing the DLC icon without requiring it.
That just means you assume it requires the DLC and you're safe. No one will run into any problems with it. The only problem that exists is if something requires DLC but doesn't tell you.

open spruce
#

It means that I don't even know that I could've used it that entire time without issues

#

But that's assuming that such gear even exists, which I don't know because I have no way of testing that

cinder panther
#

Yeah so it may not even exist at all and either way no one runs into problems where they're missing things because they don't have the DLC that it didn't tell you it needed.

open spruce
#

My point is that I would like to know that this is the case for that specific piece of gear

cinder panther
#

I know but I'm pointing out that in that case it will never be a "problem". No one will ever run into dependency issues. And again, you don't even know if those things exist to begin with anyway.

#

and did I hear something about a vanilla CTRG camo for the Blackfoot?

open spruce
#

Tbh I didn't even know the Blackfoot had a CTRG camo pattern

#

I know the Ghosthawk does

cinder panther
#

I thought someone mentioned it

open spruce
#

Someone did indeed

queen vigil
#

i mixed up the names

open spruce
#

Ah

queen vigil
#

i was thinking of ghosthawk πŸ˜„

cinder panther
#

dreams crushed

queen vigil
#

sorry πŸ˜›

open spruce
#

Well there is a mod that adds those camos for a number of vehicles, including the blackfoot

cinder panther
#

No big deal. I was just curious to see what it looks like. Don't play with vanilla stuff much anyway. Although now that I have a nice European terrain with woodland camo I might switch that up once in a while

open spruce
#

It kinda looks like that

#

For some reason it looks worse than all the other vehicles in that pack

mild meadow
#

Quote from the last changelog...."Known Issue: various new faction loadouts are still undergoing tweaks / fixes"

I'm hoping this extends to the Livonian Civilians in Eden, currently civilians 1-6 are spawning in Tanoa/Altis outfits. I expected the civilians in Eden to utilize the new civilian outfits that are available in the VA.
This has an impact on the CP modules as they are currently populating Livonia with dudes in shorts, sandals and shades. 😎

loud crow
#

I wish we could have overall more outfit models. So far, we got 2 new suits, 0 new backpacks (oops, so wrong here), no new hats, but helmets. Okay/satisfiable amount of everything else.
I like the retexture work of some old ones, 4k textures look great, and I believe dlc pop-up issues will be fixed before release. But the amount of new clothing models leaves a bit of a bad feeling no1 except hardcore A3 fans will buy 2 outfits for 26 bucks. Especially when you compare it to other titles.
Greed tells me If you lack modellers, common sense tells me that merging this DLC with LoW clothing could work with the addition of 1 more new outfit.

#

Unless aliens will provide us with 1 more of their wierdo sci-fi spacetraveller/xenomorph/cyberpunk outfit that takes human shape once worn ^^

loud crow
#

(Wish you saw reaction of my friend when he launched dev branch to open arsenal and see only 2 new outfits and retextures of old content)

azure pasture
#

But there is also a lot of new props, a new vest, some nice headgears and a map. It's far from reasonable to think that most players will by a DLC only for clothes.

loud crow
#

yes there are, a few of everything. So few it doesn't hold to other titles DLC standards for it's price.
Look I bought it and I like it. But I had a bad feeling since the start that for it's cost, it doesn't bring enough. I'd like to convince more people in buying, but not sure I can.
1st thing people look are outfits, vehicles and terrain. Terrain is great. But amount of new outfits and vehicles, even for me 28$ felt too much

azure pasture
#

I would wait the DLC and campaign release before saying if it is too much but for now, it's sounds faire. The new terrain is absolutely awesome and I'm happy with the new gears. Yes, Contact lacks some normal stuff like Vehicle, Gears and Outfits compared to the other DLCs but when you add the Terrain and the new assets, it balance all that. Also when talking about other titles DLC, do you refere to other games or to other Arma 3 DLCs?

autumn holly
#

Part of the issue would be that Bohemia's promoting it as an expansion, which previously only Apex was promoted as among A3 DLCs, therefore comparison against that seems inevitable

cinder panther
#

it's also much cheaper than Apex

autumn holly
#

though more expensive than also-cheaper-than-Apex DLCs which people may consider its content level closer to

cinder panther
#

well maybe not much but like $5 cheaper

#

plus it's on sale right now

#

adds a new terrain with just as many objects as Tanoa and bigger in terms of landmass

#

$10 cheaper than Apex at the moment

#

well $10 cheaper at the moment than Apex was at release

autumn holly
#

and Contact has a SP campaign designed as such instead of 'you could play it solo with AI as your squadmates instead of players, but...'

loud crow
#

Big chunk of A3 players don't bother with SP, but that's not the point. Point is. Outfits matter, Vehicles matter.
Also don't forget that Apex have added a lot of built-in game functionality, as coders at BI were still working on A3 back then. Contact doesn't add any, maybe shotguns, arguable.

cinder panther
#

technically Apex didn't add any functionality since you got all of that for free anyway

loud crow
#

Oh, I think they did some work on vehicle functionality back than. They are flexible, in M4W you can stand up and shoot as a passenger for example and overall vehicles were an upgrade from vanilla A3.

cinder panther
#

if people without Apex benefited from the functionality I don't think it's fair to count it as part of Apex since no one had to pay for it.

obsidian prism
#

apex added vehicle in vehicle i believe

loud crow
#

new(not just retextured) vehicle and clothing amount comparison is fair.

cinder panther
#

so 10 vehicles vs 2 that we know about plus any alien stuff

#

apex added vehicle in vehicle i believe
That was free for all users

azure pasture
#

All added functionality of DLCs are free for everyone

cinder panther
#

I know. That's what I said earlier.

slate sparrow
#

Are the Camo Looter / Guerilla uniforms still wip?

#

As of now I just see the Guerilla Apparel when equipping it

autumn holly
#

Functionality-wise there isn't any that we know of accompanying Contact since the CBRN and EW simulation are all scripted in the SP campaign with the associated assets being inert in the sandbox

cinder panther
#

but with the possibility that those scripts might appear in the sandbox

obsidian prism
#

very unlikely

#

its just gonna cosmetic every where else but the campaign

autumn holly
#

DnA's mentioned the possibility thereof

obsidian prism
#

really?

#

can you link that?

loud crow
#

@cinder panther
10 vs 2 is a huge difference:)
can't remember how many suits apex added.

autumn holly
#

DnA was asked almost a month ago Is the EW side of things scripted for the campaign or is it going to be part of the base game?(fingers crossed for the 2nd option) and replied:Campaign (or rather Contact 'Total Conversion' mode), but its designer is thinking about ways to make it as 'available' as possible. If not on release, then after hopefully. This may for example include methods for other scripts or mods to 'hook' into the system somehow. We are being rather cautious, because these systems are not MP-proven for starters.https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?do=findComment&comment=3358440

cinder panther
#

and Contact is $10 cheaper right now than Apex was at release

#

and you don't know what we're getting for the alien faction if there is one. There could be 50 vehicles

#

I doubt that but no one knows

autumn holly
#

Also, no official co-op:Unfortunately not. In the very beginning of the project we wanted to make it co-op, but we are doing so many 'slightly crazy' things with the technology that full multiplayer-compatibility became a casualty. Another reason being that we wanted also to tell a story, which is much harder in any co-op game (people have their own pacing and perspectives for example). We then focused on making the campaign a very cool and atmospheric singleplayer experience.https://forums.bohemia.net/forums/topic/223442-contact-expansion-feedback/?do=findComment&comment=3363677

loud crow
#

but anyway, I just wish there will be either a better offer price or something else valuable still incoming to make it easier to convince people to buy. As I'm only interested in MP.
Just 1 more quality suit or vehicle would make a good difference tbh.

autumn holly
#

What's a vehicle type that you would say isn't covered by one of the prior DLCs?

loud crow
#

Tractor. And robot. Even though robot is technically not a vehicle, I can see why they mention it as it is. Some cool creative stuff can be done with that guy.

#

Oh, and since it's a feedback and not discussion channel: I hope it's functionality will be configurable. Things like speed come to mind.
I still remember dogs not supporting runspeed increase>.<

autumn holly
#

iirc it's been mentioned a few times that apparently the devs ended up having to override some stuff in the base game in order to achieve whatever they were looking to do, hence the optional download aspect of Contact

#

You did say 'just 1 more quality suit or vehicle', which left me thinking 'what's left for Contact to do there that a prior DLC didn't?' and I imagined that you might be better at identifying that gap than I

loud crow
lavish yew
#

I also hope that there is the Default Dance

coarse tusk
#

Just my opinion, but I think the color coding for shotgun shells should be swapped. Red= pellet, Green = slug

#

It's kind a staple on typical FPS games with those types of rounds.

leaden laurel
#

(I'm playing modded, which may have something to do with it, but I've just noticed there is no CSAT Autorifleman in the regular CSAT editor unit list on devbranch. Same with Grenadier.)

coarse tusk
#

I don't think there is a base riflemen for the spetsnaz

obsidian prism
#

i think the pic they showed has one, the one with just the ak12

coarse tusk
#

Might just be missing in the last dev build I checked.

loud crow
#

Please give us an ability to hide antennas on Radio backpack! Maybe via SetObjectTexture or as separate class.

#

Because arma is a modding platform.

#

no I'd like to avoid using same models for 10+ years

#

especially when I bought dlc

#

Antennas are sticking quite high, I have nothing against them if there was an ability to lower them or something. But apparently in 2039 year the technology is still not advanced enough to be able to lower antennas

#

Animation is not necessary.

#

this is a feedback channel, why do you flame?
BI have added shower, and there are some stuff that can be hidden via SetObjectTexture, so it's not something out of the order. And Clearly if they want this DLC to sell well, they may consider adding easy to do quality options.

#

entire new feature? I can do that(make new class with hidden antennas) in 1 hour myself, if I had model source.
Regarding SetObjectTexture I dunno, maybe a bit more, just didn't do that ever, but make a new class is easy job.

#

So I know what I'm asking

burnt skiff
#

setobjecttexture wont get rid of the antena shadow

loud crow
#

tiny thin shadow is not really something to be bothered about tho.

#

@burnt skiff
setobjecttexture wont get rid of the antena shadow
Where did you get that info? I have just run a small test, and it does hide shadow

burnt skiff
#

From all the times I've used setObjectTexture on things and the shadows still show.

#

shadow LODs should not contain texture selections

loud crow
#

Well, run a test yourself, it does hide shadow when I hide selection of CBRN backpacks, and it does show shadow back when I unhide it

#

CBRN stuff is nuts, I love it, gives Chernobyl vibes:)

burnt skiff
#

reyhard provided extra selections for that then. I doubt they're using the standard "camo" selections which was what i was on about with simple setobjectTexture. The game doesn't like you using camo selections on shadow objects because it applies .paa files to the shadow LOD

loud crow
#

Yeah and it would be very very nice to have that option on a Radio backpack too.

weary haven
#

well, it's not going to work well on radio backpack since there are fabric parts which are adjusted for antennas

#

as for logo - that's how mipmaping is working

#

I've put it purely as an example and since it's quite low res, it's expected to look so blurry at bigger distance

#

@burnt skiff I've noticed that in engine setObjectTexture [0,""] is basically a hide animation

loud crow
#

Sorry, my bad, apparently I turned logo on and thought it was there by default

#

As for the radio, ok, one could have dreamed, thanks for reply. Good to see options on cbrn backpacks and overall ability to be able to easily script such stuff.

burnt skiff
#

But the game doesn't hate it when you use (backpackContainer player) setObjectTexture [3,"a3\supplies_f_enoch\bags\data\b_cur_01_co.paa"] // unhide hose to unhide it again @weary haven ?

weary haven
#

it will be working as long as selection contains whole block so shadow is closed

loud crow
#

Would be very helpful to see eventhandlers for shower activation and robot remote control activation/deactivation.

weary haven
#

@loud crow what would you like to see in such EH?

loud crow
#

Unit that activated it and object that was activated(in case of robot - a robot, not backpack ofc) would be pretty much enough

bold birch
#

Can you activate the shower via trigger and some bis function?

sonic pine
#

both showers can be activated via script

orchid trellis
#

I agree, maybe adding some sort of activation like where you can walk up to it and hover over it and turn it on would be cool

#

Unless there already is one

loud crow
#

that is already ingame, hence why I mentioned eventhanler

delicate wigeon
#

Apologies for double post but: "Look at the valve... should be an action menu option then per Reyhard after they were added to dev branch"

#

Oh, and what Keln said too

orchid trellis
#

Yeah just saw that, sorry mate

real stratus
#

Looks like part of the glove is poking through whatever wizardry is used to achieve the scope effect.

obsidian prism
#

i think its weird how the spetzsnatz combat patrol sharpshooter has a ak12 and the marksman a ap kir-1

queen vigil
#

hmm. Kir isn't a sniper rifle or a marksman rifle really.

topaz orbit
#

Is the MX blank firing adapter in yet

#

called the SIMCOM? I don’t remember

merry dirge
#

not sure if this is a bug or not, but on the comms truck, there is no current way to turn on the beacon without going into the garage (vehicle arsenal, whatever its called) and manually turning it on

loud crow
#

So I got a question:
A lot of vehicles and clothes released in Contact dlc require Laws of War dlc.
Will this be changed or it's a 2 dlc requirement? Or maybe they require only Laws of War?

#

For example I cannot use LDF vans.

orchid trellis
#

They do?

#

How do the LDF vans fall under LOW DLC?

wary belfry
#

Is it the Cargo and the Transport vans? @loud crow

merry dirge
#

i would imagine the stuff that requires 2 dlcs would only require 1 dlc

loud crow
#

It's both vans.

#

I also still do get LOW DLC ADs wearing looter clothes

orchid trellis
#

Maybe the looters have lOW gear on them

#

get this beta shit off of me!

loud crow
#

it's a fcking t-shirt

wary belfry
#

I think that might be it

orchid trellis
#

just gonna steal syndikats clothes

wary belfry
#

Good idea lol

loud crow
#

Can we have Unarmed helicat finished? Czapla it's caled now.
Would be great to see it's finished so you can open passenger's doors and shoot as a passenger

#

ATM it's the most useless helicopter as well as Orca

#

I mean you did great job at making modified pickups with animated doors. So there is a chance for a cool helicopter being not only retextured but also finished:)

orchid trellis
#

I wish orcas could open doors

loud crow
#

you can open door in orca, with a script.
On unarmed helicat you can't even do that.

#

and not being able to shoot from them as a passenger is a fun killer

queen vigil
#

How do the LDF vans fall under LOW DLC?
they're reskins of the van that was included in LOW

#

so the vehicle belongs to LOW

orchid trellis
#

Ah

loud crow
merry dirge
#

Looks as if the shirt is like

#

Tucked in or something

queen vigil
#

The NATO SAMs appear to be marked as Contact DLC instead of Jets

cinder panther
#

Really? Mine says Jets

#

in the editor anyway

#

oh cool LDF gets SAMs too... poor AAF

orchid trellis
#

F

topaz orbit
#

AAF don’t need sams

#

Their initial purpose was to only to conduct counter-insurgency operations, not to defend itself from the full might of NATO

cinder panther
#

that doesn't seem like the case. They wouldn't have the AA variant of the Nyx and the AAF existed before the insurgents did... at least I think they did.

#

but not a topic for here

hot dune
#

Does anyone know what Those who pre-order will also receive Sneak Preview Access to the new Livonia terrain as of today. mean. What is a snak preview. We will be able to use the map immediately or trough dev branch

brittle cedar
#

Dev branch.

queen vigil
#

@cinder panther hmm I was looking at virtual arsenal.

mystic temple
#

Personally I think the LDF is heavily lacking in armed cars

obsidian prism
#

their only armed vehicles are the reskinned mora and wildcat i believe

#

and of course the two ugvs

#

both of which can murder people

mystic temple
#

Would love to see an update sometime, with maybe an armored offroad sporting a mounted MMG (Something like mexico uses with some light armor plates), or the option that would blow my mind, a new car, maybe based off something like the Aussie Hawkei , to round out their motor pool. I imagine something with a protection level in between an LSV and the main factions MRAPs

#

Would provide new interesting gameplay opportunities πŸ˜„

obsidian prism
#

just reskin the armed offroad a bit

mystic temple
#

I thought that at first

#

But it looks too... unprofessional

obsidian prism
#

they should also get a aircraft, maybe a reskinned buzzard, and a reskinned kuma

mystic temple
#

I'm fine with the aircraft offerings personally

#

That's supposed to be their weakpoint

obsidian prism
#

described where?

mystic temple
#

In the initial faction description

#

It says they lack a real airforce other than helis

#

And a navy too since landlocked

obsidian prism
#

but why have a airfield then :/

mystic temple
#

The russians built it

obsidian prism
#

then atleast give them literally anything to compete with the regular csat

mystic temple
#

When it was under soviet control

obsidian prism
#

the spetzsnatz should get atleast some vehicles

#

atleast for transport

mystic temple
#

Dont they have a heli

obsidian prism
#

they dont

#

the black kajman has been in the game pretty long

#

didnt see it available for them

mystic temple
#

Still is perfect for them

#

I couldnt see them having more than that and a LSV

obsidian prism
#

i mean atleast give them a reskinned offroad as transport

#

and ldf should really get a tank

mystic temple
#

No an LSV

obsidian prism
#

or any armor rather

mystic temple
#

LSV would be perfect for the kinda faction the spetznaz is

obsidian prism
#

except the mora

#

yeah, give them a cool quilin in their colors

burnt skiff
#

For me, LDF would have made more sense with having a bunch of Marshall variants and no tracked vehicles. Could have used the Mora turret on it instead of the South-African one maybe, since there was a real-life AMV with the 40mm CTAS gun. Bring in the NEMO turret from pre-alpha, do one as an APC with no turret.

obsidian prism
#

give the ldf access to the nyx and maybe the kuma

#

yeah, turretless apc would also fit them as transport

mystic temple
#

Nyx would be fun

#

I still really want to see them get the Hawkei series of cars

#

That would be fun

#

And it would be interesting having something inbetween the armed offroad and the MRAPS

obsidian prism
#

i mean since it looks like they only exist to counter spetzsnatz it makes sense them not having anything in terms of armor except the mora

#

but for general use it would be nice to have more options

#

the nyx is a really nice light tank

sudden silo
#

They've got some AA assets

#

that should be enough to make up for their lack of air assets

#

but LDF definitely needs more in the way of mechanized or technicals

orchid trellis
#

The LDF has sam sites

#

They do not need anymore AA

sudden silo
#

to be fair, they're going to be using all those SAM sites to take down alien saucers

#

moving on from the LDF to the looters, little surprised that the Looters don't have more in the way of old Soviet kit

#

AKs and the like

#

old Makarov's, that sort of thing

#

I realize that these assets locked off behind Apex ownership-requirements, but surely adding in a new Soviet weapon wouldn't hurt?

#

or any of the various Warsaw Pact variants?

#

could've just gone the lazy route and re-textured an Apex Makarov and called it an FB P-64

mystic temple
#

Thats the thing I want to avoid with me saying armed pickup trucks

#

I dont want them to be technicals

#

Technicals are for screaming rebel slogans while wildly shooting at the sky

#

LDF is a rather professional looking military

#

They should have a professional looking armed pickup

#

Or get a new car

spiral herald
#

Is the NATO woodland faction meant to have like hunters and stuff or has that just not been added yet?

clever quarry
#

Yeah i assume so but probably not added yet for now i'd just use the Tropic NATO vehicles

#

also the LDF needs more armor the Nyx, Gorgon and Kuma might be nice to see

#

I'm guessing they rely on NATO for Air support

#

like a few other countries do

proud quiver
#

The LDF not having their own tanks isn't a huge issue in my personal opinion. The Netherlands had to cut their armor for budget reasons, it stands to reason that Livonia might be a similar case.

clever quarry
#

The LDF is supposed to be Anti-Russian i feel that armor would be a big part of that but fair enough

real stratus
#

Except the Netherlands has been working on getting tanks back, so that analogy doesn't really work.

proud quiver
#

They're in the process of manning one Battalion with German forces operating 3/4 of said BN, perhaps the analogy doesn't work any more but "landlocked small country has more important arms to acquire than tanks" is a sufficient handwave for me.

burnt skiff
#

None of the smaller Baltic states have tanks. Lithuania has new Boxers with Lance turrets. Latvia has ex-British Scimitar reconnaissance vehicles, and Estonia have ex-Dutch CV90s

#

Livonia is supposed to be more like those states than Poland proper

clever quarry
#

Yeah thats why i mentioned the airforce thing

coarse tusk
#

Not to mention that they seemed to have far better equips infantry then even CSAT

#

I do agree maybe making some classes off of Apex assets would be nice. Like the UAV helicopter everybody forgets about.

topaz orbit
#

altis has leopard 2 tanks

coarse tusk
#

The lore is they bought them for pennies, and they only have like 4-8

#

Although the campaigns sorta contradict that.

queen vigil
#

@spiral herald nato woodland just uses the olive camo by the looks of it

sudden silo
#

Give the LDF gundams

#

armour problem solved πŸ‘

autumn holly
#

@burnt skiff Is there any official lore for the LDF FV-720 Odyniec? If not, I'd just treat it as 'LDF got the same overhaul package for refurb Warriors and called theirs a different name than AAF'

marble spindle
#

anyone know what the robot controls are for the arm?

#

can only seem to get it to go up and down atm

weary haven
#

pg up/down

marble spindle
#

cheers

opaque compass
merry dirge
#

I believe its supposed to be backwards

#

sometimes its backwards sometimes its not idk why some countries or medical places do it

real stratus
#

It's so it reads correctly in people's rear view mirrors

merry dirge
#

Yea that's what I was thinking

opaque compass
#

local American with the non-backwards ambulances then

merry dirge
#

yoooo got a massive bug here

#

not sure if this is specific to the new drones or not

#

but if you spawn in an empty drone in zeus

#

and "get in it"

#

and then have a friend take over the drone like normal (using UAV terminal)

#

the friend can eject you from the drone

#

and you basically have control over your friends body

#

it sounds weird but thats the best i could explain it

topaz orbit
#

yeah that happened to me to

#

except i was able to get in a UAV like a vehicle and control it like a car

rough saffron
#

I mean that's just how uav's work, not really a bug, spawn them in with crew already in and it's fine

loud crow
#

I smell realism

topaz orbit
#

I was talking about the ED-1

#

I was able to β€œenter” it but I couldn’t move

#

it was buggy because I was trying to control a ldf uav as a civilian

weary haven
#

it's sort of zeus glitch but it was like that almost always

#

empty uav you mean?

#

pretty sure you can do that on stable too

azure crag
#

@orchid trellis
I've been able to enter 'empty' UAVs (both Sentinel and Greyhawk) as a foot soldier, so while it may not make sense for this, it could be less specific to this and more just general remote-piloted vehicle behavior.

rough saffron
#

Ngl it's pretty useless in practice, not too mention it should only happen when spawning in the ugv or any uav from zeus or another similar source

#

You shouldn't be able to get this behaviour without spawning it in weirdly

loud crow
#

"weirdly"

#

so eden editor spawn is weird

#

It would be nice to see some support from actual coders on Contact DLC stuff

#

like mentioned gasmasks disappearing nearby water surface issue. Or this one with UAVs

#

Not that much to ask for a pricy Expansion

rough saffron
#

This bug has literally been in the game for at least a year, it just doesn't matter

loud crow
#

yea, like all the A3 bugs, why bother

rough saffron
#

Would you rather get new content or fix small bugs that don't effect gameplay?

loud crow
#

Sorry but we're not talking about small cheap dlc here.

#

this thing costs more than some standalone games

rough saffron
#

That doesn't really matter, it's a bug that's been in the game due to how Uav's are handled on a engine basis, fixing it would take a lot of time and ultimately only fix a small bug not affecting gameplay

#

I'd much rather they give me a new house to play with than fix this

loud crow
#

some bugs are easier to fix than you may think

#

thing is, coder != modeller

#

it's not like it's either model or some code fix

rough saffron
#

Coder is working on campaign elements

#

And I'd rather have a dope campaign thanks

loud crow
#

good to see at least some1 is happy

queen vigil
#

@orchid trellis normally UAVs spawn with UAV AI, so it won't be possible to do this

#

Unless someone goes out of their way to put down an empty UAV

#

And I think locking it should prevent the get in action

weary haven
#

coder != programmer πŸ˜›

loud crow
#

Well facewear can be fixed by coder. There is a setting in facewear config:
mode=
mode=1 means it is underwater googles so they're not hidden on water surface but hidden on land. Everything else means it's "onland" googles so they are auto-hidden when near water surface.
1 simple tweak to implement support of mode=-1 or mode=2 config check in order to disable that option would help a lot.

weary haven
#

well, you contradicted yourself

#

since adding mode=2 requires programmer support

loud crow
#

ok

tawdry plinth
#

the new drone flips very easily, is this a bug or will it be there in release?

real stratus
#

I don't think it's a bug, seeing as there's an unflip action

tawdry plinth
#

is there? do i walk up to it to unflip it?

queen vigil
#

i would assume so

real stratus
#

it's in the scroll wheel menu

#

and yeah you gotta walk up to it, can't do it while controlling the drone

#

though maybe you can do it from the drone by extending the arm to the side that's on the ground?

tawdry plinth
#

gonna check that, also saw there are 2 new hemtt variations, i know how the flatbed works but what do i put in the cargo version?

real stratus
#

boxes and stuff I guess

loud crow
#

it's easily flippable back via arm, btw it's quite addicting trying to unflip it using an arm

real stratus
#

I imagine it also has ViV, but just slightly smaller area to put stuff in

#

the hemtt cargo that is, not the drone

tawdry plinth
#

i am guessing i need mods to store boxes in cargo trucks unless i do some magical scripts in the editor

real stratus
#

I think you can drag and drop them onto it in the editor

tawdry plinth
#

i tried that with a few different types of boxes but it did not work

#

also tried the unflipping techniques, i could unflip it with my character but could not figure out how i use the arm to unflip the drone

real stratus
#

Page up and page down to extend and retract the arm forwards

queen vigil
#

for boxes you need the script commands listed on the above wiki page, but you can load a prowler or quadbike in the cargo variants by dragging and dropping as well

tawdry plinth
#

aight, cool

mystic temple
#

I'm really hoping the LDF get a listing under Blufor

#

As realistic as the national military of Livonia and looters being on the same team is...

coarse tusk
#

Just theory crafting, but I'm sure the looters will come into play specific to the story.

#

They don't seem super flushed out, just something we might see in a mission. Similar to how Altist handled "criminals"

mystic temple
#

Yeah but it seems kinda silly to me the government and criminals are unable to oppose eachother

#

I mean, I'm more than confident that the LDF need to be IND because in the story they will probably be the ground infantry for aliens through some "mind control" thing or something so they need to be able to fight NATO, (God I hope I'm wrong, because that would be the biggest letdown ever), but

#

I don't see why they cant have a listing under both BluFor and IndFor

cinder panther
#

you can always just group them to an OPFOR guy and set his presence down to 0%

queen vigil
#

Yeah but it seems kinda silly to me the government and criminals are unable to oppose eachother
i think you'll find criminals/"criminals" of a country are citizens of the same country

#

so there's nothing silly here

#

they're likely a police matter anyway, no one sends the armed forces to fight thugs (and conversely thugs would be crazy to take on the army)

#

LDF being indfor gives more flexibility for scenarios

#

as it can be aligned to both blufor and opfor

#

Ideally looters should be in all 3 sides like FIA is

loud crow
#

government = criminals

coarse tusk
#

@queen vigil ||Casually remembers a certain special forces group laying waist to "thugs" in Apex||

queen vigil
#

Well, that was a different level altogether

#

Syndikat was part heavily armed organised crime (compare gangs in Rio) and part (uniformed) paramilitary militia. That's when you bring in armed police/COIN units

#

And i mean Gendarmerie is technically paramilitary afaik

#

"looter" suggests robbers/thugs armed with pistols and country-made shotguns

#

(Also Syndikat seemed to have seized control of parts of the island.... not that i know most of the plot of the Apex campaign in much detail)

#

but yeah having looters in all 3 sides will make it much easier to design scenarios however which way

#

but LDF being INDFOR makes a lot of sense imo

mystic temple
#

I'm not saying they shouldnt be in INDFOR

#

They should be in both INDFOR and BLUFOR

#

Again, to provide more flexibility

queen vigil
#

there's no additional flexibility to be gained by putting LDF in both blufor and indfor

#

if you want them allied to blufor you change the scenario settings as such

#

only benefit to having looters in all 3 is that it allows for LDF vs looters/looter-derived custom faction

mystic temple
#

The added flexibility is being able to have LDF vs and Ind faction

#

Especially handy with mod factions,

#

Maybe you want, say LDF vs Raven, to do a "Not sponsored by the Kremlin" invasion scenario, or otehr such things

#

Or I could not have to do any of that because a decision was made at the top that has literally no downsides

cinder panther
#

Using that logic though why not put NATO on REDFOR?

#

as well as BLUFOR, INDFOR, and Civilian?

mystic temple
#

Civ, no

#

The others I'm down for though!

cinder panther
#

Why not? There's scenarios where that's useful. But if we add them to everything what's the point in even having sides? Maybe in Arma 4 that system will be gone. And if not, just group them to someone and set their presence to 0% if you want them on a different side.

orchid trellis
merry dirge
#

the more you have the better right
aliens be mind controlling

#

quantity over quality
gotta protect everyone somehow
once everyone is protect, then go to quality over quantity and start upgrading everyones hats

lucid bramble
#

Are the animations for the O&U shotgun still WIP?

#

I feel like it would make more sense to have shell ejectors and use the native shell ejection physics.

#

Also 2 x 3.5" 12ga shells would weigh 0.14-0.15kg, not 0.27kg they currently weigh

weary haven
#

@orchid trellis did you disabled simulation on that tin foil roll?

#

@lucid bramble yes, they will updated this week. Ejector is not used since you can do "cold" reloads with unspent bullets. Ejecting them and then having them again in inventory would be just really odd

violet jasper
#

not all shotguns have ejectors either some just extractors

grand tiger
#

not sure if kozlice shotgun has auto ejecting thing , when you open the action the shells would jump out but most of the hunting shotguns/rifles do have that

#

yes they do , just checked that

#

@weary haven only if arma had 2 types of reload - empty and not empty πŸ˜›

weary haven
#

well, I know, but arma 3 kozlice is fictional rifle after all based on real life 🀷 I took that artistic liberty and made ejector less due to those engine limitations that I've mentioned

grand tiger
#

true but zubr does that no? πŸ˜„

weary haven
#

it's too late to fix zubr

grand tiger
#

meant like when zubr does it , why not kozlica too then

weary haven
#

because it's wrong and it's bad idea to spread that incorrect behavior

queen vigil
#

I'm curious though why Mk14 classic wasn't made bolt action though? Would have been cool.

sullen jewel
#

because the gun it is based on was never bolt action

#

the irl M14 civilian variant is semi automatic, and the military one can go fully automatic

queen vigil
#

i see

autumn holly
#

I'm not aware of any rifle that has separate semiauto/full auto and bolt action variants?

burnt skiff
#

There are straight-pull versions of various rifles that were designed as semi-auto

#

They basically just work on the principle of removing the gas system and relying on the operator to cycle the bolt with the cocking handle

vague jetty
#

I'm still curious as to why the cheytac was made semi-auto when it's a purely bolt action rifle πŸ˜‰

weary haven
#

it's actual reflector which requires main light to be turned on

#

I will probably add action for it but I wasn't sure if it's not going to be confusing for some players to have headlights turned on with them

merry dirge
#

The beacon on the off-road looks as if it was ripped from the earthquake device asset

#

Hence probably why there is no action to turn it on, except by turning on main lights

autumn holly
#

@vague jetty 'made semi-auto' in the sense of the 'auto-magically self-cycling bolt that returns forward and downward much slower than it goes upward and rearward' animation?

vague jetty
#

yea, i mean automatically cycling the bolt with no mechanism in the rifle to do so, must be πŸ‘½

autumn holly
#

I'm guessing a time/effort decision back in the day... afaik the lack of native bolt-action is due to the engine's 'weapon as string' meaning the lack of a separate chamber & ammo as objects whereas DayZ/Enfusion appears to support both

#

although it would appear that there's a straight-pull for the GM6 Lynx as part of its reload animation (ReloadGM6 and ReloadGM6 Prone)... although it actually has the knob return forward automatically while swapping mags, then the user pulling-then-pushing the bolt after inserting the new mag

#

@vague jetty At least if you're asking why the CheyTac bolt animation exists (partially... the user manually brings it up but then it auto-magically goes rearward for the magazine swap before the user manually brings it forward and downward) for the reload animation but not for the firing animation

rough saffron
lucid bramble
#

Would have been cool if they did the cz550 tho

#

Or at least an SKS

autumn holly
lucid bramble
#

M14 would be a bad choice of hunting rifle

#

It's heavy, expensive, sensitive to ammo, and parts are complicated to make

#

Not to mention you can't use the cheap surplus explaination either

sudden silo
#

Should've really gone with a Cz.

#

maybe a nagant

#

something soviet

lucid bramble
#

I can understand them not wanting to deal with a bolt action though

sudden silo
#

If that's the case, they could very easily have taken one of the semi-automatic rifles from DayZ

autumn holly
#

Re: M14 and 'cheap surplus' -- why not 'unlicensed copy'?

lucid bramble
#

Because, it's still expensive to make

#

Almost all the parts require advanced and precise machining

autumn holly
#

Keeping in mind that the SK 59/66 is in 7.62 x 39 mm

sudden silo
#

I'm actually amazed they didn't recycle more assets from DayZ standalone

#

That probably would've given them shitloads of sales alone

autumn holly
#

My guess is 'who knows how capable the Contact team is of getting the few they did into A3, much less the rest of DayZ standalone's weapons'

sudden silo
#

smh no soviet rifle-waifu to oggle

#

As it is, I'm hoping it's a Global Mobilization sort of scenario where stuff gets added in after the release via patch

autumn holly
#

that did happen for Bohemia with Encore's addition of the Liberty, the SAM launchers, the static radar systems, and the anti-radiation missiles

#

they could very easily have taken one of the semi-automatic rifles from DayZ I wonder how easy it actually is...?

sudden silo
#

I'd wager it wouldn't be out of their reach by any means

#

They've ported other assets like houses and such from standalone

autumn holly
#

I'm certain there's a different difficulty in doing so for houses (as in static structures) versus weapons

#

though for weapons I only remember the DayZ 'MP5K' (SG-5K now), AKM, and AKS-74U

loud crow
#

no point in those rifles, might as well port A2 rifles and retexture them

#

Main selling point of this dlc is terrain and terrain assets, in particular vegetation

#

it's much better than dayz

mystic temple
#

Depends on who you are, main selling point for me was aliens, and Arma doing something new and exciting

#

Same with my brother, actually

grand tiger
#

You guys have a better imagination than BI does πŸ˜›

#

even if they werent so "lazy" to port those dayz guns ha , more that is

#

@loud crow you kidding right? this terrain is like a budget Dayz Chernarus , it even uses its buildings

loud crow
#

nah i'm not, it looks real, unlike cherno which was ruined for the sake of "atmosphere"

grand tiger
#

also guns from A2 are in a bad shape , even some A3 guns are like that

lucid bramble
#

GM works pretty well on it too

lean vine
#

I hope I'm in the right place to talk about a problem I'm having with the Contact DLC? For the shotguns, there's no configfile >> "CfgWeapons" >> "sgun_HunterShotgun_01_F >> "ItemInfo" class. I'll confess I don't know exactly what this class is for but it's causing some issues with a mission that I'm a developer on (Dynamic Bulwarks). Every other weapon seems to have this class, any chance that you're planning to add it? If not, that's fine, I'll figure something out πŸ˜ƒ

weary haven
#

It's obsolete param

#

I don't think it's used in any weapon post initial release

#

@lean vine

lean vine
#

@weary haven Yep, sorry, I'm an idiot. I think they're not spawning in because we check for attachments on weapons before we add them to our loot pool and these are the first I've come across without any attachments. Though, this is causing uniforms and other items from cfgweapons not to be added as loot. That's fine, if it's outdated I need to update!! :D

Thanks for the quick and informative response!!

silver dew
#

will there be photoshop templates for retexturing the new gear?

opaque compass
#

@silver dew which gear you mean specifically, if any?

silver dew
#

was just thinking the new CBRN gear and uniforms

opaque compass
#

uniforms for LDF?

#

gorkas?

loud crow
#

all the uniforms....

opaque compass
#

a lot of the new stuff doesn't particularly need templates

loud crow
#

or just a texture

opaque compass
#

LDF uniforms look like a kitbash of existing AAF uniform stuff, so you've got that already

loud crow
#

gorka, cbrn

opaque compass
#

CBRN and gorkas both have plain variants (and CBRN even makes it easy with a white texture), and for those you can display them in-game to sample

#

on a user texture, or otherwise

silver dew
#

I feel like the LDF uniforms are a deviated model, and if so, they may need a new texture to line up correctly

loud crow
#

what do you mean display ingame? we need a texture to start retexturing

opaque compass
#

the LDF uniforms only have one difference from the AAF regular uniforms, and that's the gloves

loud crow
#
  • LDF uniforms got higher quality texture
silver dew
#

nah LDF uniforms have a BDU top instead of like a sweater top

opaque compass
#

otherwise, they're the torso from the AAF office fatigues, and the arms/legs from the AAF combat uniform

#

just kitbashed together

#

quite literally you can setobjecttexture the LDF fatigues to use the AAF officer and regular uniform, and it basically matches up perfectly

silver dew
#

it'll need a different texture than the AAF ones

loud crow
#

@opaque compass
I'm not sure what's your point. We need textures to retexture. simple.

silver dew
#

with the AAF texture, the shirt and the pants are on the same sheet, ditto with the officer uniform

opaque compass
#

nah, I've already tried it myself, you don't need a different texture

#

the LDF fatigues use three separate textures instead of one

silver dew
#

ah, how well does it work?

opaque compass
#

texture 1 is the torso, texture 2 is the arms, legs, and boots

#

texture 3 is the gloves

#

them's some fancy gloves

#

this is off-topic, though, so I'll dm you

silver dew
#

dw about it, thanks though

loud crow
#
  1. it's another quality.
  2. We need gorka+cbrn
opaque compass
#

gorka and cbrn, like I said, you can sample textures in-game, screenshot them, and that's it

silver dew
#

it's useful insight that the LDF uniforms work with the AAF uniform textures

#

nah a template would be useful for specific details like cloth ridges and ripples

opaque compass
#

I've found it fairly easy to reverse-engineer any texture that has no camouflage pattern on it, and thankfully most of the Contact stuff has plain variants (or is derived from things with plain variants e.g. LDF uniform)

#
  • CBRN has a white texture, so you can just overlay whatever on it once you have the base texture
silver dew
#

which is also good

loud crow
#

it may be easy for you but not for everyone

silver dew
#

it's just for the purpose of retexturing, a texture template would be useful for uniforms that don't have a single color texture to overlay for detail

#

it's less about retexturing with a different camouflage, and more about retexturing and preserving the original details like fabric wrinkles and things like that, which can be done with an overlay on a texture template

opaque compass
#

oh, when I said overlay that's what I meant

#

with a white texture from the CBRN gear, for instance, you just lay your camouflage over top of it, and set the camo layer to something that preserves the details beneath

silver dew
#

ye I get that, but with textures that aren't inherently single color, it would be more difficult since any texture under it would be discolored

opaque compass
#

my two cents from the gorka, can desaturate it and play with the brightness/contrast to get it fairly neutral, then it overlays nicely too

silver dew
#

here, something like this is the difference between a good template and a bad one

#

I'm just hoping there's good templates

#

because I don't want to muck up something by accident, you know?

#

but yeah, specific details, outlines, things like that, are better preserved when working from a layer in a template that adds those on specifically, instead of reverse engineering an existing texture to find those details

opaque compass
#

oh sure

silver dew
#

you can add your camouflage texture, and then add another layer above it that adds details, as you suggested with the white CBRN, which would be easy, but I feel it would be difficult with a texture that isn't single color like that

opaque compass
#

I'm especially waiting on a sample for the LDF camouflage, though, since it looks to be tailored specifically to each vehicle it's on

silver dew
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oh yeah that'd be rad

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BI seems to be learning about what's more user friendly and practical in recent releases so I'm hoping we'll get things like all that, being samples for retexturing and etc

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GM has samples as well, and Arma 3 has base samples you can look at, but I haven't looked into either personally

autumn holly
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@silver dew Could you please elaborate regarding BI seems to be learning about what's more user friendly and practical in recent releases?

last cedar
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dear devs! pls add knee pads or (knee pad for right leg) for spetsnaz uniforms! or make one type of uniform with knee pads. thx a lot.πŸ‘

loud crow
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They would fit gorka uniforms

sudden silo
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moar civilian clothing

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specifically some generic suits

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literally retextured nikos suits would be perfect

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as is, there are a bit too many shorts-and-t-shirts for what I'm assuming is a usually mild temperate country

obsidian prism
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climate change in 2039 has probably made it alot warmer ^^

topaz orbit
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Energy company skin

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for van

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And MP skin for off-road?

loud crow
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While I like changes done to Kipchak vest: the way right hand is now clipping through it during walking and running animations is way too much noticable.
https://imgur.com/a/hq9HwJ7
Atm from a player/gameplay perspective it got much worse than before due to that, hopefully will be looked at

weary haven
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I don't think there is time for that anymore

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  • there is no way to avoid that without making that another generic plate carrier
real stratus
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Alternatively, you could just play in first person view πŸ˜›

loud crow
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dunno, maybe resize them a bit. I expected this to happen when I saw those forum wannabe "clothing designers" suggestions on replacing kipchak bags, so I thought if it would happen, resize would have been done.

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another option was to keep both versions, so one could choose

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now wannabe clothing designers can make cool screenshots from the front, but actual players have a permanent eye-catchy clipping issue

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(and yeah, it is the coolest vest ingame, thx for not making yet another plate carrier)

coarse tusk
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I wouldn't mind a generic plate carrier for Russians πŸ˜›

loud crow
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any chance to have stairs in "Land_PoliceStation_01_F" fixed?
Need to make smoother geometry lod on them.. currently they are a huge pain to go up and down.

loud crow
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@weary haven
can we keep both the old and new version of kipchak?
Seriously, I hopped on RC branch, and old version feels so much better when you play.

obsidian prism
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tf is kipchak?

real stratus
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the spetsnaz vest

proud quiver
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How does moving the pouches around change anything

loud crow
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@proud quiver
There is a clipping issue with new version. I've provided some screens ☝

proud quiver
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When you're running around unarmed?

loud crow
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yep.

proud quiver
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Pick up a rifle

loud crow
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running, walking, crouching

proud quiver
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Problem solved

real stratus
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don't play in third person, also helps πŸ˜›

loud crow
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what do you mean pick? Unarmed is the only state for sprinting. +it's not really that much to ask, just keep an already existing version along with new so every1 is happy.

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yeah but lets not go into that 1st person vs 3rd person debate:) I'm ok with both, but not everyone.

obsidian prism
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you cant even holster your guns in vanilla, so this clipping issue will be very rare, since you will always run with your rifle/pistol in your hand

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excluding when you have a launcher and use ctrl *2 to put it away, but thats really rare to happen

loud crow
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sorry but I think last time played vanilla was in 2013. Holster is a thing and is supported by vanilla, even though there is no key for it. Again, not asking a lot..

queen vigil
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"unarmed is the only way for spriniting" what

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It's not the Olympics man πŸ˜›

loud crow
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arma is whatever you want it to be

obsidian prism
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when regularly playing arma 3, there is no way for your standart infantryman without a rocketlauncher to holster your gun

loud crow
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and when you're under fire on an open field - last thing you want is to walk slowly with a gun

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anyway, I raised an issue on existing item and suggested easy-to-do solution that is already ingame, + variety is always for good. rest can be discussed in #contact_discussion

obsidian prism
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sure, but thats the only way you can walk in arma 3 vanilla

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it would be awesome for vanilla to allow us to holster guns

twin igloo
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To run fast also switching to binoculars helps

loud crow
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that was not the point of feedback guys, pls..

silk river
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everyone knows you are fastest with a knife in your hand...

tawdry plinth
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you can also have no gun, instead of holstering it

bold wasp
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bullet snap sound is a bit too low in dev branch

edgy glacier
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The ai got problems at shooting with ED-1D because it won't turn the whole drone for shooting, so it tries to turn only the head for shooting backwards

edgy glacier
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The Apr[NATO] is normally connected to the respirator-bagpack if you spawn in a CBRN specialist, but if you put on the Apr[NATO] in Arsenal and put on the respirator-bagpack it won't connect because the Apr[NATO] then has a Filter on it and the Apr on the CBRN guys doesn't have a Filter

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Left: put on in Arsenal
Right: Spawned CBRN Speicalist

real stratus
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are you sure it's the same mask?

rough saffron
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I'm pretty sure they are, geuss it's something that has to be spawned in?

sharp aspen
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It would be cool if they added olive variants to the other advanced modular helmets

edgy glacier
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@rough saffron It should be the same mask, but it isn't, the model of the Mask spawned with the Arsenal got a Filter but the spawned on the CBRN specialist doesn't got a filter

rough saffron
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Yeah must be something that has to be spawned in then unless they fix it

real stratus
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check if the classnames are the same for the mask and backpack

edgy glacier
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I hope they fix it, i think they should add a script which scans if you wear a bagpack which it could connect with

real stratus
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as in, same between mask with connection and mask without, and similar for backpack

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probably one is different and is just hidden so only normal variant shows up in arsenal

edgy glacier
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i will give the classnames