#contact_feedback
1 messages Β· Page 1 of 1 (latest)
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||
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?
how is this related to Contact dlc? use #arma3_troubleshooting please
Oh, ok, sorry
Luckily there's no "Info" and no "Support" DLC
@cinder shadow By arma 4 hahaha.
I think I shall undertake the responsibility of expanding upon the Contact universe if Bohemia doesnβt
clueless
does have contact have online?
What do you mean?
multiplayer instead singleplayer
You can but it is never supposed to be played in MP
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
if they use uniform from contact dlc without purchasing it, they will get ads on screen after a while
Contact Platform is not Contact
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? π
No
Contact Platform is enoch that contains every vanilla data, Livonia, LDF, Promet etc
Contact is contact, which contains optional part of Contact DLC, aka the campaign and Alient
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).
i'm most sad about the lack of the training muzzle thing in the base game
Isn't it available but in scope 1 or 0?
not that i am aware
nice π
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?
Well way to steal the thunder. π
So do I understand that these functions will be exposed:
https://community.bistudio.com/wiki/Category:Function_Group:_Contact
Because that would totally get me back into modding.
(if I should knock on another door, please say so)
Apologies if I am barking up the wrong tree-
With the decryption of the Contact EBO, will we be able to see the exact functionality of these:
https://community.bistudio.com/wiki/Category:Function_Group:_Contact
?
yes. But you already could anyway
I wish the de-eboing would come with documentation of these...
Oh interesting. I didn't see them in the function viewer before. What's a better way of finding them?
they are in the function viewer if you start the game with contact
You can also just paste the function name into debug console and it will return it's contents to you
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
Thanks for the replies gents! Always more to learn about this game.
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?
Exception code: C0000005 ACCESS_VIOLATION at A1E627F2
Please send me the crash report
Lemme generate a fresh one. So rpt, bidmp and mdmp?
Can I play the dlc with workshop addons? my game lags when olaying it due to many npcs
not really recommended
injecting addons into missions that are not designed for that usually breaks them
so maybe yes, but probably not
Just curious do the update will be make?
Mostly for the enoch folder, not contact folder
What do you mean by update
Fix or add more scenario, and use those unused function and item
Most unlikely. If you see an issue to fix, report in #arma3_feedback_tracker
I have made myself a sqf validator in js language, and it detect about 4 errors, later ima send it to the feedback channel
minor object placement bug on Livonia Grid 020045
https://cdn.discordapp.com/attachments/1234660102569463869/1245921118636998716/20240530210424_1.jpg?ex=665a81f6&is=66593076&hm=a1b75e4ac0f92521e879adfa07db00687039eb47577f1e52c15d2331754e292f&
deer stand clipping out of ground
ejection doesnt work
who can i talk to about promoting my server in the arma discord
go to #communities_arma3 and read the pins.
thanks g
im upset with BI about this dlc
this has been an issue for literally years
cant change what ammo type you're using in a vehicle
tank for example
it's a shame that spectrum device UI is still broken after all these years
i can only click on sound samples just right after the spacebar animation finishes, otherwise the buttons don't do anything
Do you mean with Contact loaded or in the regular sandbox? Do you have a full repro and Feedback Tracker reference for this?
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.
A very underrated DLC, man
Great DLC but I wish there was an unlocked multiplayer mode to host it locally.
It kinda works... but needs an update so we can access those ET's with other mods. Maybe the dev team can release it or update for ARMA 4 one day.
What
- 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
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?
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.
But yeah, there's pretty much no point to it since everything else is meant for the campaign anyway.
It may be better to rip these features and put them in mod
Maybe a new arma 3 cdlc contact multiplayer π€
Except you can't really.
The Contact Aliens are only accessible with the "contact" DLC loaded unlike the terrain which can be accessed without loading the DLC portion.
I play a lot of ESCAPE and it would be cool to have the Contact aliens as an objective or adversary but loading the DLC may make other mods not compatible.
I still can't understand what's the point of "kinda works"
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
First! π
not first
world assets in non-ebo containers, for the community.
Should have been a baltic region, booo
Non ebo files for terrain objects would be real nice. Zero need for them to be ebo since they free for everyone
And if there isn't zero need for them, could we at least be informed as to what that reason is?
@orchid trellis I'm pretty sure novice mission makers wouldn't dwelve so deep to think about sense of Enoch extension
Eh, it definitely breaks precedent/standards imo
It's a nice code word though
they just want to express their admiration for epoch but want to make sure everyone knows this one comes from netherlands π
There's only like 1 or 2 that are
@queen vigil it is a baltic region or at least next to 3 of them
@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 π€
Polish is sort of a Baltic state. It touches it
Will just have to imagine it was a part of polish-lithuanian commonwealth π
yeah but poland is slavic as such
I still count it. If it touches the Baltic it's a Baltic state in my eyes just not one of the Baltic states
Anyway, to get back on topic, I'm loving Contact so far! Great terrain!
it's bordering with chernarus, that's harder to imagine
but livonia is landlocked...doesn't touch the baltic sea π
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?
Yeah i was pretty sure about that too
Is it where Livonia lies? I though its where they took data from
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
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 :(
Or at least a Baltic language. I get that it's probably difficult to find voice actors though, especially if they spoke actual Livonian
I liked the chernarussian language experiment
Nice. I was pretty sure that the actual place is somewhere in Czech since they made this DLC this quiet
Not sure about the second part of your statement but it definitely is based off an area in the Czech Republic.
as far as the map assets being in .ebo's, I'm pretty sure BI plans to release them to the community
they're in .ebo's right now so they can't be ripped
:^)
feature parity with GM? π
huh, where'd you find that?
Config dumps
@orchid trellis yes, it has slightly bigger cargo size than mesh show so it can load even rubber boat
wait we actualy getting a vehial in vehical hemmit
I wonder why they don't show us all the reskin variants of the vehicles we will get
Even if they are just reskins it's still better then saying you get a new drone and a tractor
Put the on ground
They are not supposed to hang high - it's more like ground leveling asset
Ladder variant that auto levels like the normal one would be awesome.
the new promet is extremely quiet if equipped with a suppresor
the new sight would benefit from more recticles
I notice there's different animations for reloading the AK-12 with regular or drum magazines
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
weird, must be some bug since regular SPAR-16 have different anims per mag
weren't MX mags supposed to be compatible with the promet, and vice versa?
There is not difference between the old MRD and the new MRD (Black), they look exactly the same (https://imgur.com/a/Txf0mj7)
@azure pasture https://forums.bohemia.net/forums/topic/223445-contact-expansion-asset-feedback/?do=findComment&comment=3361759
1 hour ago, AveryTheKitty said: Whatsο»Ώ theο»Ώ difference betweenο»Ώ the DMS ο»Ώ/ ο»ΏDMSο»Ώ ο»Ώο»Ώο»ΏKirο»Ώ, Since the bullet drop on the Kir is absolutely insane because of it being an subsonic weapon with heavy projectiles the ranging is different. The collimator on the...
Oh okey, thanks!
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
also bullet snap effect might be a bit too low now IMO
isn't that how shotguns should work?
you need a riot shield or something to stop shotgun pellets at close range
The shotgun alao shoots way high when using slugs and the new optic on the promet
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
@queen vigil
there's actually a video of a guy shooting a lvl 3 plate with slugs 50 times and the plate won't break
so it makes no sense that lvl 5 armor will not stop slugs, much less pellets
interesting
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
ProbingBeam? You mean the spectrum device? BI posted a video on twitter
ProbingWeapon_01_F and ProbingWeapon_02_F
Dunno what that is
because of course the aliens have probes. π
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.
@little locust those are weapons for Mini UGV
copy π
still curious to see it live - so short video or few images would be sweet π
you can't without mini ugv π
why not addWeapon to other vehicle?
the config definition looks not too unusual, is it?
well, it's not going to work well since scripts for it are tied to Mini UGV
ok
@weary haven will we be able to assemble the robot through a backpack like a drone?
yes
Yeah the shotguns are way too armor penetrating
They should be strong against flesh targets but practically useless against any significant armor
Also is it just me or does the Promets sound not really match up with the other guns in their style?
Check out the mx, it has new sounds aswell
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
@orchid trellis it's not easy fix
it's because of proxies they are using
simple objects are not working with proxyRetex
yeah, because basic variants doesn't change textures
Bohemia interactive Netherlands @orchid trellis
What do you mean by you can't get it working?
I like how Promet MR got like 30 inch barrel π
not sure tbh, Moricky established that naming convention but I don't remember if I asked why he did it
Advanced Modular Helmets: currently four variants, without headset, with headset, with ear protectors, and with chops
variant without headset is olive, rest are LDF geometric
would be good to have both colors (olive and LDF geometric) for all model variants
Modular Carrier Rigs: all have same armor values displayed in arsenal right now
Also seems like name for MCR Lite and regular MCR has been swapped
Modular Carrier Rig Lite has all the mag holders, pockets, holster and whatnot, Modular Carrier Rig is just a vest with nothing on it
Combat Fatigues [LDF]: naming inconsistent with Combat Fatigues [AAF] causing LDF fatigues to be mixed up alphabetically
Currently named "Combat Fatigues [LDF]", "Combat Fatigues (Rolled-up) [LDF]", etc
Should be "Combat Fatigues [LDF] (Rolled-up)" to keep from mixing up order in list
~~UGV Backpacks: this https://i.imgur.com/OPCar2J.jpg~~
it's mentioned in the "known issues" that the UGV pack isn't fully functional yet
Combat Fatigues (Woodland, Tee): classname U_B_CombatUniform_tshirt_mcam_wdL_f
Also, should be named "Combat Fatigues (Woodland) (Tee)" for consistency, or Combat Fatigues (MTP) (Tee) should be changed to mirror the others
@opaque compass Modular Carrier GL has extra protection - VA doesn't show it though since it's looking only for main body protection
(MTP) (Tee) is abomination
notice how i.e. Apex variant is called
I really hope we get an olive colored Radio Pack so we can MUCH more easily retexture it
We only have black in a solid color
I just avoid using vanilla ARMA3 uniforms tbh
Dreadful camo - done at a time that a dreadful camo was popular
Yeah my retextures are all flat colors
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
I don't understand
you'd make a new texture anyway, what does it matter what the old color was?
when some people say retexture they mean "recoloring" via simple coloradjust
@little cloud yes, using black as a base for a sand color vs olive as a base
if you lighten black it has a LOT of color noise
and loses detail
@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
@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
specifically regarding dirt and stains
besides it'd be a shame for all the vanilla players to not have an olive radio to match the new olive vests
Is there also a black version of the Modular Carrier Rig? Would love to have some of that
Ah yes, totally forgot about dirt.
But yeah, having an olive variant for radios and other accessories would be a great addition
How are you going to retexture asset locked in ebo?
I'm wondering, will contact have samples?
because tanks DLC has yet to get samples
and the jets DLC samples is missing samples for the SAM stuff
@loud crow when they get unbinarized of course
@orchid trellis
uh.. so a year or two later....
issue with releasing texture template is, that nowadays most textures are created in software like substance painter, quixel, 3d coat etc
@weary haven you can still export the UV mapped texture
let us use hiddentextures
so we can make awesome content
hidden selections are there on almost everything π
perfect!
making a template from the original _co is a godsend though
make making a template super easy
and after that adding camos and colors is a synch
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
let us do the work!
@weary haven oh yeah don't worry about the actual templates, I never use those
I just grab the texture and make my own
I really just want to texture the radios to match my unit's camo as well as make a ton of camos for it
Kryptek, 5.11, Multicam
all of it
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
having access to ANY flat version color would do it
because from that olive I can make sand, grey, snow, coyote, ranger, and then a easy white template where I can apply ANY pattern
its one of the worst things about the AAF modular helmet for example
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
so if I had feedback for us modders, I would ask for a flat color version of ALL gear you guys make @weary haven
of course if you had an olive version of the AAF modular helmet lying around the studio I wouldn't mind asking for it π
uv map and ao map can be done easily\
otherwise substance painter files might be even released
wow nice!
yeah just a regular _co texture would be ideal
I'd get started on the radios immidiately if that was the case
it will be post release most likely
so at launch I'd release a mod that includes your assets in not just olive but EVERY standard military color
good to see it's coming π
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
I don't see a downside in giving us the texture files so we can make retextures, you guys only stand to win
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.
Why's the Kitbag (Green) in the game twice?
Loother Clothes (Camo) is a duplicate of Guerilla Apparel
Is it intended that some retextured Contact gear require Laws of War DLC?
I mean, come on.
dont know?
some might inherit from a laws of war model
as in just be a retexture from the laws of war dlc
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
wtf
we put dlc inside a dlc so you have to buy dlc when you bought dlc
I don't think that a single piece of gear could require ownership of both DLC's
It's either part of one or the other. Units are a different matter because they might use gear from more than one DLC
Looks like it does, unless they dont require contact
but nvm, the real problem is:
Respirators/blindfolds are facewear
So that's a problem because?
apex has facewear and items that share DLCs, so nothing new really
Because if you are 1 toe in the water facewear disappears. It's a bug(feature) known since alpha
ah
One could mod it making facewear in nvg slot, but since content is in ebo, it won't be possible
could just config dump it
I already tested it, I'm standing on the shore, facewear disappears
I never even noticed that was a thing. Wow
Just found https://feedback.bistudio.com/T126337
Closed, Resolved
"By design"
Yeah right
Anyhow, anyone noticed that there's a few pieces gear that are the exact same as in vanilla?
Also, looters apparently don't wear clothes. Their clothing slot is empty but they still seem to wear something
@open spruce https://forums.bohemia.net/forums/topic/223445-contact-expansion-asset-feedback/?do=findComment&comment=3363508
Cmon folks, this is a feedback thread not a wishlist.....wishes are nice but i highly doubt we will get anything more than what has been officially presented. Lets not forget all the assets that are part of the Contact DLC are centered around the SP Campaign.
known issue π
And the duplicate items?
not sure atm
backpack is AI variant and will be hidden
Loother Clothes (Camo) is missing due to issue mentioned on BIF
I'm not talking about missing things, I'm talking about straight up duplicate with the backpack but also some of the looter clothes
Unless the currently selectable looter clothes in the arsenal are not meant to be there
And what do you mean "AI variant"?
it is filled with items
Loother Clothes (Camo) is missing skin
so it's sort of missing item π
https://imgur.com/a/OpN0nux
Please fix the facewear in the water issue π¦
Or if it's not possible, make nvg slot option for these items
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.
- The backpack is not filled with anything
- 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
well, you are wrong then
try typing this in console
player addBackpack "B_Kitbag_rgr_BWAAR";
seems that recent version of VA is removing all items from such backpacks
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?
Loot (Shotgun) use that non contact backpack
"B_Kitbag_rgr"
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
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
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
Even if something has DLC icon in VA it doesn't necessarily means you need to own DLC to use it
Hm, well since I own everything there's not really a way for me to test that, is there?
hm, not really I think π
anyway, I'm going to sleep now so I hope clarified it a little bit
It's just going to be a nightmare to make mods with gear considering all the dlc stuff vague
You'd need another Steam account with Arma 3 and no DLC's to test that sort of stuff
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.
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.
they need to be elevated so they can go over the tarps and decon stuff Iβm pretty sure
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.
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.
Yeah I guess, will need to investigate on how-to:)
"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
@little cloud it's possible to do it without mesh but then question how useful it would be
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")
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
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)
@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
Have the MX rifle sounds been updated? They sound somewhat different from stable branch
or am i just going crazy
yep pretty sure they are. Sound much better
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
It is possible. I am surprised they didn't do that. Guess it will be a modder's work now.
just mention it in forum dev branch feedback - should be easy to add this functionality
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
yes there's a limit on the number of dynamic light sources
it's dependent on your graphics settings for dynamic lights
gg
even then there's a hard limit
Somehow even when that setting is maxed out and nothing else is added lights in towns tend to flicker
See above. There's a hard engine limit no matter what you do
@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
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
Also yes I know about the hard engine limit
Try shooting the vanilla flare gun a bunch of times in succession
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
lights go out in towns, after a point the signal flares are replaced with black patches
lel
the funniest is, if you throw a bunch of IR flares, then lights in the background start blinking too
but with opposite timing
@loud crow Uhhh what exactly is that uniform?
"Looter clothes"
Basically Arma 3's engine is terrible outdated
Loother clothes require Laws of War DLC?
Woot?
i don't think that's intended
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
what about 3 dlc
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
Well, technically NATO pacific vehicles, which are just reskins of vanilla vehicles, require Apex afaik
which is very questionable
The reskinned weapons too
What?
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
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?
yeah
There's a police version of that for the faction added in Apex
Does it require both DLC's to use?
You can do the same with the pacific vehicles
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
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
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
Okay this might be a lil offtopic but, you know the CTRG Prowler is unarmed right?
yes
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
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
I think it just checks the classname
yup
I mean, could you imagine messing with people not owning the DLC by dynamically changing the texture of the vehicle?
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
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?
yeah, there's some of that. quite confusing
btw do you know about https://community.bistudio.com/wiki/getDLCs
?
That can at least be used to check if people have some DLC, and if not, assign something else
Yes I knew about that
for example
if ((571710 in getDLCs 2) && {headgear player isEqualTo "H_PASGT_basic_olive_F"}) then {player addHeadgear "H_HelmetB_camo";};```
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
there's this https://community.bistudio.com/wiki/getObjectDLC
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 π€·π½
Used to be the case with the guillie suits but not anymore
I actually wonder if that can be used on uniforms
hmm yeah good point, it doesn't take class names
"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
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.
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
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.
My point is that I would like to know that this is the case for that specific piece of gear
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?
Tbh I didn't even know the Blackfoot had a CTRG camo pattern
I know the Ghosthawk does
I thought someone mentioned it
i mixed up the names
Ah
i was thinking of ghosthawk π
dreams crushed
sorry π
Well there is a mod that adds those camos for a number of vehicles, including the blackfoot
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
It kinda looks like that
For some reason it looks worse than all the other vehicles in that pack
*Moving myself to #contact_discussion
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. π
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 ^^
(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)
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.
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
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?
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
it's also much cheaper than Apex
though more expensive than also-cheaper-than-Apex DLCs which people may consider its content level closer to
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
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...'
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.
technically Apex didn't add any functionality since you got all of that for free anyway
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.
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.
apex added vehicle in vehicle i believe
new(not just retextured) vehicle and clothing amount comparison is fair.
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
All added functionality of DLCs are free for everyone
I know. That's what I said earlier.
Are the Camo Looter / Guerilla uniforms still wip?
As of now I just see the Guerilla Apparel when equipping it
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
but with the possibility that those scripts might appear in the sandbox
DnA's mentioned the possibility thereof
@cinder panther
10 vs 2 is a huge difference:)
can't remember how many suits apex added.
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
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
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
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.
What's a vehicle type that you would say isn't covered by one of the prior DLCs?
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>.<
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
I also hope that there is the Default Dance
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.
(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.)
I don't think there is a base riflemen for the spetsnaz
i think the pic they showed has one, the one with just the ak12
Might just be missing in the last dev build I checked.
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
@orchid trellis
Also if you don't believe me read reply by @weary haven here regarding setObjectTexture on backpacks: https://forums.bohemia.net/forums/topic/143930-general-discussion-dev-branch/?page=1020
setobjecttexture wont get rid of the antena shadow
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
From all the times I've used setObjectTexture on things and the shadows still show.
shadow LODs should not contain texture selections
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:)
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
https://imgur.com/a/4Em2Vih
BI, please fix your white logo on CUR backpack, this doesn't look good.
Yeah and it would be very very nice to have that option on a Radio backpack too.
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
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.
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 ?
it will be working as long as selection contains whole block so shadow is closed
Would be very helpful to see eventhandlers for shower activation and robot remote control activation/deactivation.
@loud crow what would you like to see in such EH?
Unit that activated it and object that was activated(in case of robot - a robot, not backpack ofc) would be pretty much enough
Can you activate the shower via trigger and some bis function?
both showers can be activated via script
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
that is already ingame, hence why I mentioned eventhanler
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
Yeah just saw that, sorry mate
Looks like part of the glove is poking through whatever wizardry is used to achieve the scope effect.
i think its weird how the spetzsnatz combat patrol sharpshooter has a ak12 and the marksman a ap kir-1
hmm. Kir isn't a sniper rifle or a marksman rifle really.
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
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.
Is it the Cargo and the Transport vans? @loud crow
i would imagine the stuff that requires 2 dlcs would only require 1 dlc
it's a fcking t-shirt
I think that might be it
just gonna steal syndikats clothes
Good idea lol
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:)
I wish orcas could open doors
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
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
Ah
https://imgur.com/a/eIgKwGL
Clipping issue on all t-shirt looter uniforms
The NATO SAMs appear to be marked as Contact DLC instead of Jets
Really? Mine says Jets
in the editor anyway
oh cool LDF gets SAMs too... poor AAF
F
AAF donβt need sams
Their initial purpose was to only to conduct counter-insurgency operations, not to defend itself from the full might of NATO
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
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
Dev branch.
@cinder panther hmm I was looking at virtual arsenal.
Personally I think the LDF is heavily lacking in armed cars
their only armed vehicles are the reskinned mora and wildcat i believe
and of course the two ugvs
both of which can murder people
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 π
just reskin the armed offroad a bit
they should also get a aircraft, maybe a reskinned buzzard, and a reskinned kuma
I'm fine with the aircraft offerings personally
That's supposed to be their weakpoint
described where?
In the initial faction description
It says they lack a real airforce other than helis
And a navy too since landlocked
but why have a airfield then :/
The russians built it
then atleast give them literally anything to compete with the regular csat
When it was under soviet control
Dont they have a heli
they dont
the black kajman has been in the game pretty long
didnt see it available for them
i mean atleast give them a reskinned offroad as transport
and ldf should really get a tank
No an LSV
or any armor rather
LSV would be perfect for the kinda faction the spetznaz is
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.
give the ldf access to the nyx and maybe the kuma
yeah, turretless apc would also fit them as transport
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
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
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
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
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
Is the NATO woodland faction meant to have like hunters and stuff or has that just not been added yet?
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
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.
The LDF is supposed to be Anti-Russian i feel that armor would be a big part of that but fair enough
Except the Netherlands has been working on getting tanks back, so that analogy doesn't really work.
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.
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
Yeah thats why i mentioned the airforce thing
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.
altis has leopard 2 tanks
The lore is they bought them for pennies, and they only have like 4-8
Although the campaigns sorta contradict that.
@spiral herald nato woodland just uses the olive camo by the looks of it
@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'
anyone know what the robot controls are for the arm?
can only seem to get it to go up and down atm
pg up/down
cheers
Ambulance is backwards? https://i.imgur.com/ipAj0ba.jpg
I believe its supposed to be backwards
sometimes its backwards sometimes its not idk why some countries or medical places do it
It's so it reads correctly in people's rear view mirrors
Yea that's what I was thinking
local American with the non-backwards ambulances then
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
yeah that happened to me to
except i was able to get in a UAV like a vehicle and control it like a car
I mean that's just how uav's work, not really a bug, spawn them in with crew already in and it's fine
I smell realism
I was talking about the ED-1
I was able to βenterβ it but I couldnβt move
it was buggy because I was trying to control a ldf uav as a civilian
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
@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.
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
"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
This bug has literally been in the game for at least a year, it just doesn't matter
yea, like all the A3 bugs, why bother
Would you rather get new content or fix small bugs that don't effect gameplay?
Sorry but we're not talking about small cheap dlc here.
this thing costs more than some standalone games
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
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
good to see at least some1 is happy
@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
coder != programmer π
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.
ok
the new drone flips very easily, is this a bug or will it be there in release?
I don't think it's a bug, seeing as there's an unflip action
is there? do i walk up to it to unflip it?
i would assume so
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?
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?
boxes and stuff I guess
it's easily flippable back via arm, btw it's quite addicting trying to unflip it using an arm
I imagine it also has ViV, but just slightly smaller area to put stuff in
the hemtt cargo that is, not the drone
i am guessing i need mods to store boxes in cargo trucks unless i do some magical scripts in the editor
I think you can drag and drop them onto it in the editor
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
Page up and page down to extend and retract the arm forwards
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
aight, cool
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...
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"
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
you can always just group them to an OPFOR guy and set his presence down to 0%
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
government = criminals
@queen vigil ||Casually remembers a certain special forces group laying waist to "thugs" in Apex||
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
I'm not saying they shouldnt be in INDFOR
They should be in both INDFOR and BLUFOR
Again, to provide more flexibility
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
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
Using that logic though why not put NATO on REDFOR?
as well as BLUFOR, INDFOR, and Civilian?
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.
@mystic temple you just fucking called it jesus fuck, continuing in #contact_discussion
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
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
@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
not all shotguns have ejectors either some just extractors
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 π
well, I know, but arma 3 kozlice is fictional rifle after all based on real life π€· I took that artistic liberty and made ejector less due to those engine limitations that I've mentioned
true but zubr does that no? π
it's too late to fix zubr
meant like when zubr does it , why not kozlica too then
because it's wrong and it's bad idea to spread that incorrect behavior
I'm curious though why Mk14 classic wasn't made bolt action though? Would have been cool.
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
i see
I'm not aware of any rifle that has separate semiauto/full auto and bolt action variants?
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
I'm still curious as to why the cheytac was made semi-auto when it's a purely bolt action rifle π
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
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
@burnt skiff Thanks for that correction, I just found one myself ('side-folding-stock AR-15' look w/ redesigned upper with a left- or right-side knob instead of the charging handle): https://worldoftroy.com/product/troy-16-straight-pull-rifle/
@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?
yea, i mean automatically cycling the bolt with no mechanism in the rifle to do so, must be π½
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
https://cdn.discordapp.com/attachments/329978448938532868/595281125690048535/20190701161934_1.jpg could i please fit more UGV's in the blackfish? i feel like 70 isnt enough
@lucid bramble As it so happens, there was a model for DayZ standalone: https://trello.com/c/arctWDEz/116-cr-550 + https://forums.dayz.com/topic/235634-cr-550-discussion/
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
I can understand them not wanting to deal with a bolt action though
If that's the case, they could very easily have taken one of the semi-automatic rifles from DayZ
Re: M14 and 'cheap surplus' -- why not 'unlicensed copy'?
Because, it's still expensive to make
Almost all the parts require advanced and precise machining
Keeping in mind that the SK 59/66 is in 7.62 x 39 mm
I'm actually amazed they didn't recycle more assets from DayZ standalone
That probably would've given them shitloads of sales alone
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'
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
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...?
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
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
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
Depends on who you are, main selling point for me was aliens, and Arma doing something new and exciting
Same with my brother, actually
You guys have a better imagination than BI does π
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
nah i'm not, it looks real, unlike cherno which was ruined for the sake of "atmosphere"
also guns from A2 are in a bad shape , even some A3 guns are like that
GM works pretty well on it too
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 π
It's obsolete param
I don't think it's used in any weapon post initial release
@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!!
will there be photoshop templates for retexturing the new gear?
@silver dew which gear you mean specifically, if any?
was just thinking the new CBRN gear and uniforms
all the uniforms....
a lot of the new stuff doesn't particularly need templates
or just a texture
LDF uniforms look like a kitbash of existing AAF uniform stuff, so you've got that already
gorka, cbrn
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
I feel like the LDF uniforms are a deviated model, and if so, they may need a new texture to line up correctly
what do you mean display ingame? we need a texture to start retexturing
the LDF uniforms only have one difference from the AAF regular uniforms, and that's the gloves
- LDF uniforms got higher quality texture
nah LDF uniforms have a BDU top instead of like a sweater top
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
it'll need a different texture than the AAF ones
@opaque compass
I'm not sure what's your point. We need textures to retexture. simple.
with the AAF texture, the shirt and the pants are on the same sheet, ditto with the officer uniform
nah, I've already tried it myself, you don't need a different texture
the LDF fatigues use three separate textures instead of one
ah, how well does it work?
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
dw about it, thanks though
- it's another quality.
- We need gorka+cbrn
gorka and cbrn, like I said, you can sample textures in-game, screenshot them, and that's it
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
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
which is also good
it may be easy for you but not for everyone
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
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
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
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
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
oh sure
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
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
oh yeah that'd be rad
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
GM has samples as well, and Arma 3 has base samples you can look at, but I haven't looked into either personally
@silver dew Could you please elaborate regarding BI seems to be learning about what's more user friendly and practical in recent releases?
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.π
They would fit gorka uniforms
moar civilian clothing
specifically some generic suits
literally retextured nikos suits would be perfect
as is, there are a bit too many shorts-and-t-shirts for what I'm assuming is a usually mild temperate country
climate change in 2039 has probably made it alot warmer ^^
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
I don't think there is time for that anymore
- there is no way to avoid that without making that another generic plate carrier
Alternatively, you could just play in first person view π
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.
another option was to keep both versions, so one could choose
now wannabe clothing designers can make cool screenshots from the front, but actual players have a permanent eye-catchy clipping issue
(and yeah, it is the coolest vest ingame, thx for not making yet another plate carrier)
I wouldn't mind a generic plate carrier for Russians π
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.
@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.
tf is kipchak?
the spetsnaz vest
How does moving the pouches around change anything
@proud quiver
There is a clipping issue with new version. I've provided some screens β
When you're running around unarmed?
yep.
Pick up a rifle
running, walking, crouching
Problem solved
don't play in third person, also helps π
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.
yeah but lets not go into that 1st person vs 3rd person debate:) I'm ok with both, but not everyone.
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
excluding when you have a launcher and use ctrl *2 to put it away, but thats really rare to happen
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..
arma is whatever you want it to be
when regularly playing arma 3, there is no way for your standart infantryman without a rocketlauncher to holster your gun
and when you're under fire on an open field - last thing you want is to walk slowly with a gun
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
sure, but thats the only way you can walk in arma 3 vanilla
it would be awesome for vanilla to allow us to holster guns
To run fast also switching to binoculars helps
that was not the point of feedback guys, pls..
everyone knows you are fastest with a knife in your hand...
you can also have no gun, instead of holstering it
bullet snap sound is a bit too low in dev branch
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
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
You're able to see it here : https://i.imgur.com/tEAWQM7.jpg
Left: put on in Arsenal
Right: Spawned CBRN Speicalist
are you sure it's the same mask?
I'm pretty sure they are, geuss it's something that has to be spawned in?
It would be cool if they added olive variants to the other advanced modular helmets
@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
Yeah must be something that has to be spawned in then unless they fix it
check if the classnames are the same for the mask and backpack
I hope they fix it, i think they should add a script which scans if you wear a bagpack which it could connect with
as in, same between mask with connection and mask without, and similar for backpack
probably one is different and is just hidden so only normal variant shows up in arsenal
i will give the classnames