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  • Después del reciente EDEN parece que hay fecha aproximada para APEX (con la isla de Tanoa), junio. También acabo de ver que dyslexic ha hecho una mecánica para las granadas y será integrado en ACE:

  • Lo que viene http://arma3.com/news/arma-3-roadmap-2015-16#.ViNgHWvdASI   A destacar mejoras en el rendimiento de mp, centrarse en la fatiga y el equipo de protección. "Arma 3 units" una web que cone

  • Están casi listos para sacar el editor 3D, algunas de las cosas más destacadas:   http://arma3.com/news/top-10-arma-3-eden-update-eden-3d-editor#.VrdifNBb6FA

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comment_239567

Esto es como lo del zoom en BMS, si le quita algo de realismo pero cuando tiras una piedra... mas o menos sabes donde va. en Arma tirar una granada es como si lo hiciera un niño de 5 años, no sabes ni donde ni cómo ni cuándo va. Es al tun tun y se puede ser muy preciso si sabes tirarlas. Así que a mi me parece bien. Es mas realista tirar una granada como dios manda para despejar un edificio que lo de ahora.

Un saludo

Bueno, lo de siempre ¿no?... 20 millas y al turrón.

http://www.victor-pozo.com/imagenes/Otras/Red-4.jpg

Publicado
comment_239574

Lo que tenemos es q saber tirarlas bien, pero siempre esta bien q se le de mas opciones.

Lo de los puntos al igual q la mira desaparecerá por el nivel de realismo.

e111scfirma120.png111firmaoccam-2.jpg8721782186-signature.png

Publicado
comment_239577
  En 1/3/2016 a las 13:57, Tom Raisen dijo:

Tal vez el puntito rojo le sobra, pero lo otro es más o menos como cuando llevas la cruceta del arma no Malca? Y además se quita cuando corres, lo cual también es un detalle...

Por eso quitamos la cruceta que aparece por defecto, igual que los hexágonos para no falsear la SA. Como dice el jefe, se trata de entrenar. Por esa regla lo podrían poner al lanzagranadas que no hay dios que atine.

 

Enviado desde mi D6603 mediante Tapatalk

Editado por Malcaracter

Publicado
comment_239581

Las granadas del granzagranadas ls estuvimos entrenando. En cuanto le coges el tranquillo si que se atina.

Las granadas las entrenamos, sobre todo para meterlas por ventanas y eso si se entrena, pero es imposible dejarlas caer, rodarlas debajo de un coche cercano o cocinarlas. ¿que hay que quitar los puntitos, no big deal ;)

Un saludo

Bueno, lo de siempre ¿no?... 20 millas y al turrón.

http://www.victor-pozo.com/imagenes/Otras/Red-4.jpg

  • 1 month later...
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  • 2 weeks later...
Publicado
comment_243298

que brutalidad lo que es el Arma III hacia tiempo que no lo veía, es un simulador que lo probe hace tiempo y no tenia pc para moverlo.   Además estaba en ingles y sin nadie guiándome estaba muy perdido.  Ahora esta en español?.  Además viendo que estáis aquí lo mismo un día me animo a instalarlo para tener mas opciones además de DCS.

  • 2 weeks later...
  • 2 weeks later...
Publicado
  • Autor
comment_244015

There have been some rather big changes to AI detection ranges and in general the detection should now more accurately reflect the audible and visual state (in harmony with vis. update).
To give some more details and quick examples (approx. distances, Regular diff., 0.6 skilled AI, flat surface without clutter)

  • Previously, in full moon night the AI was able to spot a running target at 25m and track it up to 350m. Now the AI is able to spot such target at 40m but it won't be able to track it further than roughly 80m.
  • With a flashlight the AI was sometimes able to spot a running target at more than 100m. Now the flashlight won't help the AI detect targets beyond 30-40m. That is still better than - without FL or NVG - a pitch black night where the AI almost exclusively relies on its hearing. Of course, when you decide to wander under the lights of streetlamps .... better shoot the bulbs wink.png And don't even think about switchin on your own torch.
  • Previously the AI would almost always detect you if you got closer than 20m. Now you will be able to get more personal. But keep in mind that Arma is still not a super-stealthy come-tap-on-my-shoulder game. Our AI don't like hugging and shaking hands, they keep their comfy zone. Should you decide to poke the AI with your muzzle they will get angry at you. Even in the darkest night.
  • AI is always happy to use optics to spot scared players better. From now on the darker it gets the less useful are the optics to the AI. When you can't see your own toes seeing them 10x magnified doesn't help, right? wink.png
  • Previously there was a little difference between how far the AI spotted static and a walking target. At the same time there was much more noticeable gap between running and sprinting. From player's perspective - of what is easier to notice - it's more of a static vs. moving target dilemna. Next time you try to ambush the AI, plan your movement carefully and freeze when in the enemy's LOS. It may save your life. (In numbers the detection is approx. 100m for crouched static target vs. 240m for walking, 340m running, 360m sprinting, target)
  • And also the gap between AI spotting you and recognizing you as an enemy has been increased. You'll be able to notice this mainly when facing AI that is already in combat mode and is actively looking for enemies. Focusing its sight in narrow angle and using optics. Such AI will be able to spot you - if you get into its focus area - much further away than AI that has its weapon lowered. But it will only be able to recognize you once you get a bit closer. (If you get spotted by an unaware AI patrol you are usually close enough for them to recognize you by focusing)
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  • 4 weeks later...
Publicado
  • Autor
comment_244690

Explicación sobre el bug en el que los enemigos quedan enterrados al dispararles en la cabeza:

 

There have been several reports from the community describing an issue with character hit points in relation to the distance to players. While the issue itself has been present for quite some time (even in previous titles), it is not something we can easily fix due to technical limitations. Petr KoláÅ™, the Project Lead of Arma 3, adds more details: "Some of you might have noticed a strange behavior of soldiers sinking to the ground in the distance. This tech has been with us for ages, actually even in Arma 2, but it rose a discussion recently about the purpose. If we go literally deeper, the effect is used to simulate higher grass that is not rendered on distance and some sort of camouflage the grass provides to soldiers. How does it affect the character in game? The change is just a visual one from observer point of view, there is actually no part of the character in terrain, and that goes even for the geometries. As a result, there is a small difference between the actual hit points position and where it seems they are. Should we choose a different approach, there would be actually more issues - moving the geometries into terrain would drive the game physics crazy and rendering grass in high distances is something we were investigating without any reasonable outcome."

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  • 1 month later...

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