chambersenator

Members
  • Content count

    70
  • Joined

  • Last visited

About chambersenator

  • Rank
    Helicopter Hunter

Contact Methods

  • Website URL
    https://www.twitch.tv/chambersenator
  • Twitch
    https://www.twitch.tv/chambersenator

Profile Information

  • Gender
    Male
  • Location
    Chicago
  • Interests
    Day Z, ArmA, Blacksmithing

Profile Fields

  • Bio
    Old timer, been playing DayZ since April of 2012.

Recent Profile Visitors

4078 profile views
  1. modding

    I really hope that we see a SA Modding subcategory on this forum soon - hopefully before the devs open the doors to modding. We really could use a dedicated place for those interested in modding SA to be able to collaborate, share ideas, resources, and tips. I brought this up back in April, but it only received one comment. Right now we have no dedicated place to talk about the subject. We need one here. There are things we can do now to get prepared for SA mods that don't require official announcements or releases of standards and tools. When those things are released, people with any level of modding experience are going to be raiding ArmA assets and code like it's a supermarket's bread and milk aisle before a blizzard. We need to have a place where at least a few experienced ArmA modders can tell them "These models have problems, use these instead." or "This is the proper way that you get permission to use someone else's stuff in your mod," or "That SQF you found is 8 years old, and barely worked back then. Someone made a much better version 3 years ago over here, so if you're going to base your own EnScript idea on something, use that." Let's have separate rooms for the "idea people," the "eager but willing to learn" people, the "I can model like a madman but can't code to save my life" people, and the experienced ArmA people, but let's have all the rooms in the same house. It also makes sense to have the 'home' of SA modding discussions here, rather than scattered about on other sites that focus on ArmA. While my own skills over the years haven't progressed further than 'meddling about,' I can't be the only one who was often frustrated when searching for information to find half a dozen possible answers spread over 5 years that was a confusing mix of conflicting and/or deprecated solutions that only 'kind of' answered your question, and relied on another script that ended up breaking what you were trying to do in the first place. Having a pre-existing sub-forum beforehand can at least help centralize the conversation and resources before someone creates it on another site. There is an opportunity here to look at how modding was handled by the community in the past 10+ years with a critical but fair eye and see what worked and what can be improved. BI and the devs will handle their end of things, but for us, with new tools, new code, and a new engine, let's have whatever our mistakes are to be new too, rather than the old ones.
  2. It's worth mentioning that I think this video is before the stamina system got revamped in A3. Carrying or dragging a body should have a speed limitation, along with the ability to do a short burst of sprinting (but not at 'regular' sprint speeds, of course, though dragging should be a bit faster than carrying). I think the compromise you suggested may be a bit too extreme. If one is carried, it's reasonable for the backpack and the weapon that was in their hands to be left on the ground where they were picked up. If they are dragged, they should only drop the weapon in hand. As long as there is a stamina system in place that allows for short bursts of adrenaline-fueled strength, a balance can be reached that allows for reasonable speed while under fire for short distances (under 50m), and then drastically drops after 100m, then requires the body to be dropped after 150m. As for the despawn timer and exploitations, until a more nuanced solution is found, having the despawn timer unaffected and the body just disappearing is OK by me. When it comes to hiding corpses (as in moving them out of sight, not just despawning them), if there can be a way to have some sort of blood pool or other evidence remain at the body's original location for a few minutes without affecting server performance, that's fine with me too. Also, it would be nice if the "evidence" takes various forms - sometimes there's a lot of blood, sometimes little none at all. No need to get too specific with it, and just leave it fairly random. If the results can be filtered by the way they died (as in someone who is knocked out by a punch does not leave a huge pool of blood, but one that is gunned down usually does), so much the better.
  3. I feel quite confident that it will be added in before the end of beta. However, it's worth pointing out that while the basic idea is straightforward, getting it to behave properly, reliably, and look right may take a little bit longer than one might expect. "The devil is in the details," as they say. Consider the following: Will the carrying/dragging include not just unconscious players, but also tied/handcuffed players, as well as dead players, infected, and animal corpses? Obviously, enabling this for unconscious players would take priority over the other ones, but there could be slight differences in the way the game handles all of those types that may pose some tricky problems. For example, if you are dragging/carrying a bleeding player, and he dies while being moved, will the game be able to properly handle that transition - not just for the two players involved, but syncing that event correctly to nearby players? IIRC, the dying process does have some behind the scenes switcharoo going on when it comes to 'occupied' models switching to 'unoccupied' corpse models that might cause problems with stuff like positional data, proper ragdolling/interaction with other models and collision issues, syncing, etc . MOST IMPORTANTLY - How will moving bodies affect their despawn timers? Will it pause or reset the timers? We shouldn't have players keeping their dead buddies and/or victims (and their gear) around indefinitely just by moving their corpse or carrying/dragging it. If this isn't addressed, such a system could be exploited by players to not just bypass the despawn timers, but use player corpses as a way to transport way more stuff than you could fit in a barrel easily around the map. Need more storage, just carry around a dead guy and dress them up in as much high-capacity clothing you can find, then fill it with more gear. (A possible partial solution would be to have the body automatically drop on the ground 30 seconds before it despawns, allowing the body to be stripped, but that is not really solving the problem, only making it less worse in a very awkward, artificial way.) And that's just the first couple things that popped into my head. So even if the animations are ready to go, and the basic functionality works, there is a whole slew of things that tie into other parts of the code that need to be addressed to make sure the potential problems outweigh the benefits of the mechanic. It's certainly not impossible, it's just... complicated. They'll figure it out, though.
  4. Shotguns are a good weapon to use when you are putting the great advice already given above into practice. Why? Actively working on improving your situational awareness works best when you can focus as much of your brain's resources on it in combat situations. With a shotgun, there's less to think about weapon-wise than if you are using an rifle - no optics to switch to, no mags to switch out, etc. Also, shotguns and ammo are easy to find as a fresh spawn, which is nice because to get as much practice in as you can and test out new methods, you will be learning by finding out what doesn't work a heck of a lot more than what you will learn when things do work. During this time, don't let these deaths bother you. Death is your teacher. Make sure that each time you get killed you go over what happened in your head and learn something from it. Think about what you did right, and what you didn't. Sure, sometimes you'll do everything right and still die, and its just bad luck. The goal here is to learn, not to survive as long as possible and collect all the fancy gear. I can't stress enough how important it is to review the battle in your head afterwards. Close quarters PVP is usually pretty intense, and with the adrenaline pumping in those moments, your brain is not focusing on critical thinking, it's more concerned about the moment. Going over your battles in your head afterwards is what is going to allow those important lessons to get stored properly, so that in your next fight, your brain will find it a lot easier to apply those lessons without consciously thinking about it. These little 'after action reports' don't have to be anything complex. Just take a minute or two and talk it out to yourself, and consider what you did wrong, right, and what you might have done differently. That's it. If you have a PC that can handle recording while you play so you can watch the replay of a particularly intense/interesting/challenging fight, great, but it's by no means required. As you progress in skill, move from the shotguns to another weapon type - pistols, civilian rifles, SMG, assault rifles, etc. Once you have your basic strategy and tactics down, it will make focusing on the strengths and weaknesses of each weapon and how best to use them a lot easier.
  5. suggestions

    I am really into the history and lore of pre-infection Chernarus as well. The amount of work that was put in by the ArmA 2 dev team to bring Chernarus to life through its rich, tragic, and complicated history has always impressed me. Anyone that is even remotely curious about the history of Chernarus should, at the very least, read up on the events of 2009 that are covered in the A2 Harvest Red SP campaign, or play through it themselves. OP, you're correct about DayZ maintaining, and continuing to enrich, the 'canon' pre-infection Chernarus history. While all the other official maps released for ArmA/Operation Flashpoint take place in the same "Armaverse," AFIK, DayZ is the only one that has split off of that into an alternate timeline that starts with whenever the infection occurred. Though I am 100% behind the decision to keep the exact details about the infection vague, I love seeing how the devs have been able to develop Chernarus in a way that makes the country's troubled past even more detailed, while not disrupting it's canon history in any significant way. Just a few examples: Except for the NWAF, military locations along the northern part of the map (that borders with Russia) show evidence of two separate destructive events - the ruined leftovers of the Russian "peacekeeping" operation (read: unofficial support of the Chedaki rebellion to create instability to justify an invasion and occupation/repatriation of the ethnic Russian Chernarussian province of South Zagoria) that were targeted by CDF/NATO operations in 2009, and the hastily made forward operating bases made during the infection. The ruined Russian armored column north of Krasnoe is a nice touch that's worth mentioning. The presence of statues honoring the Soviet general known as Aleksei Vasilii Guba, from OFP The ruins of the village of Kumyrna, which was burned to the ground (and IIRC, along with all its residents) by the Chedaki (AKA Chernarussian Movement of the Red Star - the evil bastards that wore those black berets you find in the game) One of the best things about the Harvest Red campaign was the way your character was thrown right from the start into a complex, ongoing situation with little preparation and that in order to succeed, you needed to learn about far more than just your assigned objectives. Understanding the underlying conflicts between the two main ethnic groups in Chernarus that had been going on for centuries was key to not only winning the 'hearts and minds' of the population to get them to help you, but to use that knowledge to make decisions in the field and have to deal with orders coming from command that are coming from people who may not fully understand what's really going on. This all adds up to one thing - those that have played the Harvest Red SP campaign, or at least have read up on it, will most likely have a much more immersive experience roaming around Chernarus that those that haven't. ------ Here's what I'd like to see in the future that incorporates the history of Chernarus (after the real important stuff is taken care of, obviously): Tweaking of the CLE and heli crash spawns - have NATO/UN helis and equipment spawns favor locations that are south of the NWAF, and Soviet helis and equipment favor the more northerly locations. The NWAF and VMC should be a balance of the two. By 'favor,' I only mean that there should be a somewhat higher chance - NOT that locations spawn exclusively one type of gear/crash site. Even though the infection came at least 3-5 years after the 2009 civil war, and that the UN continued to have a presence in the area to support the CDF (Chernarussian Defense Force), it seems logical that the UN/NATO forces would have been more populous in the southwest and southern coastal areas. Remove the black Chedaki beret from military spawn areas, make it much more rare, and shift the spawns to civilian houses in the northern third of the map. It makes no sense for them to be just lying about in military bases, as it's from a uniform of a rebel force that was defeated years ago, and as such would be something that would have been kept only by sympathizers and rarely, if ever, been worn in public. Put some sort of small monument and area of disturbed ground to mark the location of the mass graves south of Pusta (another Chedaki war crime site). Even if the bodies were dug up and given a proper burial after the 2009 conflict, there should be some small memorial or at the very least, evidence of a large patch of disturbed ground. Same goes for a Kumryna. Add the remains of the Manhattan FOB on the top of Klen mountain. I know there is a small wooden marker there currently, but it would be nice to see a bit more there, even if it's just a few wrecked vehicles and a couple busted up HESCO bastions. No need for item spawns, just the remains of the FOB. Add a few more burned out civilian building ruins throughout the northern third of the map. While the NATO strikes would have focused on strictly military locations, the overall rarity of ruined civilian buildings from that conflict in that area seems a bit odd. And finally, the toughest one to get right - a few scattered remnants of Chedaki and even NAPA rebel camps deep in the woods or other out of the way areas. They shouldn't be anything fancy, or spawn loot in general, but later on when buried caches are in the game, I could see having one of them spawn a hard to detect buried stash at one of them. It should only spawn rarely, perhaps once a week at one of these camps selected randomly. The cache shouldn't be OP, and most of its contents in damaged condition or worse (having been buried for so long and probably not all that well protected), but for those that get lucky and/or desperate, they may provide a serviceable SKS or AK rifle, some ammo (mostly ruined), clothing, and a mag or two, but nothing that you'd want to hang on to for an extended period of time. One last thing - I'm in the process of writing up a series of 6-8 longform articles on Chernarus' pre-infection history that's aimed at exploring the backstory of certain locations and items one finds in DayZ to give players who may not be aware of Chernarus' history a bit more context and significance. I'm trying to keep it as canon as possible and avoid straying into fan fiction territory, and tying together all the info I can from various places on the web, from the Harvest Red mission files itself, and hopefully a little extra info from those who worked on the Harvest Red campaign. It will take some time to complete, but perhaps in a few months, I'll have it ready to share with you all.
  6. Different sized people present a multitude of challenges. From my understanding, the body model, the skeleton, and hitboxes all have to be scaled individually, and then all the movement animations have to be adjusted to the new size, then all wearable items will most likely have to have a proportionally compatible model as well to use for when the character puts it on. It's a ton of labor-intensive and time-consuming work. So much so, that even the ArmA 3 dev team decided not to have any female models at all (unlike ArmA 2). The fact that we have both male and female models in SA is something worth appreciating. I too would love to see us be able to do things like combine the chest holster with the crafted leather vest, or make ponchos or improvised tents out of plastic or canvas tarps in the future. Then there is the whole clipping issue, which is why things like ponchos, belt holsters, robes, long dresses, and long coats like dusters or greatcoats are not in the game (that's why we only have chest holsters and the chest-centered ballistic vest attachment, for example). They need to be able to look right in combination with all other clothes. We may see some of those later on down the road, but probably well after 1.0 at least. You're right about this. While there may be certain things that just aren't possible when it comes to expanding body types and clothing possibilities, the vast majority of things are possible, just not practical when one is prioritizing things and looking at cost/benefit of the time involved, whether your a BI dev or a modder.
  7. I've heard that arming varies depending on the type, manufacturer, and year of the rocket, and some have a safety pin along with the cap, some only arm after the launch charge is fired, and some are fully armed once the safety cap is removed. I'll see if I can find a link to cite for that.
  8. So we know the RPG-7 will be in the game. Of course, the ammo will be rare, the launcher heavy and cumbersome, but who needs the launcher when the rockets have so much potential on their own? You see, the rocket for the RPG-7 has its detonation trigger at the tip, of course. There is a little protective cap that you remove from the tip just before firing, since without it, it will go off if it gets enough force applied to it. So, if all you have is the rocket, you have yourself an incredibly dangerous weapon even if you don't have the launcher. Now, what sorts of things can we do with it? 1. Throw it. If done right, this is not as suicidal as it may seem. Since you want it to land with the tip hitting the ground first (and as far away as possible), a rooftop or a cliff's edge seems a good place to throw them from. Once we can fire from vehicles, throwing them from the back of a moving V3S might be a good way to take out that car chasing you. If you're on the ground, and have no other choice, you'd want to throw it underhand with a decent arc with as much force as possible - throwing it overhand just makes it spin end over end, and it *might* not go off. Of course, there is always just taking the F11 route and just slamming it down at your feet, taking everyone else nearby with you. 2. Launch it old school via improvised ballista. A regular bow or crossbow ain't going to cut it, unless you want to have a front row seat to your own dismemberment. You need to go bigger - like *at least* 3x-4x the width and strength of a crossbow for something you could carry short distances (obviously not something you could shoulder or just carry around anywhere) and use it for a high-arc path that probably maxes out at 30ft (perhaps useful for camp/base assault/defense), or go even bigger and mount it to the back of a vehicle like the V3S, and scare the hell out of everybody. In either configuration, something like that is going to require quite a bit of crafting and materials. 3. Incorporate it into a tripwire-triggered trap. It would be hard to conceal in most situations, but as long as you have a way for the armed rocket to drop several feet once the tripwire is triggered, there's not going to be much left of anything that was there just before it went off. 4. IED. If placed properly, and covered by another object to both conceal it and increase it's trigger area (such as a car hood, log, board, sheet of corrugated metal, or something to that effect), driving or maybe even running over it could set it off (perhaps as a base defense to prevent the entry or removal of vehicles from inside). 5. Something in your way, such as a pesky wall, building, or pedestrian? Have no interest in surviving to see the next sunrise? Tell your squad to get out of the vehicle. Have them attach one or more rockets to the front bumper or hood. Approach your target at high speed. Spawn on the coast. So after reading that, one might consider that maybe this particular weapon might be just a little too OP, if we would be able to use it in such a manner. To a certain extent, I agree, but I think there are ways to balance that out. Obviously, making them about as rare as a SVD or VSS spawning with a full mag right beside another full magazine is the obvious first step. Rockets should have and 'armed' and 'safe' action to them. In their armed state, they should be incredibly dangerous to just have jostling around in your backpack, and should have a small chance of going off if you fall or dive to the ground. Even when the safety cap is on, **and** once the devs have a new system for handling inventory damage in place, there should be at least a *small* chance that if the rocket is in your inventory, and is hit by one of the heavier caliber rounds (perhaps .308 or 7.62x54r, for example), it may detonate. While this is probably an incredibly mind-bogglingly rare chance of this happening IRL, if done properly would seem to be a fairly decent risk/reward balance. I would hope that we would see at least some of these possibilities later on in vanilla DayZ, but of course, I don't think we'll see this particular item's full potential until modders get their hands on it. What do you think?
  9. Looks like there is a new exp patch released today that has a potential fix for TrackIR. Those with head tracking systems should try it out and report any issues to the bug tracker, or at the very least, post a detailed comment in the relevant thread HERE.
  10. No, the sky (including the sun rise and set position, and the moon phases) will return to following their regular IRL patterns at a later stage in development. Right now I believe they are locked to a singe day of the year (or a small series of days, due to the accelerated time scale) that repeats every server restart. Every few months, they adjust it to match the current season. You may have noticed that now the risk of freezing to death is lower, but by mid summer overheating will again be a concern. Also the sun is rising a bit closer to the east and setting closer to the west compared to a few months ago (due to Chernarus' position on the globe - presumably the area where the eastern part of the Ukraine is - the sun will never rise and set directly to the east/west). I'm fairly certain the stars will shift in the sky to be oriented to the proper angle for that particular day the server is simulating. When the servers are released from this sort of "Groundhog Day" loop, the moon will have it's regular cycles back, and moonless nights will be significantly darker. It's also very probable that later on in development, server admins will once again be able to set their server's date to one of their choosing to some extent, as they were able to back in the mod era. Right now, it makes sense to have everyone on the same time frame so that it does not interfere with testing by adding more variables to consider when trying to isolate the causes of bugs or problems.
  11. I know it's a relatively little thing in the big scheme of things, but I've been looking forward to this for a long time. I just checked it out, and the stars are significantly improved - and unless my eyes are deceiving me, I think they are even twinkling a little bit! After all these years running around in Chernarus, I don't really need to navigate by the stars, but I love the fact that it now seems a much more feasible option for those that want to. The only thing that interferes with that now is the limitations to how far one can tilt their head up. However, I understand the purpose of that limitation, and wouldn't want to argue removing that just so I can see a few more stars.
  12. I just did - usually you need to quit Steam and restart it, and the update should show up in your download queue.
  13. Nothing in the OP's question says anything about asking the devs to do it, only if such a list exists. For example, it seems all the stable branch changelogs are all listed here. It's not exactly what the OP is asking about, but it's a ton of useful information that could be combined with the info on the dev blogs to create something very close to what the OP is looking for. If anyone is up for such an undertaking and has the time available to do it, I'd love to see it.
  14. Too late. If I remember correctly, in addition to what's shown here in this trello post, I think the devs have mentioned including things like brake lines and fluid, fuel lines, and engine belts too. I don't have any problem with that, though I could see why some people could find it overly challenging. I would also favor having both diesel and gasoline fuel (which one could differentiate with a simple smell test) and consequences if you don't check to make sure you use the wrong fuel. As for the fuel requirements for aircraft like the small plane (odds are it's a piston engine, so you could probably get away with regular gas for short periods, since we don't have to worry about icing and long term engine wear) and the little bird helicopter (IIRC, it has a gas turbine engine, so it would require Jet-A fuel, or at least kerosene, but I have seen claims of turbine helicopters using gasoline in dire situations, but I can't say if that is possible), I don't think we need to take things that far. At most, if there was both diesel and gasoline in the game (but not kerosene), I wouldn't mind if those were restricted to one fuel type. If you're dislike of those things stems from the difficulty as a lone wolf to get a car up and running, consider thinking about it this way - bringing a vehicle back to a fully functional state is more of a group activity, but stealing that fully functional car is perhaps more suited to a lone wolf. I lone wolf a great deal, and when I'm in the mood to search for camps/bases, I try to pick up a battery and some spark and glow plugs along the way, just in case I happen to find a hidden vehicle. If I find a camp/base first, I can just ditch the car parts if there's anything worth taking.
  15. Tire changes are already ridiculously fast. We don't even need to use a jack to raise the car up. Two, there's not a whole lot a second person would significantly speed up the process (other than holding an extra tire, which they can already do), except for maybe holding onto the lug nuts while the animation is in process. For more complex base building structures, that might be worth considering, but there's a fine line between 'additional players may speed up construction times' and overly micro-managing a relatively small portion of the game unnecessarily.