I was kinda being silly. I never found any of the Arma games to have too many key commands, nor them to be unintuitive.
Number of keybinds in ArmA3 …
Common: 47
Weapons: 41
View: 52
Command: 51
Multiplayer: 14
Infantry Movement: 35
Vehicle Movement: 17
Helicopter Movement: 27
Plane Movement: 20
Submarine Movement: 8
Total: 312
Not to mention Development: 57 more
I was having issues like that until I unplugged my Hotas setup. For some reason it doesn’t play nice with arma reforger. No way to disable in game either.
Interesting, I will try disconnecting peripheral’s and see if that helps.
Good shooters have only 1 key that trigger different actions depending on context and auto detect different situations. Not to mention that some even auto detect the world smartly, you not need to press a key for that. For example hold a weapon on a object like the side of a door or the rock or fence in front of you to hold the barrel and have lower sway to increase the precision in some shooters it autodetect and it auto reduce the sway. You not need the key to hold the weapon. This funtion in Arma Keys style is something like:
1 key to toggle hold/unhold the weapon if its a rock
1 key to hold the weapon permanently if its a rock
1 key to unhold the weapon if its a rock
1 key to hold the weapon temporary hold pressing the key if its a rock
1 key to toggle hold/unhold the weapon if its a window
1 key to hold the weapon permanently if its a window
1 key to unhold the weapon if its a window
1 key to hold the weapon temporary hold pressing the key if its a window
1 key to toggle hold/unhold the weapon if its a door side
1 key to hold the weapon permanently if its a door side
1 key to unhold the weapon if its a door side
1 key to hold the weapon temporary hold pressing the key if its a door side
…
So, what i’m saying is that ArmA is one of the worst ever shooter about keys layout and human-machine interaction/interface. When you need to change a key its a nightmare because that is already assigned to other crazy useless semi-function.
Many keys could be more organized and the interaction with a game could be more smart. Its a shooter, its not a cockpit simulator with 300 buttons/levers/knobs. More shooters you play more understand the ArmA is the worst of them all about that issue.
Yep did the trick. Thanks!
Ive got 2000 hours in arma 3 and use none of that. Couldnt even tell you the key binds (if they even are there, which im not disagreeing with you over just not used or needed by me)
You dont need to use ANY of those. They may be in the game, they may have a use for certain situations and you may not like the game because of this, which is absolutely fine. But my arguement is that absolutely none of what you said is needed. None of them is game breaking by not having them bound or even deleted and the keys used elsewhere.
Its nonsense to suggest that this makea arma less of a game when the things you are arguing about make ZERO difference to the experience other than adding to it in SPECIFIC situations.
The only thing i do agree on is
But again, that doesnt even need to affect the first point i made as you can still manually overide them if you want to.
We need to learn to enjoy what we have. ARMA opened a world to me. It did the same for others as well, including the developers of tactical sims that might implement certain features batter than ARMA does now. But while I know they exist, I own none of those titles. Because ARMA does everything I want. Prairie Fire is a masterpiece of a mod. What other sim is so modular and so widely played? ARMA has aspects that are frustrating for sure. But why focus on those things to the exclusion of the good and the great?
Thats the way i feel. Other games do specific parts of Arma better. But NONE even come close to the scope and appeal that Arma does.
Even the base game is fun to me. The mods, scenarios and extras ove purchased over the years have taken it to a whole new level which to me is leaps ahead of everything when taken as a package.
I understand the specific flaws and weaknesses of the game, but over look and even ignore them because of the strength of the whole product.
To call it anything otherwise is utterly blind to the total functionality and the experience.
Oddly, this is one of the issues I currently have with Ready or Not. The stupid F key does EVERYTHING.
The problem is that if you move your line of sight by a fraction of an inch it moves what is going to happen.
So it says “F to peek door” I press F and just as my finger pushes it I see a switch to “F to kick door” and so I kick the door and alert the targets.
I see F to optiwand, I press F, but just as it clicks it switches to open door and then I swing it open and trigger the grenade wired to it!
In the space of about 2 square feet on the door are no fewer than 10 different possible actions, some of which are likely to get you killed or ruin your breach. I WISH there were a few more buttons!!
Has anyone here had any luck in disabling HOTAS etc. from interfering with vehicle controls? I’ve tried the Nojoy mod in the workshop, but… well, no joy, so to speak. Interference is gone allright, but so is all response to keyboard controls unfortunately.
As it stands, I’m unable to complete the tutorial or drive any vehicle, and unplugging all the controls is definitely not going to happen.
There is a mod in the workshop called no joy it should disable all but the mouse
that Hotas is the TM Warthog? you can create a Target profile where you not associate any axis, or associate an axis that didn’t do any action.
Also exist other nojoy dlls that works in some games, idk if works with this arma, only trying.
Seeing Reforger from a modders point of view, it’s a very welcome change of pace. The workbench and assorted tools are at least one generation ahead of the archaic tools found in arma 3. For those into modelling and texturing the entry barrier is quite low to setup a static object. However, have something moving and shooting and what not is an entirely different story. It doesn’t look like this part of modding got any easier so far.
But still placing a single carrier as one object and having the geometry support this size (no falling through) is a huge step forward. In arma 3 you had to split the geometry into chunks of roughly 50 meters (exact number depended on the map!) and write scripts to assemble it. Now if only we had moving units on moving vehicles
Cheers,
TeTeT
June 1st Update
Attention soldiers,
We are going to update the Steam and Xbox versions of the game.
The Steam version will be updated on Wednesday 1st of June. There will be downtime of the servers between 12:00 - 15:00 CEST.
The Xbox version will be updated on Thursday 2nd of June. There will be downtime of the servers between 12:00 - 15:00 CEST.
Arma Reforger 0.9.5.61 changelog:
Game
- Fixed: Rendering artifacts related to shadow cascades
- Added: Smaller Conflict scenarios available in the Play and Scenarios menus
- Fixed: AI in Idle behavior was not checking its surroundings and now does
- Fixed: Explosives containers in Conflict would contain regular items instead
- Fixed: Changed the faulty background in the PlayerTile groups layouts
- Fixed: Magazines would stay attached to hands when a reload was interrupted by the equip action
- Fixed: Crash in inventory when dropping a vehicle inside a turret
- Tweaked: Ural upshift RPM increased to 1250
- Added: Option to change the gamepad Y-axis orientation
- Fixed: Potential character teleport under the surface when exiting a flipped vehicle
- Tweaked: AI perception at night
- Fixed: Mouse aiming of turrets became unreliable with high FPS
- Tweaked: Collisions and destruction of certain small props, walls and environmental objects
- Fixed: Steam platform saves are now gracefully freed
- Fixed: Potential crash when closing Game Master mode
- Fixed: The vicinity would not get refreshed when proxy clients manipulate items inside a storage hierarchy
- Fixed: Skipped paths in the climbing test for valid climb-over points (climbing through a window)
- Fixed: Suppressing sprint when going into ADS with binoculars or another gadget
- Fixed: Potential crash on exit related to UI
- Fixed: Collision of cars with gate bars could sink the cars under the terrain
- Fixed: Characters killed (or players disconnected) while inside a vehicle could end up stuck next to the vehicle or sitting on the road
- Fixed: Improved door contact detection
- Fixed: Item gestures would not be possible with the character in a throwing stance
- Fixed: Weapon equip actions are now checking the availability of gestures to prevent delayed pickups
- Fixed: Binding keys can now be cancelled by pressing the Escape key
- Fixed: Equipping a weapon could potentially crash the game
- Fixed: Changing the model of an animated items could potentially crash the game
- Fixed: Radios would not be returned to the radio pool on disconnecting
- Fixed: Players could get stuck during the Tutorial scenario when building a bunker
- Changed: When a player gets banned, the duration of the ban is displayed to them
- Tweaked: Localization strings and phrasing
Xbox
- Fixed: Password entry on the virtual keyboard
- Changed: TV audio is no longer muted when headphones are plugged into the controller
Multiplayer
- Changed: Improved the ACK system to reduce resend rates and bandwidth spikes when the server streams a new map regions to players
- Fixed: Clients are now handling disconnection from the server during a world reload
- Tweaked: Optimized the transfer of fire action in turrets
- Hotfixed: Graceful return from an online session to the main menu on resuming from being suspended
- Fixed: Sanitized ServerCommandHandler in case the player is no longer available
- Fixed: Improved the network frames acknowledgement mechanism
- Fixed: Network streaming or disconnecting could potentially crash the game
- Changed: Animation data from owners (rather than the server, as it previously was) is now played on proxies by default (this can be disabled by -noForwardOwnerAnimations on the server)
- Tweaked: Improved smoothness of characters in multiplayer
Rendering
- Hotfixed: Rendering artifacts visible on some surfaces when using scopes or the inventory
- Hotfixed: Building interiors going suddenly pitch black
- Fixed: Clutter not being removed by decals
- Fixed: Flickering clutter when removed by decals and flickering decals
Enfusion
- Fixed: An incorrect sub-scene name could be shown in the scene tree
- Changed: BattlEye is now always loaded from the game installation folder
Workbench
- Tweaked: Height resampling is default now when importing a height map in World Editor
- Fixed: RDB cache showing files not present in an addon
- Added: The current backend environment is shown in the status bar now
- Fixed: World Editor - Crash when trying to save a world into a read-only folder
- Fixed: Ignoring “Armature” bones from Blender
- Changed: Forbidden use of Workbench as a replication client
- Tweaked: World Editor - Better default camera position
- Fixed: World Editor - Crash when displaying an entity’s context menu
- Fixed: Changing properties of DecoratorEntity in Behavior Editor could crash Workbench
Backend
- Fixed: Crashing for some people when they are manipulating the server browser
- Removed: Local rating update in Workshop
- Changed: Backend - Dedicated Server shutdown invoked in 3 seconds, after a heartbeat fails 3 times
- Tweaked: Manifests of old addons are now properly removed when updating
- Fixed: Backend - When room registration fails, a server now properly shuts down
- Fixed: Sometimes servers would not be visible in the server browser after disconnecting
- Changed: Improved error reporting of service-related issues
Published at 01 June 2022
How is terrain making? Is it easier? I’ve always been interested in terrain/island making and it seemed very difficult in A3. Granted it’s never going to be easy, but just wondering.
Still can’t stay connected to a server for more than a few minutes.
i did an hour long go two days ago … it seems really random … but i found it easier to join servers that are 50-75% full
I haven’t touched Reforger terrain making. In general the tools are a huge step forward. I did make a 100x100km almost all sea terrain named ‘Lake Chester’ for arma 3 and the Nimitz. This was a royal pain, the tools crashed quite reliably every few minutes and in general it was a game of patience.
What helped a lot was ‘The Atlas’ PDF guide for arma 3 terrain making. For Reforger an updated version is planned by Jakerod, and I know that more tutorials are coming. On the complexity of terrain making, these will be many pages to read and digest, as I doubt it’s ever gonna be easy.
Of course if you want to get right now into terrain making for Reforger, there’s one place to check out: Arma discord and enfusion terrain maker channel. Good luck!
Cheers,
TeTeT
Tried Reforger last night and I was in a game until I decided to quit, well over an hour I think and ran great. Definitely got old Falshpoint vibes