I get a lotof e-mail, and despite my efforts to answer in a timely fashion, sometimes things back up. I just spent a few hours going through my inbox to deal with everything I reasonably could in order to clean things up. If you haven’t heard back from me on an important issue (this does NOT include ShackTac join requests!), please send me another e-mail, as I’m considering everything prior to today as having been dealt with or abandoned out of necessity. Sorry for the inconvenience!
Also, since my last update I’ve done another three community guides, as follows:
Special thanks to Bohemia Interactive for believing in it enough to make it an actual part of the product, as well as for being extremely receptive to my vision for this iteration! As before, this took a tremendous amount of energy to produce. I hope those of you checking it out find that energy to have been well-spent, and best of luck to everyone on their Altis adventures!
For those looking to purchase a hard copy of this, see below for ordering information. A version hosted on my site is now available free for all.
Those who purchase the full guide will also receive bonus content, which you can find listed in the index as “Premium Content”.
If you have the Deluxe Edition of Arma 3 installed, you can find the tactical guide in your Arma 3 folder in the ‘Bonus/Tactical_Guide/’ folder.
This post is two things – the first is a video I created to show just how imperfect and finicky the Arma 3 action menu is (and by association, Arma 2, Arma 1, and OFP), while the second is some thoughts of mine on how it could be largely replaced by a better system.
First, the video. This is 30 minutes long – you’ll get the idea in the first ten, but the remaining twenty show off some specific aspects of how it pertains to vehicles and how interacting with doors could be improved.
As you can see, the action menu and attempt at a context-sensitive action menu system in Arma 3 are insufficient and heavily flawed. I believe that Arma needs a proper and modernized context-sensitive “Use” or “Interaction” key. The existing “action menu” is an imperfect solution and while it should probably remain in the game in some capacity for those special-case uses (particularly via mods), I believe that most interaction tasks can be better accomplished with such a “Use” key. The premise is that this key would have context-sensitive functionality, as well as offer different functionality based on whether it was just tapped once, or pressed and held down.