meyamoti 0 Posted June 25, 2006 2010? Thats game2,not Armed Assault. Share this post Link to post Share on other sites
tkokid 0 Posted June 25, 2006 i hope a t-905 with turbo http://www.metacafe.com/watch/114755/t_90s/this tank shoulld eat a abrams its hooked up but russian tanks carnt kill abrams in ofp ? will the resistance have the  same weakness? I am not sure if you are trolling, or you are just ignorant; but either way please stop.  If you are not sure why your post is pure flame bait, do a search for t-80/t-90 vs. Abrams...  Besides, we have already had several threads discussing whether a t-90 should be in Arma. I am not trying to do the job of the moderators, just trying to prevent a potential 10 page flame war that will kill this thread. Peace, DreDay i said with TURBO and pls dont be so Aggressive towards me i just thought a nice little vid might stop the bordem let the moderator do his job its not yours to do peace tkokid Share this post Link to post Share on other sites
tkokid 0 Posted June 25, 2006 2010? Thats game2,not Armed Assault. thats weird top paragraph http://www.cbw.cz/phprs/2006061208.html i hope it is 2010 Share this post Link to post Share on other sites
mandoble 1 Posted June 25, 2006 Some wishes: - A command to cancel current target of any unit without changing combat mode or behaviour. - Working doTarget position. - unit doTarget area (center and radius). Unit will start firing at any point within the area (machine gunners firing against big buildings, but spreading the bullets as much as indicated area). - doTarget object, unit will engange object until destroyed or current target cancelled. object means empty objects. - object setSide side. The ability to set sides for any object/unit, also from within the editor. - Waypoints heights from within the editor, usefull for helicopters, planes and submarines. - Waypoints accuracy from within the editor (distance from WP position to complete). - Working actions to set lights/engines on/off for empty vehicles. - getTarget unit command to find out current target of any unit. - getSight unit command, returning a sight vector (where the unit is pointing at) in similar way as velocity vectors but with values from -1 to 1. Would also return where vehicle gunners are pointing at. - object setAngles [roll, pitch, yaw] and getAngles object - object setAnglesVelocity [roll, pitch, yaw] and getAnglesVelocity object. - getNearestObject indicating "general type" (not exact type), side and maximum distance from position or reference object. For example getNearestObject [position,"vehicle", west, 100] - vector = object1 getVector object2, returning the vector from object1(or position) to reach object2(or position). Returning values between -1 to 1 [xv,yv,zv]. - unit setdamagerate damagepersec, usefull for bleeding units or burning vehicles. - Drop command returning the id/handler or whatever of the dropped particle. - Command to stop a drop command. - Command to get position of a dropped particle. - Command to change velocity of a dropped particle. - Drop command accepting also initial angles of spaceobjects. - object setInmunity true/false - unit doNotEngange object generic type array. For example, soldierone doNotEngange ["ship", "car"] - setTitleText [colour, fonttype] as well as setCutText [colour, fonttype] - Add "PLAIN TOP" to titleText and cutText. Share this post Link to post Share on other sites
t80 0 Posted June 25, 2006 Mandoble´s suggestion would REALLY! be an improvement to AA Share this post Link to post Share on other sites
punishment 1 Posted June 25, 2006 I would prefer G36 over any silenced gun anyday but if I get a chance to kill someone in back Id like to have a knife at that time the g36 is the cheapest gun ever and i dont see how its ammo (the same as m16) can kill in 1 shot anywhere Share this post Link to post Share on other sites
t80 0 Posted June 25, 2006 every missile should have a intercept value, and be visible on radar, also intercepting missiles should have hit probobility value, and stelth value for different platforms "ships, aircraft" Share this post Link to post Share on other sites
dreday 1 Posted June 25, 2006 i said with TURBO and pls dont be so Aggressive towards mei just thought a nice little vid might stop the bordem let the moderator do his job its not yours to do peace tkokid I was not trying to be agressive to you, and like I said before, I am not trying to do the moderator's job. It is your coment about T-90S eating Abrams for lunch that I had a serious problem with. BTW, how does being "turbo" make it such a great tank for ArmA? It will just be slightly faster, which has very little effect on game play in ArmA... Peace, DreDay Share this post Link to post Share on other sites
messiahua 0 Posted June 26, 2006 I have never posted in this thread, so I will write my wish I want hierarchical military command structure. For example, you are able to lead a platoon of 3 squads. Like CoC CE. One thing that is missing in this great addon - you can't create new squads. You should be able to create new platoons/squads, regroup/reassign soldiers. Total control of this hierarchical structure. It would easily solve the limitation of 11 soldiers in your squad and it would be awsome in CTI. Share this post Link to post Share on other sites
.pablo. 0 Posted June 26, 2006 - the ability to create dynamic gunsights (ie have information on screen about your position, target's position, distance to target, ammo information, etc.) - the ability to desaturate/invert the screen for gunsights (make it look more like thermal vision) - the ability to add/define new sides, and the ability to define the relationship between various sides, both with addons, in the mission editor, and in game via scripts in general, i just want BIS to give the addon/mission makers more control over the game. Share this post Link to post Share on other sites
DUTCH-BUDDHA 0 Posted June 26, 2006 that u can ply the singelplyer campain out in coop mod so u can ply the game out whit a frend Share this post Link to post Share on other sites
Lou Montana 101 Posted June 26, 2006 DUTCH-BUDDHA, your wish's already done  We don't even know if we can play campaign only 2 or more players ! The only ask for that is finishing the campaign in 1-player mode. ArmA definitely MP turned-up ! Share this post Link to post Share on other sites
bravo 6 0 Posted June 26, 2006 DUTCH-BUDDHA, your wish's already done We don't even know if we can play campaign only 2 or more players ! The only ask for that is finishing the campaign in 1-player mode. ArmA definitely MP turned-up ! im 98% sure we can play campaigns with more then 2 players.. that option depends on the mission maker. The Armed Assault campaign is only for 2 players, thats the info we have. correct me if im wrong, plz. Share this post Link to post Share on other sites
t80 0 Posted June 26, 2006 Decresed max speed for airplane at sea level, maybe somthing like. 10.000m no penalty, 5000m 30% penalty. 1000m 50% penalty, dont know if this is allready moddable, if it´s not it should... Share this post Link to post Share on other sites
Average Joe 0 Posted June 26, 2006 The Possibility for a weapons co-ordinator in a jet to drop a bomb and using realistic targetting sites, laser guide it onto a target being marked using IR or similar methods Share this post Link to post Share on other sites
whisper 0 Posted June 27, 2006 Hello, Something I was wondering, in preparation for ArmA, I'm working on a lil mission system, coding it for OFP, but a few things depends on editing possibilities of ArmA : - Will JiP have any impact on what you can implement in missions? Like, restricted scripts because of JiP unable to synchronize everything, etc... - We have in SP the possibility to switch character in-game to take place of an existing AI. Is there a corresponding script command, like "switchTo unit2" or something like that? If not, it would be really interesting to implement it, after all, if character swapping is existing, all the "internal code" for such a switching command already exists. It would solve many issues (mainly ammo considerations) encountered in OFP when trying to make player take place of an existing AI. Share this post Link to post Share on other sites
Lou Montana 101 Posted June 27, 2006 Decresed max speed for airplane at sea level, maybe somthing like.  10.000m no penalty, 5000m 30% penalty. 1000m 50% penalty, dont know if this is allready moddable, if it´s not it should... An atmosphere reaction you mean ? Well, it is moddable, but keep in mind that the closer you fly to the sea (~50m and less) more gasoline (err... kerosen) you save ! It's air-theory that wind will make fly your plane without any turbulence (I hope the word is correct). But in OFP you can't fly over 8000 if I remember well. After that, your plane go crazy then in the bottom of the sea ^_^ Let's hope the NASA will be in ArmA Share this post Link to post Share on other sites
Lou Montana 101 Posted June 27, 2006 IMO, this topic will (sadly ) be closed, you have to put that on What do you *HOPE* will be in ArmA (page 40) May this helps ! Share this post Link to post Share on other sites
whisper 0 Posted June 27, 2006 Well, that I could understand, they don't want to see the board filled with questions, I guess. I checked rules to see how to do it, though. Not sure what is the "standard procedure" Placebo, help! Share this post Link to post Share on other sites
Trueman 0 Posted June 27, 2006 Dr. Placebo, Room 2 please hihi try: info@bistudio.com Share this post Link to post Share on other sites
t80 0 Posted June 27, 2006 Quote[/b] ]Lou Montana Posted on June 27 2006,11:28-------------------------------------------------------------------------------- Quote (t80 @ June 26 2006,16:56) Decresed max speed for airplane at sea level, maybe somthing like. 10.000m no penalty, 5000m 30% penalty. 1000m 50% penalty, dont know if this is allready moddable, if it´s not it should... An atmosphere reaction you mean ? Well, it is moddable, but keep in mind that the closer you fly to the sea (~50m and less) more gasoline (err... kerosen) you save ! It's air-theory that wind will make fly your plane without any turbulence (I hope the word is correct). But in OFP you can't fly over 8000 if I remember well. After that, your plane go crazy then in the bottom of the sea ^_^ Let's hope the NASA will be in ArmA well the view distance is beyond 10,000 meters, so why not make it as realistic as possible, without sacrafise CPU power, also "STALL" speed should be incresed a lot, and FlyInHeight, should be possible to set on witch height the airplane start. the fancy graphics is just so people like you should buy the game and play it like a ordinary FPS, and never realice what more you can do with this game... Share this post Link to post Share on other sites
NeMeSiS 11 Posted June 27, 2006 Quote[/b] ]Lou Montana Posted on June 27 2006,11:28-------------------------------------------------------------------------------- Quote (t80 @ June 26 2006,16:56) Decresed max speed for airplane at sea level, maybe somthing like.  10.000m no penalty, 5000m 30% penalty. 1000m 50% penalty, dont know if this is allready moddable, if it´s not it should... An atmosphere reaction you mean ? Well, it is moddable, but keep in mind that the closer you fly to the sea (~50m and less) more gasoline (err... kerosen) you save ! It's air-theory that wind will make fly your plane without any turbulence (I hope the word is correct). But in OFP you can't fly over 8000 if I remember well. After that, your plane go crazy then in the bottom of the sea ^_^ Let's hope the NASA will be in ArmA  well the view distance is beyond 10,000 meters, so why not make it as realistic as possible, without sacrafise CPU power, also "STALL" speed should be incresed a lot, and FlyInHeight, should be possible to set on witch height the airplane start. the fancy graphics is just so people like you should buy the game and play it like a ordinary FPS, and never realice what more you can do with this game... You can use setpos to make it start high in the sky? Share this post Link to post Share on other sites
Lou Montana 101 Posted June 27, 2006 With my last post I agreed with you , but it is a small feature (that can be useful, and, more realistic of course) that may not be spotted by combat planes that generally fly under 500m alt. That's it  PS: Maybe considering my number of posts you think I am an OFP noob, but I play it and create missions since its release; I play OFP for a simulation, and will play ArmA like that too Edit: ofpforum, you got my post place and for sure : plane setpos [getpos plane select 0, getpos plane select 1, 6500]; plane setDir 90; plane setVelocity [1000,0,0] With that you'll fly well Share this post Link to post Share on other sites
t80 0 Posted June 27, 2006 Quote[/b] ]You can use setpos to make it start high in the sky? you can also use rank and skill level, so why not have somthing like this on FlyInHeight??? in OFP with view set on 5000, with a altitude off 2000 meters its impossible to see the ground even on a clear day, to mutch fog, so i hope also this will be fixed. it would be nice to se a huge B-52 high upp in the sky, not just hear it.. and there allready is night vision, so why not have somthing like this "IR" to see thrue clouds, but with grey instead off green colur.. Share this post Link to post Share on other sites
t80 0 Posted June 27, 2006 Quote[/b] ]Lou Montana Posted on June 27 2006,12:13-------------------------------------------------------------------------------- With my last post I agreed with you , but it is a small feature (that can be useful, and, more realistic of course) that may not be spotted by combat planes that generally fly under 500m alt. That's it PS: Maybe considering my number of posts you think I am an OFP noob, but I play it and create missions since its release; I play OFP for a simulation, and will play ArmA like that too Edit: ofpforum, you got my post place and for sure : plane setpos [getpos plane select 0, getpos plane select 1, 6500]; plane setDir 90; plane setVelocity [1000,0,0] With that you'll fly well sorry i got it wrong,, thanx for the info... Share this post Link to post Share on other sites