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Tonci87

ArmA II: Operation Arrowhead discussion thread

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What it is, is pointless bantering. There is no way you can prove they posted a fake review, unless BIS say it outright, so discussing the validity of the review is futile. How about discussing the review itself?

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I own A2 german (text, subs etc german / audio speech native language) and wonder if installing OA english will cause some problems concerning the migrating content of A2 into OA, escpecially chaos in texts, menu gui, etc. ?

or aren't any problems to be expected in this case (A2 german + OA english), so for example OA english will force all content of text & subtitles to be english, even if I start A2 content ?

... just if some clairvoyant is around ;-)

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action, my question wasn't "how do you like german translation", it was "does mixing regional versions lead to problems for texts, subtitles, etc"

;)

Edited by langgis08

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Hi. I'm new to the forums and I apologize if this is off topic, but I don't know where else to post this. I have the Steam version of ArmA II. If I buy it boxed, will it still be compatible or will I have to wait for the Steam version of OA?

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Hi. I'm new to the forums and I apologize if this is off topic, but I don't know where else to post this. I have the Steam version of ArmA II. If I buy it boxed, will it still be compatible or will I have to wait for the Steam version of OA?

Yes, it will be compatible wherever you buy OA from. There really should be a forum announcement about this everytime you log on...

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action, my question wasn't "how do you like german translation", it was "does mixing regional versions lead to problems for texts, subtitles, etc"

;)

Haben wir ja nun geklärt :D

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Haben wir ja nun geklärt :D

ja, das haben wir :D

(sorry, I've meant: "yes, we've worked that out" ;))

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being that the international release, like the one from sprocket, is multilangual, you can choose for yourself to have it in english, german, and some other languages, so it shouldn't matter if you have arma2 in german

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I'm wondering, will new OA functionality "vertex lighting on anything" also affect Arma2 content?

Mostly no - vertex lighting is largely independent from the model, excluding polygons I don't think you need any extra information from the model for vertex lighting.

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I just got done with a mission of mine, Im hoping BIS made it in OA where if you shoot a pane of glass it only breaks the one you shot and not all of them also some effect when shooting glass its a small thing but its pretty annoying when I cant shoot out of a window because the glass wont break or I shoot one window so all the windows are broken.

wont be able to play OA till July 3rd. :(

Edited by Flash Thunder

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so, the FAQ is basically a wall of "no"s. Are you guys surprised? I mean, it's an expansion with already craploads of stuff, (which is expected) AND engine enhancements and FLIR. It's an expansion.. not arma 3.. right?

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so' date=' the FAQ is basically a wall of "no"s. Are you guys surprised? I mean, it's an expansion with already craploads of stuff, (which is expected) AND engine enhancements and FLIR. It's an expansion.. not arma 3.. right?[/quote']

you need to read carefully and then You notice it's more than man NO

it a lot depends on way how people asked these questions ...

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you need to read carefully and then You notice it's more than man NO

it a lot depends on way how people asked these questions ...

There were a few questions that could have been a little more elaborated though. I can't find the question on the wiki page but I know it was asked. It was roughly "Will the gunner in the AH-64 Apache have the ability to fire laser designated Hellfire missiles, similar to Apache gunners in real life?" This was answered with a simple "No, that's not possible." What isn't possible? The ability to self designate targets as an Apache gunner? Or this ability has not been implemented?

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There were a few questions that could have been a little more elaborated though. I can't find the question on the wiki page but I know it was asked. It was roughly "Will the gunner in the AH-64 Apache have the ability to fire laser designated Hellfire missiles, similar to Apache gunners in real life?" This was answered with a simple "No, that's not possible." What isn't possible? The ability to self designate targets as an Apache gunner? Or this ability has not been implemented?
From the recent OA videos I noticed that the player while controlling an Apache helicopter gunship can manually aim hellfire laser-guided missiles by using an UAV. My questions is: Does an Apache helicopter has self designating capability so that a player while controlling an Apache helicopter can manually aim hellfire laser guided missiles without using or needing the UAV? If yes, will other gunship helicopters (such as the Mi-24 Hind) also have self designating/manually missile guiding capabilities?

This is not possible at the moment.

Third question under vehicles. The way they word it makes it sound like it is presently not possible for a player to do this ingame. Most likely because the Apache doesn't have a laser designator. It would probably be possible for a developer to make it. That is how I took it.

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Third question under vehicles. The way they word it makes it sound like it is presently not possible for a player to do this ingame. Most likely because the Apache doesn't have a laser designator. It would probably be possible for a developer to make it. That is how I took it.

ACE 2 already has self-desingation added and working like a charm, it's more likely they thought it would be too difficult to implement for AI / new players.

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MH6UAV attachTo [AH64,[0,5,-1]];

hideObject MH6UAV;

Instant self designating :D

F'ing LMAO!

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MH6UAV attachTo [AH64,[0,5,-1]];

hideObject MH6UAV;

Instant self designating :D

Nice......

THINKING! ;)

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Without the product to test with, I wouldn't spend too much time thinking about it. Solutions like that tend to have many pitfalls. But thinking out of the box can sometimes bring nice solutions.

Here is one I just did that seems to work remarkably well. In a loop, do this:

_pos = 2 max (50 - 0.10 * ((wind select 0)^2 + (wind select 1)^2));

tWindeffect1 attachTo [player, [5,5,_pos]];

tWindeffect2 attachTo [player, [-5,5,_pos]];

where the trigger (tWindeffect1 and tWindeffect2) sound effects are defined as cfgSFX by:

class CfgSFX
{
sounds[] = {};
class fx_windy1
{
	name = "fx_windy1";
	sounds[]={sound1};
	sound1[]={"soundfx\fx_windy.wss",1,1.03,50,1,0,0,0};
	empty[]= {"",0,0,0,0,0,0,0};
};
class fx_windy2
{
	name = "fx_windy2";
	sounds[]={sound1};
	sound1[]={"soundfx\fx_windy.wss",1,0.97,50,1,0,0,0};
	empty[]= {"",0,0,0,0,0,0,0};
};
};

where fx_windy.wss are copied versions of AddOns\sounds\sfx\wind_whistle.wss

Now just vary the wind and you have "stereo sound" (simulated by the pitch variation), and varies in volume based on wind force, but you'll need some force to get it going. Stereo no longer works in Arma2 (although it used to work only if anonymous, without a direction cue), and we could never set volume dynamically. This little thingy did both, sorta kinda :p It did add some extra atmosphere, which was what I was after. I'm aware I should square, but I chose to just scale instead, faster.

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you need to read carefully and then You notice it's more than man NO

it a lot depends on way how people asked these questions ...

exactly. well said

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