jasonnoguchi 11 Posted January 13, 2010 Well therefore I set the reinforcement radius to 50 Meters. When attacking a camp, everybody in the Camp will be alerted (realistic). So there won´t be enemys continuing their Patrol while their comrades are dying around them. But with only 50 Meters radius it won´t break Mission objectives. I´m thinking about setting the Call Reinforcement timer from 5 to 10 Seconds... Play a few missions and let us know what settings work the best. :) Share this post Link to post Share on other sites
Archamedes 10 Posted January 13, 2010 im liking the "dead body found" script. For GL4. I killed an enemy using a silenced weapon and placed a satchel charge on his body. Just wait for the whole base to come running to check it out. Its like a moth to a flame. "boom!" empty base. Share this post Link to post Share on other sites
Tonci87 163 Posted January 13, 2010 Really have to try that one out. Sounds quite fun^^ Share this post Link to post Share on other sites
sick1 13 Posted January 13, 2010 Hey guys, work on part 4 is going good. It's gonna be a little while though till it's released. I'm trying to have intros and that takes a lot of time. I promise it will be bad ass though. Later. Share this post Link to post Share on other sites
Tonci87 163 Posted January 13, 2010 Happy to hear that. I really have to hurry up finishing ST6 3. The damn studies occupied a lot of my Time Share this post Link to post Share on other sites
Archamedes 10 Posted January 13, 2010 Really have to try that one out. Sounds quite fun^^ It is fun but only works if you successfully kill a guard without anyone else hearing, then managing to get in and out without being seen. Usually a patrol will notice and all run over to it. I havent yet tried the "play dead" feature yet. Not sure if this causes a conflict with any triggers in being detected but also look forward to using it Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 14, 2010 (edited) im liking the "dead body found" script. For GL4. I killed an enemy using a silenced weapon and placed a satchel charge on his body. Just wait for the whole base to come running to check it out. Its like a moth to a flame. "boom!" empty base. That sounds innovative!!! LEMME TRY! heheheh always into such mass destruction ideas!heheheh I play dead all the time but it doesn't really do much as you will see a ton of enemies hanging around your area and eventually one of them will see through you and kill you. But its really something you can do when everyone else is dead and the enemies are plenty... had to do it a couple of times in the chesty puller campaign...hahaha. For an even more authentic experience playing the ST6 3 campaign, try playing it together with SLX wounding system too. That wounding system is far more sophisticated than the BIS or ACE one. Hits on the arm drops weapons sometimes and opens up the tactical possibility of shooting enemies in the arm to disarm them when hostages are close and also enemies hit by bullets don't hang around like nothing has happened and fire back at you (ACE wounding system). Enemies hit by heavy weapons also break up into gibs hehehehe. Also, injured enemies can be healed and captured. ACE wounding + SLX wounding will result in situations where you get dropped by a bullet hit, some one first aids you or heals you, you get up and still is bleeding and in pain and you have to apply bandage and morphine which is very very realistic. The problem with ACE wound is that AI continue to hang around and fight like normal after being wounded by bullets which is really not too realistic. That can really be a sucker when it comes to ST6 3 missions such as the one which you need to shoot all the baddies before they shoot the hostages and single bullet hits don't affect them at all, causing them to carry on shooting the hostages.. it makes that mission difficult as hell and very unrealistic as nobody can stand around like nothing has happened after being hit by a bullet. @ Sick1, take your time buddy, we all can wait for your masterpiece! :) Edited January 14, 2010 by jasonnoguchi Share this post Link to post Share on other sites
therev709 10 Posted January 14, 2010 Hey guys, work on part 4 is going good. It's gonna be a little while though till it's released. I'm trying to have intros and that takes a lot of time. I promise it will be bad ass though. Later. I added an intro to my one SP mission . . . good luck with doing all 10 ;) the intro editing stuff for this mission is a real pain in the ass. Share this post Link to post Share on other sites
Plutonium 10 Posted January 14, 2010 @Plutonium, sadly, even though it doesn't sound like it matters at all, the file structure used in the default profile and any secondary profiles you made subsequently is VERY different in ArmA2 and handled very differently by the engine. Sometimes, the game finds it hard to access into your secondary profile files and then it crashes. I solved this problem by sticking to my default profile and not use the other profiles that I have subsequently made. You may also want to run the game as administrator and see if the problem goes away. May also be a file permission thing.Did you merely change your look and things and not create another new profile? Oh, I am sorry to hear that... Yes, I just changed my face and glasses, but when you mentioned this, I try to use another profile to play, but it looks like the problem persists... I will try to run the game in administrator mode again... Share this post Link to post Share on other sites
Archamedes 10 Posted January 14, 2010 (edited) That sounds innovative!!! LEMME TRY! heheheh always into such mass destruction ideas!hehehehI play dead all the time but it doesn't really do much as you will see a ton of enemies hanging around your area and eventually one of them will see through you and kill you. But its really something you can do when everyone else is dead and the enemies are plenty... had to do it a couple of times in the chesty puller campaign...hahaha. For an even more authentic experience playing the ST6 3 campaign, try playing it together with SLX wounding system too. That wounding system is far more sophisticated than the BIS or ACE one. Hits on the arm drops weapons sometimes and opens up the tactical possibility of shooting enemies in the arm to disarm them when hostages are close and also enemies hit by bullets don't hang around like nothing has happened and fire back at you (ACE wounding system). Enemies hit by heavy weapons also break up into gibs hehehehe. Also, injured enemies can be healed and captured. ACE wounding + SLX wounding will result in situations where you get dropped by a bullet hit, some one first aids you or heals you, you get up and still is bleeding and in pain and you have to apply bandage and morphine which is very very realistic. The problem with ACE wound is that AI continue to hang around and fight like normal after being wounded by bullets which is really not too realistic. That can really be a sucker when it comes to ST6 3 missions such as the one which you need to shoot all the baddies before they shoot the hostages and single bullet hits don't affect them at all, causing them to carry on shooting the hostages.. it makes that mission difficult as hell and very unrealistic as nobody can stand around like nothing has happened after being hit by a bullet. @ Sick1, take your time buddy, we all can wait for your masterpiece! :) I used te SLX for quite a long while and loved the dismemberment, but due to newer mods coming out i decided to turn it off. I didn't actually like the fact that I can open fire on enemies and after about 4-5 shots they kind of wobble but continue to fight (some even headshots) some occasions i had to empty an entire clip in order to kill 1 enemy. So it actually makes playing the game much harder, especially with enemies further away. Another problem with slx is that your team mates do not stay in formation, they wander off and do not always follow orders. For example In harvest red mission "into the Storm" After freeing the doctor and woman, satchelled the radar, and you have to all meet up at point liquid. Your team take up to 20 minutes to finally stop pissing about and finally meet there, and because of this you miss out on the bonus objective to laser designate the house, and tanks overlooking the mountain It cuts to the next mission because you are out of time. The surrender and capture feature is buggy as hell too. My men all surrender and drop their weapons if a lone enemy runs past them (not even engaging sometimes) and you cant get them to pick up their weapons and continue. Edited January 14, 2010 by Archamedes Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 14, 2010 What I was saying was only use the wounding module, not the whole SLX. The good thing about SLX is you don't need all the modules to work. Also, I never had to use an entire clip to kill anyone using SLX wounding + ACE wounding. One shot usually drops the person, dead or injured. With only ACE, the enemy will remain standing and firing til dead even after taking multiple hits which isn't too realistic. Share this post Link to post Share on other sites
Tonci87 163 Posted January 14, 2010 Well in fact it is. humans usually don´t die from a bullet immediately. Only if you hit the Head or the Heart. It is much more likely that they continue fighting or collapse because of the Shock. Therefore the ACE System is very rallistic Share this post Link to post Share on other sites
markushaze 10 Posted January 14, 2010 Well as i described in another mission thread, instead of turning the feature >off completely, try to tweak it so it works:-) exapmle. Reinforcements Distance: is set to 50000 i think. Thats way to much in my opinion. set this to 100-250, or even lower and it seems to work well. On top of that, give them a little bit more courage: ( default is 0.3 i think to fight you before they call reinforcements, for me 0.4 works well at the moment. These settings are under global.spf. Try and post your findings:-) Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 14, 2010 As I mentioned in another thread, there's really no point setting reinforcement to anything below 600m because if you are using an unsurpressed rifle, enemies will hear your gun shots and then advance to your position anyways. That's covered under the enemies AI advancing function of GL4, that's why I don't bother with reinforcements so far. Share this post Link to post Share on other sites
Tonci87 163 Posted January 14, 2010 Yeah, but hink of it. It the enemy hears you on 600 Meters, and is able to see you, then its really likely that he will call reinforcements. It you have you reinforcement Radius set to 500Meters, then the actuall reinforcemant radius grows to 110Meters from your Position. This can easily break Mission Objectives. 50 Meters works pretty good for me Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 14, 2010 Yeah, but hink of it. It the enemy hears you on 600 Meters, and is able to see you, then its really likely that he will call reinforcements. It you have you reinforcement Radius set to 500Meters, then the actuall reinforcemant radius grows to 110Meters from your Position. This can easily break Mission Objectives. 50 Meters works pretty good for me That's why I don't use reinforcements. :) Without reinforcements, the actual hostile zone is already about 600m where all enemies can hear you and will advance onto you. Share this post Link to post Share on other sites
therev709 10 Posted January 14, 2010 Also, injured enemies can be healed and captured. ACE wounding + SLX wounding will result in situations where you get dropped by a bullet hit, some one first aids you or heals you, you get up and still is bleeding and in pain and you have to apply bandage and morphine which is very very realistic. The problem with ACE wound is that AI continue to hang around and fight like normal after being wounded by bullets which is really not too realistic. not to argue with you, as i agree that the above circumstances create a much more immersive aura of gameplay, but being shot and being shot in combat in reality can never truly be replicated in a video game. I was never deployed while I was in the service, but my mates had some stories to tell . . . unless you've been there its hard to judge what is truly realistic or not. just be lucky nobody has invented kill o vision and those bullets we trade with the opfor are only the aftermath of computer code comprised of 1s and 0s. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 14, 2010 (edited) I have seen my mate drop when I was in service in real life. One pistol shot to the left thigh, dropped him like a rock yelling on top of his voice just like what you see in the default BIS wounding system. Exit wound was freaking nasty, blood was all over and his thigh look like its been through some meat mincer or something. It was a hollow point hit. He never did stand around and return fire... in fact, he too throw his weapon to the ground... that's why I said its more realistic that way than being shot multiple times and still standing there like nothing has happened and returning fire until killed. In fact, the BIS wounding system beats all of these in terms of being realistic if not for the magic medic healing thing. Completely spoils it. And yes, in reality, unless its a clean penetration by a nice full metal jacket, most people are dropped on their first hit... mostly not dead but severely injured due to fragmentation or a bad exit (my instructor told me he once saw a 5.56 round from an M16 enter someone at around the right rib cage and exited from the left shoulder. Yes, bullets bounce around inside you against your bones). In fact, gun shot wounds can be very complex and no two wounds from the same calibre are the same. Either way, it takes them out of combat completely. There really isn't anyway we can "apply bandage" and then "apply morphine" and then fight like nothing has ever happened before but hey, its just a game. I am just adding mods which I think works more realistically for me, thats all. :) (spent 8 years in Naval anti-piracy. Ship storming team. seen a lot of shit and a lot of dismembered bodies. not fun, I know, I still get those dreams but after so many years, I actually start to miss those times, thats why I play a lot of FPS hahahaha) Edited January 14, 2010 by jasonnoguchi Share this post Link to post Share on other sites
therev709 10 Posted January 14, 2010 thank you for your service mate, even though you were a seaman ;) (but at least you weren't a marine, then i'd have to hate you) I meant no offense with my previous post, its just a pet peeve of mine to hear how 'realistic' this or that game is . . . I can't tell you how many times I've heard some 12 year old playing counter-strike tell me that how I'd make a great navy seal just because i was so great at rescuing the hostages lmao. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 14, 2010 (edited) @USRanger, hey buddy, no worries, I was smiling all the way when I wrote that cos I know I am sharing it with someone who were at least in service before. :) Love to share those stories once in a while but you are right, a game's a game and there is no way that kind of realism can be re-created fully in a game, not to mention the incredible complexity of gun wounds. Hey, love your mission by the way, no wonder it has the realistic feel to it in terms of mission design and the miles that we are made to walk through! hahahahaha! (and yes, hostage rescue is a bitch and higher ups already have an excuse ready for dead hostages when the decision to go dynamic is made..so...) p/s not entirely relevant to this thread but why do you hate marines? hahahhaa Edited January 14, 2010 by jasonnoguchi Share this post Link to post Share on other sites
Archamedes 10 Posted January 14, 2010 The whole realism thing isn't just an issue here. Anyone seen the film "the Hurt locker" Its basically a story of bomb disposal soldiers in Iraq and its suppost to portray real soldier life for men that have to disarm IEDs. In the press it got mixed reviews from current serving soldiers. Some say it was very accurate and others say its hollywood trash. Yet to be honest every serving soldier will all have a different story of war, and none can all agree on the same experience. After all a helicopter pilot wont see the exact same things as a navy seal. Share this post Link to post Share on other sites
jasonnoguchi 11 Posted January 14, 2010 @Archamedes, yeah, watched that movie and found it as "realistic" as it gets on screen. :) And yes, its a game and truly, realism isn't a big issue here and thats the reason why ArmA is the only game I play. All the mods available allows you to modify gameplay to what you really enjoy and thats the most important thing... to enjoy the game. :) Change whatever you hate and have a good time (ok, sometimes frustrating time when missions won't complete..haahhaa). Share this post Link to post Share on other sites
armafreak 10 Posted January 14, 2010 @Jason, just to say yeah, hollow points are devastating against unarmored targets, as my sig says, thermal hydraulic displacement is where the fluids in your body are super heated as the pressure of the spreading projectile causes such rapid friction, that all fluids are basically have a temp of 120 degrees Celsius + resulting in minced "cooked" meat. Nasty, nasty stuff. Never served in the forces, but have been and always will be an avid hunter and gun smith. Velocities, ballistic trajectories and spread patterns are my game. Share this post Link to post Share on other sites
Tonci87 163 Posted January 14, 2010 To honestly tell you something. I really don´t want to see the Day when Stuff like this will be as realistic as it can really be in Computer Games. I mean, Peole are already getting Nightmares when they`ve seen something like this, so I don´t think it should ever be made so erealistic in a PC Game Share this post Link to post Share on other sites
therev709 10 Posted January 14, 2010 p/s not entirely relevant to this thread but why do you hate marines? hahahhaa muscles are required, intelligence not expected pretty much sums it up ;) Share this post Link to post Share on other sites