djura
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Posts posted by djura
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there must always be a balance. fighting on grass all the time is getting boring without a difference after a while. and ofp didnt really have a large amount of landscape features. a few trees and bushes, but for example no grass/high grass and therefore only the shape of hills and valleys change upon the position you are at atm. but u early get that its just a shootout, and personally i dont like takin on an enemy 500 metres away with an assault rifle. it gets annoying after a while since its just a shootout with minimum tactical possibilities. in a city you can outsmart the enemy not only by showing or covering. you can flank, get behind him, use grenades and many more. though we got enough cqb shooters out there, so without the landscape it woulda get boring also.keep the balance.
hmm... I have to agree...
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Isn´t writed:
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Cities were to be laid siege to, or defended. They weren't
for fighting in. You couldn't see, you couldn't group, you
couldn't manoeuvre and you were always going to be up against
people who knew the place like their own kitchen.
"
?I don´t like cities. Free landscape (I realy don´t know why so few missions are about fighting in free landscape) or towns are much better.
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I have seen VBS trailers few minutes ago and I want to know, if some improvements (building demolitions, walking in cargo space in trucks, planes and boats, animals...) will be in ArmA (or Game2 at least).
Thx. DJura.
HEAVEN

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I spoke about it with Placebo and he wrote:
Quote[/b] ]There have been a few suggestions on how to improve addon handling, I think Game2 will see improvements there

...hmm
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I can imagine external instalator, witch use central database of packages (it download them from internet). Packages will be archives with adon/mission and description of all content. In game should be any interface for package manager (will be adons able to run external programs?).
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I think, that adons folder in OFP isnt too much tabular and is compicate to know witch adons I need for witch mission after some time of playing and installing new ones. It can solve this problem: Missions will be in packages, wich will be installed by game and this pakages will contain names and downloading paths for required adons, scripts or mods...

Is it good idea?
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ex:? myAISoldier UnderFire() == true: myAISolder TakeCover(NEAREST_BUILDING)
where NEAREST_BUILDING is a predefined BIS constant. And yes, TakeCover is a predefined function

Obviously, UnderFire() would return false later, if the unit had not taken fire for a predetermined length of time, or the unit was sufficiently far away from the area of fire.
Maybe a FireDirection() function could return a rough angle from where the AI unit believes the fire to be coming from.
Regards,
T.
BTW: Why not have Visual Basic style script with an AutoComplete'ing IDE? That way even the idiots can script.
And way for running deamon scripts, witch will be started (by engine) if any condition is accomplish and after its run will be stopped. Its better than horible loops with waiting command in the end.
Syntax OFP scripting language is terible. Using Ruby, Python (if wont be any different way Objective C) etc. as inspiration during creating new version is realy good idea.
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More overall access to gamestate for scripters ie:---
[*]bindKey function (bind scripts to a key or combination on keyboard)
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And bindMouse.
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I think, that system levels of importance in radio comunication can be very useful too. When I ambush enemies camp, my gunner in tank and other team partners start to speak about enemy units, witch they can see and I cant give fire command to gunner.
Drafts of my ArmA package manager
in ARMA - GENERAL
Posted
Will be moved to Communityy wiki