Jump to content

dznemesis

Member
  • Content Count

    59
  • Joined

  • Last visited

  • Medals

Posts posted by dznemesis


  1. 1.) arma aircraft controls were only bad in 1.00, after that they fixed the over-sensitive controls...if you liked the OFP-like controls, you will still be dissapointed, because arma has much more realistic controls and thus maybe more frustrating for people that are used to OFP-arcadeness

    2.) ArmA graphics was always EXCELLENT...i mean even now, there is not a single game of a similar scope that has such beatiful graphics. of course, you need a reasonably fast system (3ghz, 2gb ram, gf8800GT/GTS) but it was the same with ofp in 2001.

    3.) MP: the online-coop is quite dominated by one map type: evolution. in PvP, there is a type called sahrani life, which is more of an RPG mission. for serious PvP i think you should join a league (i don't know any but www.IC-arma.com, where 2 armies fight a 3h battle every week, average player count ingame is 90-100 players).


  2. thank for trying smile_o.gif

    1.) i didnt know about the team members not firing, i dont think there is anything i can do...but you can play it in coop (not dedicated-tested but should work own playerserver) or just leave the soldiers at the start

    2.) the darkness is intended; there are flares at the graveyard...i had no problems but maybe other brightness settings? try some that let you see something, but not much

    3.) will look into the trigger

    4.) will remove the zombiemarkers

    edit:

    updated version

    triggers work now (at least they did with me)


  3. thanks for the feedback, prototype smile_o.gif

    i didnt know where i could turn the editor part off, i thought this was done automatically if its not played from within the editor?

    and what did you mean by "pluag the kaos zombies"?

    a thing i noticed is that sometimes, when ejecting, someone dies....but since its in the start just restart the mission wink_o.gif


  4. my first beta is ready soon, about 97% complete

    (just small tweaking needed and 3 textmessages)

    if i cant finish it today (sunday 6.1.) i will put it on a ftp nonetheless so you can have a look


  5. hey guys hows it going on with the missions?

    i had no time until now to check out the zombies+CEP pack, but i am playing around right now smile_o.gif

    things that i have problems with:

    - zombies dont stand still, they always wander around sad_o.gif ...although this is sometimes good, i also need the zombies that i can hide in a house and scare you when you enter (atm they just wander out and away)

    - the groups created by the CEP dont use their waypoints, they dont even move to the first as it seems

    - also took me a long time to adapt the group size o_O


  6. have not had time yet to test the new patch, but after halfway reading through the fixes i have to say this is the best christmas present you (BIS guys) could make for us players smile_o.gif

    so much interesting stuff fixed/changed, this really seems to be a major update and will improve ...well everything biggrin_o.gif

    thanks for still putting so much work into it even if you get so much negative feedback (but it is easier to complain than to make compliments). i too thought the one or the other time "why dont they comment on the MP-hacking issues? they could at least tell us if they would maybe work on something?".

    there will be problems of course, after all its a beta and with so much changes, theres also a lot that can go wrong wink_o.gif

    keep up the good work, i hope you have some time to enjoy the holidays!


  7. wow zaphod really nice changes coming, i love it!

    one suggestion though: i still find the AT-ratio to be a bit too high, maybe make it 1/3? the reason is that you dont have to fully balance tanks vs. soldiers, soldiers will respawn and come with new weapons faster than tanks respawn...so a tanker could hold out at least some time at a contested area without being nuked after 30seconds


  8. Consider these new jobs.

    Farming:

    You go to a farm and you get a tractor. You drive around a field and "harvest" like when fishing.

    Taxi:

    Players can call a taxi if they have no other means of transport. The taxi player goes to the marked spot and then to the destination. The money is automatically paid to the taxi player after the job is finished.

    very good suggestions!!


  9. no, only thing that helps: dnt play with teh noobs, sadly sad_o.gif

    today it worked out for me: i was cop and we voted a civilian as admin. he kicked cops that were noobs/didnt warn before shooting or killing without reason. he was a little asholish but all in all it worked out well.

    so my point is: get a civilian as admin, this would be similar to having a major...he could "dismiss" cops but at the same time be corrupt as hell


  10. i personally would like to have 2 important things worked on:

    - controls: i was somewhat disappointed to see the old ofp actionmenu system and the sluggish controls continued. especially the weapon change is still a pain in the #. it would be very nice if there would be a way to assign the keys like its in most fps (primary,pistol,launcher,grenades cycle,satchel/mines cycle,misc). i dont know how the unresponsive controls can be improved, they are related to the animations i think and also to some degree of realism.

    - AI behaviour: plz introduce a "very hard" setting for AI as it is now or implement a new setting "moderate awareness"...i dont complain about stupid ai or ai bugs, i know this is a difficult subject. i just would like to see a CONSISTENT way to choose whether one wants x-ray vision ai or ofp-like ai. the reason for this is, while there may be many hardcore gamers who say "the ai is too weak", i find it breaks immersion if the ai automatically knows where you are by the first shot you fire. i also know this can be tweaked manually by the player/mod, but there really should be an option for mappers/server admins to switch to ai which is actually fun to play against.


  11. Use camera.sqs, or use a trigger with a camera effect. I think that still works. Either way, wrong forum.

    1. trigger with cam effect doesnt work anymore, thats what the topic creator wants back

    2. cam.sqs is really very time consuming...you have to place position and target in the editor, you have to find the right position, you have to tweak the height...thats all very time consuming .....

    i dont understand why there is no camer a object which you can place, direct via shift-drag and such...would make cutsceneing so much easier (i hated it since ofp sad_o.gif )

×