fardwark
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I don't know if we ran into a bug or whatever, but it seems as though only the engineer and SF classes can place satchel charges. If this is by design, you should probably put something about it in the notes, so people know it . Would it be difficult to allow GBU-bombing of the radio tower as well as satchel-planting? That could be an idea to add at least one more angle to the destruction of the radiotower. As it is now, you have basically two options. Sneak in and hope you remain undetected (very hard/impossible), or fight your way in and hope you don't get wasted before you have time to set it (hard) . Also, maybe it would be possible to make the cost of a HALO jump cheaper for the SF classes? 50% or 75% or something, that way you focus the use of HALO for the classes that are supposed to, while not limiting it for the rest of the team. Other than that, I have absolutely nothing to critique, EVO-R&B is
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I don't have a narrow view of what SF does. But consider this: The destruction of the radio tower is an important objective when taking a town, since it will stop enemy reinforcements. So, we can say that we have to destroy the tower somehow. Especially since I mentioned that me and my friends usually play 'small' missions: There is no main attacking force, there's just us. Early in the game (before having access to the AV8s) there is only one possible method of destruction, and that is fighting your way in through an assault, put a satchel down and then back off and blow it. Later on, you have access to the AV8s and can use the laser designator to blow the tower prior to attacking. I simply want the mission to allow for a second option: A stealthy SF insertion that can get in and out without alerting the enemies that much or at all. I'm not saying it has to be easy to sneak in with SF to blow it, I just want it to be possible. And that means trying to place the tower further out from the center of the town.
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After having played evo 3.0 a few times, I wish to offer up some thoughts. Engineer-constructed FARP It would be nice if the ammo-box in the FARP included ammunition for all the weapontypes available. As it is now, it doesn't hold M136 rockets (very important!) or satchel charges, something which seriously decreases the usefulness of it. I understand the main purpose of it is to refuel and repair vehicles, but it would be nice if at least a handful of M136 rockets could be added to it. Radio tower The placement (and defense) of the radio tower in the cities makes it impossible to destroy it in any way other than an all-out attack to clear out the enemy and get close enough to satchel it or blowing it up through airstrikes. There is no way for the SF team to make a stealthy approach and blow it prior to the main attack, seeing as how it is so well defended and usually placed far enough inside the enemy lines that sneaking in becomes a big problem. I like the system with reinforcements, don't get me wrong, but I don't like how the tactical options are limited to balls-out attack or airstrike to eliminate the tower. Place the radio tower a bit outside the main enemy area to give the SF team a chance to do their job. Mobile Respawn/Optional Respawn Areas After Paraiso and Somato falls, respawn and transport becomes a problem. Even if you have dedicated transport pilots it still becomes an issue to organize and coordinate. Example being the pilot picking up a couple of guys and is half-way down to the Cayo area when suddenly another three guys die. Either way people are going to be left waiting for quite some time before they can be picked up. So, my suggestion is, show a dialog when people die allowing them to pick their respawn point: Paraiso International, or one of the pre-placed FARPs. That should eliminate quite a bit of issues. AA at the airport Could the airport please be defended by some kind of AA? It gets very annoying when KA-50s appear and totally wreck the airport without you having a chance to defend it. Maybe a couple of AA soldiers stationed around the main area or something.
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SOW Introduction to FSMs in ArmA
fardwark replied to Rune's topic in ARMA - MISSION EDITING & SCRIPTING
The FSM in KPCTI is released under the free beer license, use it, learn from it, change it, distribute it, whatever you feel like. I wish I had more time and energy to make it less simplistic, as it only works right for one engineer at a time right now (and uses deleteVehicle as opposed to the engineer actually deactivating the mines, due to ArmA weirdness), and he'll happily go on disarming mines even if WW3 would break out right behind him, but at least it works. -
Evolution V1.0 Large scale respawn coop
fardwark replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
So let me get this straight Fk Andersson, you want to be a rambo and you get pissed off at all the other rambos that get in your way? -
The Transformers is going to be seven kinds of awesome. The end.
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So what's this I hear about "we can't do anything before we get the tools"? Once again the community proves it's possible to do anything even without the proper tools, awesome work!
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Evolution V1.0 Large scale respawn coop
fardwark replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
That's the point, just use my script, it reads all values from the config so it will always work and it will work with both official vehicles and addon vehicles. You can find the snippet here (right-click and "Save as"). All you need for it to work is to pass it a reference to the vehicle you want to reload. The only problem is that it won't reload secondary turrets correctly. The commander machinegun on the M1A1, and the door gunner M134 on the UH60 won't be reloaded (the crew-chief position will get reloaded properly), but that's because I couldn't find a way to addMagazine things to those turrets. -
As for 8), what fell apart was the broken nature of the onMapSingleClick command. You're supposed to be able to capture key states with it (shift and alt), and my splendid idea was that if you clicked normally (just left click) it would make a "final waypoint". If you clicked it with shift, it would make just a waypoint. That way, you could deploy troops quickly if you wanted to (like hurrying to get out AT or AA defenses before an attack), but you could also take the time to plan their route. But, the state was not captured correctly, I held the shift (or alt) key and left clicked and it wouldn't record that I had done so. So there are some design issues to solve with that one, I really want it to be as smooth as possible. The only solution I can think of right now is that you can click on the map any number of times and it will record each click/position as a waypoint, and then you have to use an action (or click in a dialouge or whatever) "Dispatch troops" or something like that. And that's not as streamlined as I want it. I'll see what I can do though.
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Humans are about ten times better with regards to AT-weapon management than AI is, a human with 1 M136 is basically equivalent to an AI with 3 M136s. And who says you can't take ammo from fallen AI? I do that all the time, works perfectly.
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The answer has already been provided, the rotor and the camera are in phase with eachother making it seem like the rotor is stationary while it is infact spinning in full speed.
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Increasing revision number, not version. 5157 most likely corresponds to the revision in whatever source code versioning solution they use. So the version is 1.07, revision is 5157.
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It's not a fake, the refresh-rate of the camera just happens to be perfectly synced with the rotation of the rotor. The blades are in the same-ish locations each time the shutter opens so it appears to the camera that they are not moving (eventhough they are spinning at full speed).
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Public, Global, Local!!!
fardwark replied to Op4 BuhBye's topic in ARMA - MISSION EDITING & SCRIPTING
You're going to have to post the script before you can get any help with it. -
Question about exitWith command
fardwark replied to Ruckus's topic in ARMA - MISSION EDITING & SCRIPTING
Just the simple fact that control structures can return values now will save dozens of lines of code, and make things more readable.