general
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Posts posted by general
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Actually, Arma II will require dual or quad cores because of the AI.He's talking about the GPU, not the CPU.
The short answer is "I have no idea". I suppose it will though. I mean it would be silly if it didn't because pretty much every card of the middle class has multiple cores. Just seems like a lot of unused potential to me.
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While ArmA2 has some amazing scenery, it doesn't beat crysis in other areas. Especially not character detail or effects.
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Thank you so much
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I've tried that and no it does not work. I get "Oops! We can't find that page."
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Been searching for this mission everywhere.
If anyone have it I'd be really, REALLY happy if you could upload it.
Thanks in advance.
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So if you're far enough from the enemy that he is only two pixels wide (it happens), you can't aim directly at him.I'd be very very impressed if you can spot a soldier when he's 2 pixels wide on the screen O_o.
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I just got reminded that I have to play this through again with the XAM mod XD
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I get a bug when I try to load from a savepoint, automatic or normal, which makes the game crash.
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Is there gonna be a sequel for this? Like I said before, the missions were really awesome. some of the best I've ever played in fact and I would LOVE to play more of this kind.
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MG recoil(with ironsight) when croching and standing is ridiculous. There need to be way way more recoil. Also, same goes for MG hip-shooting. There's almost no recoil at all, whereas it should be jumping all over with sustained fire.Saw a video of a british soldier fireing a machinegun over a wall while standing up. He was pushed backwards and actually stood on one leg for a second before he could fight the recoil back. But the weapon didn't jump up and down like in arma 1.08.
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I'm the coop kind of guy. Players vs AI.
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It was pretty fun I say. I think you should change 2 of the snipers to a machine gunner and a medic, and remove the respawn. Respawn, IMO, ruins the challenge in a mission. Maybe if you added limited respawn in some way it would work.
keep up the good work
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See? I told ya!That was so planned.
Indeed it was
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IMO the trex run (it's walking BTW, smiley must have been confused) looks better from behind. Head movement is a bit wierd. Tough I think all my anims are quite mediocre .
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I barely noticed any difference at all Still lags where there's lots of vegetation and in towns (not much but it goes down to like 17 FPS)
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the machinegun is very effective in the third mission. I killed about 40 soldiers the first time. Just aim at what looks like enemy soldiers running at the tree line ( don't bother with bursts, it's much more effective to just keep your finger on the trigger when you got all that ammo ) and open fire.
Quote[/b] ]Yeah the missions are designed so that there is a chance that the mission is completed without your helpthat's really one of the things that I like most in your missions. I really don't like missions where you have to run infront of your squad and clear the path for them or else they will all die.
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Quote[/b] ]If I want the squad to engage I'll set the waypoint to engage at will. But in this case it's set to disengage. They really shouldn't engage. What's the points with the combat behaviors if the squad leader disobeys the command given from them anyway?Open fire WP sets the group into the default state, the leader will order his men to flank, engage etc as he sees fits the situation.
Open fire, engage at will WP means that his men are set to "engage at will", also known as "commit suicide by enemy fire".
If you want the men to stay put, you can use something like:
{doStop _x}forEach units group this;
ok as long as it's reversible.
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Eh, what? The AI in that clip is obeying an order to engage.Quote[/b] ]Leader: All DisengageLeader: Contact
Leader: 5, Engage that man
You: Twelve o'clock, enemy man, at 200 meters
5: Engaging
there was 2 waypoints for each squad.
1: Open fire, Engage at will
2: Open fire
just to really show that the leader says: Disengage
But as you see this doesn't work and a few seconds later he orders the AI to engage. If I want the squad to engage I'll set the waypoint to engage at will. But in this case it's set to disengage. They really shouldn't engage. What's the points with the combat behaviors if the squad leader disobeys the command given from them anyway?
@Second
Well even if the leader don't like the situation he shouldn't order the rest of the squad to engage as the AI clearly can't judge the situation as well as they should. I'll try those commands tough
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http://www.youtube.com/watch?v=yv5zbVypGSc
There we go, you clearly hear the leader issue the order "disengage" and then 5 seconds later you hear "5, engaging".
Don't go on and tell me it's a feature cuz when I tell my AI to disengage I want them to disengage. And then we have that guy on the hill.... what the hell is he doing ?
@b1sh0p
The AI wont engage when set to disengage and you are the leader. But the problem is really defensive missions where you AI lined up to hold a position. It looks pretty sad when half of them are running into the enemy.
@dob
Yeah but I'm not their leader and there is no problem when I'm the leader (I think)
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I guess at least a handful have noticed that AI wont obey you when you tell them to disengage. This bugs me out. There is no way you can have a proper defense without having all the AI running out into no man's land and getting shot. Disengage means, if I've got it right, that one should stay in the formation and not try to find a "good" spot to open fire at the enemy from. A very good example of this is the third mission in 'The Cause' series where 2/3 of the defense runs out into enemy fire
I will fraps an example.
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The missions are just awesome. You have to make a campaign. I really like the atmosphere in the missions and the music takes it to a level never reached in the official missions. Atmosphere is what I need to keep the will to play. The music played when you're attacking the village in the first mission reminds me very much about Vietnam, more of that Voice acting is superb. It's like you had your little studio over there . The missions have perfect length if you ask me and then I count the first one as an introduction mission which makes it alright. Another thing I really like is that you don't need to play hero to complete the missions. Level of difficulty is almost perfect IMO.
I didn't find any big fault in the mission except for the third mission where all the AI runs out in no man's land. This might have something to do with the AI disobeying orders like hold fire. I clearly hear the squad leader issue the order "ALL DISENGAGE" yet everyone runs out. I blame Suma for that as he's the lead programmer.
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that would rock
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It would be nice if you could set up a limit for the planes as AIs will
NOT fire at them. Shilka or AA they wont fire at them. So unless
you want to have half the team defending the base with AAs you're
toast. And even if you do you need to hit them in their approach
which can be quite hard. They'll keep bombing again and again and
again and again. Shilkas wont stop them at all. Well, maybe if they
are flying at 200 km/h but they don't.
Maybe you could give the Americans a Humvee that's got a good
radar and is equipted with AA missiles, instead of AT. Or maybe
something like in MFcti where there were HE cannons. That made it
almost impossible to just fly in with choppers or planes without first
taking out the HE cannons.
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the bike psychics are the worst, yes the worst I have seen in my entire gaming life.
Try to drive offroad for a while with, let's say a 450 and you'll notice how weird the ArmA psychics are.
1: They are way to weak. Try to make a hill climb and you'll see what I mean. Pressing E should make a wheelie and and it should be gone in a few seconds but the way they accelerate reminds me of trimmed mopeds.
2: They handle TERRIBLE. It's like they didn't weight more than a couple of kilos. It bounces up and down, side to side and trying to drive down a hill will be your death. While the Humvee can go down the hill at the highest peak at the northern island without any problems.
3: Motorcycles doesn't turn like that. They just don't. Just take a drive with a MC and you'll see.
the wheelie is a bug, just drive onto a small rock or jump an
land on the rear wheel and you can wheelie forever. Not very
realistic if you ask me
But sure, in real life you can't go 70 mp/h down a hill cuz you
might hit a small rock and fall off. But that's not the problem in ArmA.
first person view /head wobble in latest trailer
in ARMA 2 & OA - GENERAL
Posted
I can say I love it. Gives me this sort of feeling that you're not looking through a camera tha hovers over the ground.
However I can see how it could cause motion sickness to some people. So with that in mind I'd make it possible to turn it off.