mcbane
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You should probably give credit where it's due, bro. Glad to see it's working for some people! Need to try it out myself.
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'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
mcbane replied to wiper's topic in ARMA 2 & OA - USER MISSIONS
Yeah, a complete ACE version would be amazing. This is the main mission my friends and I play. -
kiska / skira ,does anyone want to see this island in A2 ? (the OFPDR island)
mcbane replied to 9thAircav's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Has anyone ever made Wake Island for ArmA? -
These missions are GREAT...but is there anyway you can make it MP/Coop compatible? Would LOVE to play this with some friends.
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ARMA2 mod focused solely on infantry and CQB
mcbane replied to zeep's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Whoa, I must have missed this, because I would LOVE this feature. I made a thread with this in mind exactly, actually. Of course, I have no coding experience, so it was just an idea. I definitely want a mod like this. The "animation-bound" movement is too clunky for anything CQB-related. -
"Ragdoll" falling from buildings
mcbane replied to Solus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thank you, exactly what I wanted to hear! Now I wish I had some modding talent...this feature alone would GREATLY improve immersion. -
"Ragdoll" falling from buildings
mcbane replied to Solus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Okay, whatever, a "physics" model. The OP was able to apply a basic physics system to a "static" object. I was wondering if the same could be done to other objects in the Arma2 world. -
"Ragdoll" falling from buildings
mcbane replied to Solus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just watching an artillery strike on the forest, got me thinking... How exactly are tree "deaths" handled? They seem to have preset ways of falling, but is there any way to apply a similar physics/ragdoll effect on them once they are destroyed/knocked over? -
"Ragdoll" falling from buildings
mcbane replied to Solus's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Wow, haven't tried it out yet, but going to. Ragdoll is one of the few little touches that would make ARMA2 feel so much more modern. -
So...are there any updated tutorials for this stuff? Or do the old ones still apply 100%?
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I didn't want to just put this in suggestions, as it's more of a question to the edit-savvy... One of the great things about ArmA is it's infantry simulation and movement. Realistic point of view, realistic gunfights, etc. But the movement/engine seems to be set up for imprecise movement, in favor of generalized group movement/tactics. Some thing (leaping over fences, leaning, shift to walk) have improved and make urban fighting more plausible, but it's still pretty "groggy" and sluggish. Much better than the original OFP, though :p Would it be possible to code/script in a mode where, upon clicking the action button, you can enter CQB mode, where your movement is not as exaggerated/floaty as normal? For instance: Normal ArmA 2: -Floating crosshair -Using sights enables zoom -Using sights slows you down -Only one way to throw a grenade (overhand) Now, entering CQB mode (these are just a few ideas): -Crosshair is locked to middle of screen (for quicker shot alignment) -Using sights does NOT zoom (aimpoint and iron, at least) -Using sights does NOT slow you down (to cater toward a fast paced CQB environment) -Underhand grenade toss (shorter range) -Tighter movement. Movement in ArmA 2 simulates marching/running, not so much quick movement in confined spaces. Is there a way to change the movement to be as precise as it is when walking (holding shift), but still move a bit faster? Most infantry engagements in ArmA2 are at 25-50m or more. CQB demands different tactics. Anyone given this a thought?
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Any idea why I am not getting a P drive generated?
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ArmA II: Operation Arrowhead discussion thread
mcbane replied to Tonci87's topic in ARMA 2 & OA - GENERAL
How mature. The expansion has been in development since January. If it's going to be ready to release by the time they want to release it, then why not? BIS is not working on ArmA2 any less. The design bugs are close to being fixed, the bugs that either team (ArmA2 or the exp) finds will be fixed for both games, because they're engine problems. -
vo.2, loving the new realistic silenced weapon sounds! Great job!
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ArmA II: Operation Arrowhead discussion thread
mcbane replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Dev already stated in this thread, when someone stated the same thing about different nationalities' military, to wait until next week. Involvement of military other than US? You will be able to use the expansion pack units (US Army, etc.) in Arma2 Work on expansion pack started in January 2009; when ArmA2 was finished, art team went to the exp pack; programmers/designers now working on ArmA2 fixes. When design bugs are fixed, designers will move to exp pack. Programmers working on the expansion will be, by the nature of their work, be fixing ArmA 2 bugs as well. More surprises at the press conference next week?