psycosmos
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Additionaly, you can group the trigger with the tanks so that the trigger simply ignores other units of the same faction in the trigger area, meaning that you don't have to actually kill possible defenders to achieve an objective like "destroy the tanks". If the tanks are likely to drive around, make the trigger area huge or set the size to 0 so that it uses the whole map (obviously only really usable if you do the group thing or there are no other units of that faction on the map/huge area once done). My editor skills aren't the best, so corrections are welcome...speaking of that, welcome to the forums AussieSausage. :)
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Just like in other games with MP, the enjoyment will often increase if you invest some time into finding a nice server to play on regularly. The difference from jumping on the first server you find that's possibly not even administrated and filled with random players, to a server with multiple possible admins on, proper server settings and regular players, can be huge and well worth the time invested. If you want an even more advanced environment to play in, look at the clan section of the forums. Regarding communication the same things apply, the better people know each other, the better is usually communication itself. Due to the complexity of the game and some missions being quite demanding, a single random idiot can ruin the fun for all, so better be safe than sorry. The missions themselves can be quite complex and due to them being made by players and not BIS, documentation is often lackluster (not that BIS itself is known for overly extensive documentation of some features ;)). So, better read the briefing of a mission, and perhaps also check out the mission specific threads in the appropriate parts of these forums. Being on a server that uses TS/Ventrillo or ingame VoIP also helps as it's easier to answer questions that way, as it's also better to ask questions on a server with regulars and helpful people instead of a server filled with random people that often themselves are not quite sure about what they're doing and mostly just seem to care about themselves.
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Oh, that is indeed possible, my bad then. Tried to come up with a link but no success, but my brain probably decided to make "large soldiers" into "small vehicles". Oh crazy brain. :D I've stumbled over this picture that quite nicely shows the difference it actually makes, plus I've just tested it and ~65° FOV seems to be accurate for a 16:9 ratio in OFP: DR (despite somebody saying that its default is 76° on the same forumpage where I found the pic, ah, well...). But even if it had the wider FOV, the difference to a FOV like ArmA 2 would still be quite substancial anyways. Interestingly enough, it was OFP: DR that actually gave me said trouble with estimating distances too short. Yeah, that sig...it's from rougher times, back after the ArmA 1 release. Still a good principle though. :)
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I believe some of the vehicles in ArmA 1 are actually slightly smaller than their RL counterparts when compared to the size of a soldier (someone tested this for ArmA 1 a while ago, but the specifics escape my memory right now), but that's just a matter of getting used to it and unlikely to be the major cause of your problem, even if assuming that the same is true for ArmA 2. What I guess is the culprit here is that you're just used to play games that have a narrower field of view (also this and this). I somewhat have the same problem but in reverse, as I'm used to a relatively wide FOV like in ArmA and when I play a game that has a narrow one, I get in trouble when it comes to estimating distance and size of an object (something that actually is 50m away looks to me like it's 25m away due to narrow FOW). That's because a narrow FOV makes objects appear larger on your screen and a wide FOV does the opposite, which makes sense as a wide field of view has to show you more objects (= a bigger part of the ingame world) on your screen thus making them smaller (how else could you achieve this, short of using a physically wider screen). In the end it's all a matter of getting used to, so don't worry, it's perfectly normal. Now, why games use different FOVs is a matter of choice by the developer (and often adjustable, so also your choice). A wider FOV (a short hello to all triple screen users out there at this point) allows the player to have more peripheral vision, which ofc is a good thing in a game where situational awareness plays a huge role like it does in ArmA 2. Downside is that it gets harder to actually identify what you're looking at because it's smaller and thus occupies less pixels on your screen, giving you trouble identifying an object at a distance that would not pose a problem in real live. Luckily, this is rectified in ArmA 2 by allowing the player to use a zoom function (essentially making the FOV narrower). Some people (mostly outsiders :p) like to think that this is an unrealistic feature, but it's certainly better than the alternatives that are either "I got shot by a guy I didn't even see" or "is that friend or foe over there?", and you have to make compromises somewhere as after all, we're still looking at a screen which simply isn't the same thing as actually being out there. Using only a narrow FOV for a game generally has more of a "in your face" feeling to it, perhaps it's also preferable if you're dealing with lower resolutions (comparedly more pixels occupied by objects) but ofc peripheral visions suffers, which isn't so important when you just can wait 5 seconds and respawn. Thus it's often used in faster paced games and on consoles. It's so important that it's sometimes considered cheating to use a very wide FOV as the additional peripheral vision can be considered a substantial advantage. Yes, I'm also looking at you, triple screen users. Hehe, just kidding of course. I believe we can hardly blame someone for trying to make their gaming experience in this type of game more realistic, especially when simply spending more money on what you use to play with could often be considered cheating anyway, like faster computer, widescreen instead of a 4:3/5:4, TrackIR, surround sound and so on. :) Yeah, if anything is wrong with that, corrections are welcome as I certainly do not claim to be perfect...well, not yet at least. Hope that brought some light into the whole issue for you, OP.:D
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Well, I guess the greyed out friends button is a strong indicator that something is planned that goes in this direction. Stay tuned I suppose.
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You do realize that you're essentially advertising this to even more idiots, don't you? The link is in there for everyone to see... (I do realize that this very post of mine is guilty of the same thing too.)
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He wants to go here (ChceÅ¡ jÃt sem cz sekce) (thank you, google translator)
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Welcome to the boards! Nope, though it could probably be scripted so that it does, not sure about that. But...winning is a team effort anyway, there are always people that won't get points for helping the team, and while I certainly can't speak for everyone, helping the team is more than enough gratification for me personally (not as a pilot, but a medic that concentrates on keeping his guys alive). Playing for scores is a mindset that a lot of people in this genre don't really adhere to.
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unlocking weapons in armory. what for?
psycosmos replied to topeira's topic in ARMA 2 & OA - GENERAL
I guess it's in there so that the people that totally love to unlock stuff have a place where they can satisfy that need. ;) -
Hmm, maybe the problem is that a lot of the rifles and such are zeroed in for 300 meters? No missing drop here from what I've seen. Can't say I've tried all the guns though.
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Here's a nice post with some more info on them. It's from ArmA 1, but most of it should still apply.
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Yeah, depends entirely on the mission and how the creator set it up. Also, don't forget that you usually can pick up weapons of dead enemies (careful with friendly fire though, because of the distinct sounds&look of weapons) and look out for ammo/weapon crates that are often placed conveniently near the spawn location. In Warfare you can also buy new ones near the Warfare-buildings. Some missions you might even start out without any weapons or only just a pistol which can be entirely intentional too (or a big oversight on behalf of the mission creator, hehe). Some will also give you simply the same weapons after respawn that you had when dying, even if you changed your loadout by picking up extra stuff/diff. weapons from crates.
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Dslyecxi's ArmA2 Tactics, Techniques, and Procedures Guide Published
psycosmos replied to dslyecxi's topic in ARMA 2 & OA - GENERAL
I guess I could go to bed an hour or two later...(it's a damn conspiracy!). Hehe, j/k, nicely done, as usual. :) ...that thing really is huge! -
I'm Now 100% Onboard With ArmA 2
psycosmos replied to XGS Che Guevara's topic in ARMA 2 & OA - GENERAL
Don't lay too much weight into the "nightmare" part of the quote. It's from a mod over at codemasters forum that doesn't seem to work for them and afaik he has played BIS games for some time. I'm sure what he meant was that they're nightmarish to get into (I like the ArmA 2 tutorials btw. if only people would play them) with no intent of actually insulting the games as being a nightmare or something like that, wouldn't really be his style. About the situation itself, I think Max Power's quote describes it quite nicely. :) Edit: Well, it looks like something in Viiiper's head snaped somewhen around the beginning of June. He's in super-über fanboy mode now it seems. -
ArmA II & OA Photography I - No images over 100kb - Pictures only NO comments.
psycosmos replied to Placebo's topic in ARMA 2 & OA - GENERAL
Some multiplayer screens from the last couple days (click pics for full size):