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spm1138

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Everything posted by spm1138

  1. I am very excited about this add-on but that installer needs some real work on the interface end if you want it to be the easy option. I have gone with this "Yoma Tools" thing to install it.
  2. spm1138

    dfgfdgfd

    Yeah, this isn't the game for you. That's cool. I enjoy a good actioner as much as the next guy when the mood takes me. This isn't meant to be that and that's why I bought this game in particular though Look at what they actually do in other games when they let you run and shoot btw. Generally weapon accuracy in other FPS games is done CoF style. There's a crosshair which is tethered to the centre of your monitor. When you fire bullets land randomly within a N degree cone around this point. Generally they're hitscan which means damage is applied instantly to that point. When you move or do anything like that the crosshair expands and the cone expands too. The animation probably shows your gun bobbing but the cone is still locked to the centre of your screen. You don't even run in those games. You just glide along more quickly. The bullets probably don't even come out of the muzzle of your gun but rather the centre of the camera. That's OK I guess. It's how FPS games have done it since quake. So you're not "running and shooting", you're "gliding more quickly while your hitscan bullets land within a widened yet still perfectly aligned cone centred on your camera". I could write you an essay on the foibles of hitscan and why it's bad and how it actually does the opposite of what it's meant to at times because it's predictably random but meh. By contrast Bohemia games, OFP onwards, actually have a ballistics system which tracks each bullet. The bullets come out of the barrel of the gun. I dunno if you've seen the run animation but your dude is really moving and so is the barrel of his gun. I think OFP actually let you shoot while running but it was basically pretty dangerous. Because the gun barrel is bouncing all over you can't really see where you're shooting and it was quite possibly to shoot a friendly or yourself in the foot. Get a laser pointer or flashlight and try running while pointing it at something and watch what the beam/dot does. I doubt you'd really want that feature for anything quicker than a quick walk / slow jog.
  3. It's weird, I can see your criticisms and I have been quite frustrated with broken scripting and the like but at the same time I'm really enjoying the campaign. I was very disappointed with ArmA 1's single player experience but this feels like they've actually put some work and some thought into it. When the campaign all clicks and works together it's actually pretty well done. I think it plays to the strengths of the engine and is actually quite an interesting idea anyway. After reading about "Robin Sage" one of my thoughts was "This would be a fascinating concept for a game". A game with a unit with Recon in the name where you do the odd recon mission and where chasing insurgents involves more than just repelling Korean war human wave attacks is a revelation. The RPG elements could be expanded on quite a lot and you could do a whole campaign just out of chasing gunrunners for example (e.g. the insurgency feels a bit flat and too much like lots of small conventional shootouts) but I've enjoyed it so far over all. It's like the anti-ubi tac shooter. What's hurt BI here in places is their ambition but tbh you should be happy there's developers going out on a limb still.
  4. This had me scratching my head till 5 this morning. What I did was
  5. spm1138

    Project: UK Forces

    I think BI need to take issues like this very seriously. OFP and ArmA are both sandbox games and the lasting appeal of them depends quite heavily on the quality of toys made available to play in the sandbox with. (Just a general comment and not a specific comment on on any specific issue.)
  6. spm1138

    M4 Masterkey

    Perhaps more importantly, there's a slight shortage of doors to breach ingame. ArmA2 looks like having more in the way of that stuff.
  7. spm1138

    Grenada (OUF)

    "One Perfect Op" by Dennis Chalker covers the operation to defend Scoon's mansion from the SEAL perspective. I'm not sure but I think it had some nice details if you were going to do it as a mission.
  8. spm1138

    ArmA2 Discount

    This thread is utterly ridiculous. ArmA was never supposed to be any more than an interim product. I always knew that there would be another game coming out after it. I also have to say that ArmA wasn't one of those games that gets snuck onto the shelves prior to reviews coming out either. Every review of it I read said it was rough around the edges. Admitedly you might have read different reviews to me. For reference: http://www.metacritic.com/games/platforms/pc/armedassault?q=ArmA There's also prior experience with BI games to consider too. I mean Flashpoint was clunky and slightly shonky and the units in the default release were inaccurate or oogly or both. I wasn't expecting ArmA to be especially shiny or finished. I feel like I got exactly the game I was expecting. The announcement of ArmA2 wasn't any kind of surprise really since I heard about Game2 and ArmA at EXACTLY THE SAME TIME. Really. What's to complain about?
  9. Fair enough. It looked like you were just dismissing Dslyecxi because you apparently don't get on with him. It's really none of my business and I do like your addon.
  10. This is a very sexy addon. Love the CQB sights on the ACOGs. Any chance of including the ACOG with the Docter sight on?
  11. I am confused. You've got a guy who has apparently used the RL item having his advice ignored in favour of someone who most definitely hasn't I am not seeing what was so bad about Dslyecxi's first post either. He did emphasise what he liked about the addon.
  12. Question - OFP had very simple "Black ops" / "Spetsnaz" units representing US SOF / Spetsnaz. Would a more in depth / accurate set of 1980s special forces units be completely outside the scope of this mod or might that be something you'd look at after release 1? Sorry if that's been asked before and I missed it. It's a long thread.
  13. spm1138

    ArmA Addon request thread

    According to the interwebs (the internet is never wrong) that is an "Integrated Ballistic Helmet " made by "ILC Dover". http://www.militarymorons.com/equipment/headwear.html I'm sure US SOF of one kind or another are going to be way up the priority list when the tools do get released. In fact I bet you'll get bored of reading about them all
  14. spm1138

    BOS mod navy seals

    No offence, but I think a couple of those photos are on the old side (10 years or more).
  15. spm1138

    BOS mod navy seals

    No offence, but I think a couple of those photos are on the old side (10 years or more).
  16. This. Definitely. Also different grip points in different postures (i.e. for machineguns).
  17. spm1138

    Patch 1.08 - Released!

    Any word on the mod tools?
  18. spm1138

    'Mechs, Anyone?

    Battletech has unguided drunk missiles (yes, I know that was later expanded on. The original missile systems were mostly swarm firing macross-esque spam-tubes), jump-jets, mind-reading control systems and anthromorphic giant robots engaging in fisticuffs. Lets not forget the McGuffins neccesary to make walking tanks viable It couldn't be more anime if the robots all did battle wearing japanese schoolgirl uniforms
  19. spm1138

    'Mechs, Anyone?

    Well sure if you're broadening the definition to robots. If you include just robots generally I guess it goes back even further. Also, War of the Worlds? Seems like the sort of thing pulp magazines should have done, too. Nontheless, I thought pilotable walking tank "mecha" (especially militarised depictions thereof) were pretty much a Japanese invention. Battletech especially is all about the anime.
  20. spm1138

    'Mechs, Anyone?

    Hnnh? Far be it from me to argue about science fiction but the models being discussed here are very much grounded in this or that Anime show. Which American B movie were you thinking of?
  21. spm1138

    How to implement tracers?

    I tried looking it up, but all I got was: Hitori: Yup. It's near the start of the tech trailer somewhere. http://video.google.com/videoplay?docid=-8253724260569242420
  22. spm1138

    Working Aimpoint?

    Is the crosshair you get unsighted boresighted? Is there some workaround you could do using that?
  23. spm1138

    How to implement tracers?

    Check the long VBS2 trailer. That shows off tracers in the ArmA engine. Dunno how BI are doing it but apparently they are.
  24. spm1138

    Shooting problem in AA

    So I guess it's out of the question that the copy protection has bugs in it and activates for no reason? I know, I know. Bugs in a BI game. Never happen, right?
  25. spm1138

    M82 anti-material sniper rifle?

    I think there hasn't been a real anti-tank rifle for quite some time. As I understand it anti-material rifles have basically always lagged behind state of the art tank armour. Even the beefiest AMR (chambered for 20*110mm Hispano cannon rounds) I can think of is really only up to reportedly blinding a tank by destroying external equipment on it. The rifles in ArmA should probably be up to damaging an APC, destroying a car/trucks engine block, damaging aircraft on the run-way. If there were working antenna / radar / other sensors ingame they'd be applicable to those too. Fuel dumps and Ammo crates maybe? It'd be nice if the big rifles did damage some of the vehicles more. It'd also be nice if they had zeroable scopes.
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