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seba1976

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Everything posted by seba1976

  1. seba1976

    Red cabin lights.

    You know, you are making it looks as if it was all designed by a badly informed engineer :D. How could they made such "mistakes" and why haven't been corrected?
  2. seba1976

    Red cabin lights.

    Thanks everyone for the good answers. I think a friend of my will end up changing their boat's lights from blue to red after all :D. ---------- Post added at 12:00 AM ---------- Previous post was Yesterday at 11:54 PM ---------- I'm not sure what you're talking about :). It seems you overestimated me, I didn't know what Wolle told me. And maybe it was a typo, but I'm not "she" ;). Anyway thanks for the good spirit.
  3. seba1976

    Red cabin lights.

    According to the "mythbusters", it's posible, and it was fun to see them trying :D. ---------- Post added at 12:36 AM ---------- Previous post was at 12:30 AM ---------- So red light allows you to see more without shrinking you pupils... interesting. Thanks. Is it supposed to be a property exclusive to red light or colors like blue or green would do the same?
  4. seba1976

    How old are Arma2 Players?

    +1:p I'm 33 by the way. When I was younger I played a lot of games. I don't have so much time now as I used to, and since OFP/ARMA is a very time consuming thing, it's the only game/sim I do. I think the game being so complex and requiring so much time to get to enjoy it - following the news, the forums, the scripting language, the mission making, et al - is a very defining factor that affects the average age of the players. Besides the slower pace - which is also important - younger players want to play all games, and they simply cannot dedicate the time that Arma needs and stop playing what their friends are playing... and cheers for that :p.
  5. seba1976

    "All, follow ALL." WTF??

    Been there, done that :D. But for now I had to reassign the rogue elements to me with some scripting .
  6. seba1976

    "All, follow ALL." WTF??

    Now tell me you never had this bug... Maybe you don't team switch too much. You keep switching from one playable character to another - all group leaders - and suddenly the men under your command, which were part of your squad, are no longer under your command and you are no longer part of any group. It happens to me all the time. If I switch characters, I know it is bound to happen, it's just a question of when. If you don't understand what I mean, please specify what exactly. Cheers.
  7. seba1976

    "All, follow ALL." WTF??

    Any solution for getting isolated from the rest of the group when team switching back and forth? I mean, you team switch out of the group, then back to it, and boom, you no longer have your squad with you.
  8. seba1976

    Thank you, B.I.S.; Sign if you agree.

    Signed without questions.
  9. seba1976

    Problems with groups

    Ah come on! :D It's a known bug, waffen, I guess not many people use teamswitch. I love the feature and use it as long as I can, but I've come across the same problems you describe. Last time I've checked, I was pretty sure it had to do with switching back to a group that was last ordered to "wait for me" or left by himself in command of some vehicle. But now I just think number two is up for a mutiny :p. The only way to workaround this problem to keep playing is to make number two "playable", but I haven't tested myself.
  10. seba1976

    Means of communication

    +1 :)
  11. The error message telling you the group has waypoints should be related to this (from early posts): "Each editor placed group has exactly one waypoint ... waypoint 0, so please try to insert this code to the init line of the group leader: deleteWaypoint [(group this),0]". I have no explanation for the other error though.
  12. seba1976

    Sap Everon 2.0

    AFAIK, there's ACE Island Pack, CWR Island Pack, and this one by SgtACE. ACE is being ported to ARMA2 but I don't know about the island pack. CWR is going to be ported and of course it will include the islands. SgtACE I don't know .
  13. Make sure you also have the Extended Event Handler addon installed AND SightAdjustment AutoInit for I had the same problem too and this was the missing piece. If it still doesn't work for you, try adding Extended Init Event Handler
  14. seba1976

    FP : DR - News & Discussion

    Oh man, I have a feeling that you're gonna be so disappointed... but time will tell I guess.
  15. I think we can all wait whatever it takes though. BIS has taught us all to be patient, one way or the other ;). Besides, the game engine is being heavily patched right now, and one release today may not work tomorrow. BIS is still in the phase where they can change core parts without compromising too many community made content. We have to give this time to BIS also.
  16. IF it will always led to some people not being able to use it, woudn't it be possible to include the two versions, one with the cool but risky trick and the other without it? BTW, the feature looks awesome in the video. I wasn't interested at all but now I see I didn't know what you were talking about
  17. Well... I pretty often find myself in a situation where I need to carry a magnification scope like the ACOG for most of the mission, and then the combat range changes to less than 100 mts. and the rifle with the ACOG turns mostly useless. So I've became very used to the "weapon on back" feature of ACE, and I always carry something with an Aimpoint or plain iron sights to cope with that. I hope they keep that feature and only built upon it.
  18. I don't think it would serve any practical purpose (gameplay wise, that is). But if it would be only for practical purposes (closing the range of the engagement, for instance) you can always carry a different weapon "on back" with the already implemented features of ACE. If someone needs a more diverse system though, it can be implemented through a change of the primary weapon on the fly. It wouldn't probably look pretty ;), but it would supply the need for attaching/detaching scopes and suppressors. I guess something very similar to the "weapon on back" feature could be implemented relatively easily to provide the illusion of configuring some weapons.
  19. Thanks a lot for the answers, I also hope to hear something about the subject from the team behind ACE. Before asking I looked for RL pictures of the marines and most of them had indeed ACOGs. Any ideas about why the Marine Corp prefer ACOGs or plain iron sights while the army goes with the Aimpoint?
  20. Hi, regarding the ACE2 selection of units... When I first played ACE1 I was kind of surprised of coming to know that the Marines doesn't use the Aimpoint sight so extensively as the Army does, but then I saw the Marines depicted in Arma 2 use the Aimpoint like anything, so I have two questions: 1) Does the Marines use the Aimpoint IRL just as the Army does? And 2) Will ACE2 Marines use different loadouts that use Aimpoint as stock primary sight system? Thanks in advance. Please feel free to elaborate ;).
  21. Just to let you know, If anybody is still interested, I've tweaked EMSI's Predator to be used with Mandoble's scripts. No big deal but it works, and IMO it's far better than the noisy harriers :rolleyes:. If anybody wants a copy to try it out just let me know. Thank you Mandoble for your great work (better late than never ;)), and I also hope to see this again in Arma 2. Cheers.
  22. True. I saw an enemy soldier dragging another one last time I played.
  23. Alright, thank you and all, but can you answer my last question about the wounding system? I promise that since you are all moving to ACE2 I won't be asking more about ACE1. Or do you all have something against me :confused:? ;)
  24. IIRC - in OFP at least - the visibility settings were per unit class, and they included different number for different surfaces were the unit were standing. So just as a unit is less visible to the AI if it's lying on the ground than crouching or standing, units are also more "visible" to other units if they are on roads, than off roads. So I guess what Maruk is talking about is the same principle only with more "types" of ground. It would be simple, effective enough, and would produce the right illusion of concealment - and the OP would be the proof :p. EDIT: I forgot an important conclusion. If this is the concept implemented, you can't really setup any scenario to prove if it's the grass that's blocking the AI view, or if your visibility has been lowered down because you're over a kind of terrain that does that. Except you can put some grass objects over the tarmac...
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