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snoops_213

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Everything posted by snoops_213

  1. snoops_213

    Sound Of Anders (soundmod)

    no worries hopefully by then Deposit file will let me download it or some other kind person/ site might host it? lol now it lets me download it..... typical! See complaining works sometimes :)
  2. snoops_213

    Sound Of Anders (soundmod)

    Any mirrors? Deposit file is saying..... We are sorry, but all downloading slots for your country are busy. aswell as telling me its going to take me 69mins? wtf?
  3. try this. Select a target (either mouse or target menu), you will get a target box. Line the helo up and the lock on box should appear. Now your gunner should start to fire, if he don't press ctrl + fire and the fire command will be issued to your gunner then he'll start firing. If all else fails manual fire as has been said and take control yourself. @pandur there is a way to do it, ACE has it so pilots control rockets(and yes they are rockets not missiles), in fact i have a small addon that does this aswell somewhere on my hdd, might need a bit of an update as i think it was for the AH-1Z originally
  4. snoops_213

    ARMA 2: OA beta build 77777

    lol shit i only just downloaded the last one which i haven't even played with, to download this one to fix the one before that, which replaced the original that was broken. Just goes to prove to much energy drinks are not always good :) But thank you for fixing the previous bugs!! Are hard formations disabled on this build? is that what some of these AI improvements are about?
  5. snoops_213

    ARMA 2:OA beta patch 77750

    same here. lets see how quick the next one is :)
  6. Yep and in cfgweapons use fireSpreadAngle = x.x default is 0.7848246; seems over 10 for CBU type weapons :) spread seems to be also affected by travel speed for those who want to make CBU's. And what great fun it is, my only questions to the dev is how do i create more pellets? and how to attach it to anything other than bullet or bomb class and have it work properly? Im trying to make FFAR MPSM but with simulation = "shotSpread"; the ammo falls to the groud like it was a bomb. funny as hell in my chopper doing runs over inf and watching, but not the effect i was after!
  7. snoops_213

    North Korea shells the South, South retaliates

    i don't think most of them over there have either and there you have it, it all comes back to the bush
  8. snoops_213

    ECHO fire director

    Still can't get it from the ftp site foxhound, its asking me to logon. Anyone else got a link to download? All good now, site back up, YAY!!!!
  9. snoops_213

    ECHO fire director

    Hey anyone got a download link? I missed it on Armaholic.com before they went down.
  10. snoops_213

    ECHO fire director

    yes to that for sure :)
  11. snoops_213

    ECHO fire director

    This is script/FSM only so what ever the default loadout is for the Arty pieces. I think its 30 for 105mm and 8 or so for the mortars. To get more add more magazines, unfortunately i can't get the ammo vehicles to resupply any of the guns of any type, so that might be your only hope to have more ammo. @Evil That is good, i have a mission where a couple of UAV's are running around looking for enemy positions, this will make it a bit easier on the target list :D What has the highest rating for attack? I've managed to have some GRAD's and M270's take out each others mortars and gun emplacements before turning on each other, looked awesome but now I've changed something in the mission and ECHO doesn't work. LOL
  12. snoops_213

    ECHO fire director

    Fair point here. Maybe limit it to slow moving vehicles. Thanks evil for you efforts man!!
  13. snoops_213

    ECHO fire director

    Yes this is what i meant, sorry long day yesterday and it was late when i typed that. That would be great if you can add it to the current FSM. Copperhead and Smoke could be left out as the AI is not smart enough to ever use it. Although watching the AI dynamically calling in a smoke screen to cover a maneuver would be insane. Its crazy enough now with what you've given us! Predicting the clusters movement would be the best solution. I had a FO script in OFP where AI would call in arty from Chain of commands UA. Was great but i was never able to figure out the best way to make them hit moving on road targets! I also had an AI spotter round as my first shell and then it would call in arty from there. Sometimes you got lucky most times i would watch shells land around a whole damn convoy but never on it! That might be an idea to add spot rounds for AI to help with moving targets as well?
  14. snoops_213

    ECHO fire director

    Great addon, any chance that the arty units could use the BIS arty rounds on their own? Smoke and copperhead would be very hard but the other rounds wouldn't be to hard would they? Any way no problem if you cant. I haven't tried against moving targets but does the arty lead moving targets yet or does the ammo get wasted still? This plus the AI using SADARM rounds would make moving to the front in your armored vehicle a bit scary :) And what about counter battery fires? any chance well see this at some point? I know it's a bit unfair atm as most of the arty is stationary but still would be nice since you never know whats around the corner. Any way great job and keep up the good work.
  15. I presume you are refering to the ArmA2 vehicles like the T90/BMP3/KA5x? If so then yes i would like to see it as well, as well as the rest of the ArmA2 vehicles that should have it ie AH-1Z, LAV etc. But hey im just happy we got it at all! The original vehicles should be bought up to OA standards i feel, as they probably wont re release the Russian and marines factions again in a future expansion, and will not get the update otherwise
  16. It balanced is so much as that if they are calling arty in on your position then they obviously know where your HQ's are and in war HQ's are high priority targets if they are in range. Quicker to hit it with arty than wait for air assets to be re directed. As people have said though BIS made a basic arty framework and the community are the ones making the missions with these feature so ask or make one yourself that you feel would be balanced. There are some mods/addons/scripts that are MP compatible that improve arty in how its called and effort needed to actually call it. As for the tactics part well if your on a public server well expect anything. Maybe find a different server?
  17. snoops_213

    What's the sign you play too much ArmA?

    I figured this out the other day. It was when i was driving to my next job and wishing i could just press the + and accelerate the time to 4x :) And now that i think of it this dates back to OFP times
  18. snoops_213

    Game physics

    Shot me for saying it but they have PhysX in VBS2 now, according to the site info, Limited support for the PhysX library from Nvidia is being deployed within VBS2. Hardware acceleration is not required at this time. It is anticipated however that hardware acceleration of the PhysX routines will only be available on Nvidia platform video cards. Maybe we could get some of that at some point...... in 2 - 3 years :D
  19. snoops_213

    Any good old games?

    M1 Tank Platoon 2 or Gunship 2000..... oh i know wolfestien 3D or Seal Team, bitch of a game to run though cause it needed 600KB of conventional memory so a lot of system config tweaks were needed, shit i think my computer then was the latest intel 400DX 4MB RAM lol @ Mr Burns lol forgot all about that game, and your point is sad but true :)
  20. Yeah i second that! Nice shots of some of the new models and the -47 with tail mounted mg :D One thing that did surprise me was no inclusion of an OH58D? Oh well enough toys to play with and im sure someone will make 1. Just seen this in another thread and holy crap does that mean all ArmA2 units with the new OA features where applicable? Now that would be pure bad ass!
  21. snoops_213

    Future Expansion engine additions (Survey poll)

    The AI is currently moddable through FSM's. But if i remember correctly that the main AI FSM's kick in and some of the user's FSM don't work properly under some conditions. What i would like to see is the the AI use a second "CQB" FSM for clearing villages, towns and city's. And a seperate one for pilot's and armor crews, where AI helo pilot's use cover and pop up attack's and........... one can dream. I know you can get close with script's but the silly AI always move in towards the enemy and no more CAS. As for an improved armor hit point system ill reserve any comments until after OA is released and see what they have done with that. Either way none of this really makes a difference but its nice to dream!
  22. snoops_213

    tank FCS poll

    zGuba did the community update with zTanks i think it was called. I assume that it was this that was ported/rebuilt for ACE2. The video's showing that BIS are even working on improving the current basic FCS at all, even if its just a range read out, it is still nice to see. Cant wait to see what they end up doing.
  23. What i'd like to know is "featuring a fully destructible and interactive environment." really does mean? What we set a bunch of satchels and boom hole in the ground?
  24. After reading the Official press release i nearly shat my pants as to some of the new features ARMA 2: Operation Arrowhead features in full: • New Playable Content: New story campaign for both single and multi-player gameplay. Wide range of new tutorials, single scenarios and multiplayer modes. • Massive Game World: Three brand new Central Asia-style large maps including expansive urban, desert and mountainous terrain, featuring a fully destructible and interactive environment. • Extra Units and Vehicles: Multiple factions for all sides including US Army, United Nations, Takistani Army and Guerrillas making a collection of 300+ new units, weapons and vehicles. • Ultimate War Simulation Experience: Fully integrates with the original ARMA 2 for unmatched warfare simulation. • Unique Gameplay Elements: Detachable backpacks with equipment, advanced weapon optics, material penetration modeling, remote real-time simulation of Unmanned Arial Vehicles (UAV), freedom of decision and repercussive actions. Plus what else we have seen in some of the latest vids ie Laser rangefinders in Tanks
  25. cool find abel. Is it me or do screens show TI being used on the M110, and semi working MFD's?
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