slick_j_2002
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Everything posted by slick_j_2002
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Roger that. My mistake.
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I know you've already got some pictures, but here are a couple more that I took during training. The comments about driving with the hatch at 15 degrees or using the periscopes are correct. Images removed The other problems I've found with the ArmA Stryker are: - WAY too easy to disable or destroy. - Vehicle commander/gunner position seems dumbed down. - Feels way too light on bumps and such. I've gone 40 mph over heavy bumps in a real Stryker and you can't even tell the ground is uneven. - C130 Trans? - Troops should be able to pop out the back hatches or squad leader hatch on IEV. Technically, that's extra firepower you'd have. Especially with a 240B on the back and some sandbags.
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I'm going to ignore the implication you're making that the National Guard isn't involved in the war on terror and simply thank you for answering the question I asked. So thanks. PS - Over 40% of US forces in Iraq and Afghanistan are Guard or Reserve forces. Edit - Negative, we have a good number of Abrams and Apaches at our disposal. As far as the quality of these units go, I couldn't say, as I've never been part of an Armored or Aviation unit.
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I haven't gotten my copy of ArmA yet, as my new computer hasn't arrived, but I just had a quick question... If I'm reading you correctly, the storyline involves a National Guard Stryker unit? If so, that's freakin' outstanding. There are currently only 6 Stryker brigades in the US Army, and only one of those is a National Guard unit (28th ID, 56th BDE). I happen to be in that unit, and having my unit represented in a game would be badass beyond words. Does the game happen to give the unit's identity, or maybe the keystone patch or something? I'll find out later this month, I suppose, but just hearing it would be awesome. Sorry for being OT...
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Just wondering if anyone could help compile a list of the explosion types and maybe a description of them. The idea is to use it for scripting IEDs using triggers and such. I only know of two so far... heat105 - Medium Explosion good for disabling Humvees when driven over. Deadly to dismounted personnel at close distances. shell73 - Larger than heat105, will cause Humvee to explode several seconds after being hit. Personnel inside are injured, but can survive if they get away from the vehicle in time. Also, I'm not too clear on how all the elements of the script work to cause the explosion. I know you make a trigger and have it getpos on itself, but I'm still pretty new to scripting and don't really know what all the numbers and such mean... Thanks for any help, guys!
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Explosion List and Clarification
slick_j_2002 replied to slick_j_2002's topic in OFP : MISSION EDITING & SCRIPTING
Thanks, Wadmann. That's exactly what I was looking for. -
If you're referring to Info Age, I'm pretty sure that is used for enemy units. Basically, it's if your side knows the enemy's unit is there, and how old the intelligence is that says so. I could be wrong, though...
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Hey, guys. New to these forums (obviously). Like most of you, I've had OFP and Resistance for years, but I never had a very good computer or internet connection to get the most out of the mod community. I still don't have a great computer, but it can handle a great deal more than the old one, and the DSL opens anything up for a download. My question is what are the "best" mods out there that really add to the game? I remember seeing one that adds helicopter fastroping and extractions and such... And I seem to recall JAM weapons being listed under "Mods Required" for ever mission you could download... The ideal mod for me has a bunch of stuff in a nice, clean package. I remember in the past having to uninstall and install multiple times because I couldn't locate all the files to remove an unwanted mod. Just the official titles will do. I can find it then at OFPFiles or another site I'm sure. Thanks, guys!