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Everything posted by Undeceived
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PMC Campaign first mission (contains possible spoilers)
Undeceived replied to Alwarren's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Oh come on, guys! Why you don't stop complaining and see that since Arma 1 every campaign became better! CODish? What is CODis in the mission where you have to BI does better and better campaigns every time! People wanted campaigns without anonym soldiers, BI gave them characters with stories, backgrounds, emotions. So what now?! -
PMC Campaign first mission (contains possible spoilers)
Undeceived replied to Alwarren's topic in ARMA 2 & OA - OFFICIAL MISSIONS
Well, I have to say that the performance in this mission was a bit low (with stuttering, etc.) but nevertheless it was a great mission! I discovered that if you stay on your feet or crouched, the arti will injure you more likely - so get your ass down when you hear it coming! AI worked great for me too - I was surprised how well the pathfinding of Asano was (also in general in the campaign). Great job here! And the credits showing at the beginning of the mission - wow!! That was a great idea! :) :bounce3: -
It took me over one hour (ingame time) + all the dieing and loading. :) A superb mission! This is a mission where you need to plan your tactics and approaching routes and have patience! This is what Arma is supposed to be! Let Asano do the job with the infantry with his silenced rifle. It worked great for me.
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ARMA 2: Private Military Company 1.00 released
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
+1 from me. Stop whining and enjoy the (compared to other devs) GREAT work of Bohemia Interactive! -
I noticed that if you shoot only ONE bullet in the air at the groups, they will only scream and run away but nothing else happens. But if you shoot like 5-10 times, they will scream and run away AND Asani will say something about "Is this part of our contract?" or something like that. That leads to the assumption that the "trigger" for the accomplishment of this single civilian group does only activate if you shoot several bullets.
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There are 4 civilan groups, if you mean them. @ Cross
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Well, tbh I downloaded your editor in the hope that this method would be available. :o Well, it's not (yet ;) ) but I'll keep using it anyway.
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Dslyecxi's MH-6 Practice Scenario
Undeceived replied to dslyecxi's topic in ARMA 2 & OA - USER MISSIONS
You guys fly with mouse and keyboard and get such great results? Oh, I thought that all good pilots fly with a joystick or whatever. Good to know! :) This scenario looks fantastic and the videos are astonishing! :) DLing it to train a bit - thank you! -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
I also have good experiences with Sprocket so far. Plus it gives BI the most money. -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Oh yeah, really looking forward to this! -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Good to see that you devs are looking into the (mostly positive) feedback from the community! Obviously it already is too late now but some new and fresh voices (beside the already new ones) for the main characters would be great maybe for the next release. Nevertheless, BIS rocks! -
Cold War Rearmed² Discussion
Undeceived replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Huh - what is it and why don't you tell it to the team then (in a constructive way of course)?- 1308 replies
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ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
WELL said! :D -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Yes, you're probably right. But G. said this a little bit more as a "declaration" whereas the PMC guy sounds a bit more like he is asking it as a question (different expression). In other words: G -> Am I good! PMC in vid -> Am I good? :D This is what my memories give me at least! :p Just ignore my post, it is such an unimportance... -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Ehm... You are aware that there are multiple international voices in the trailer, aren't you? That "Get off, get off" sounded more like an asian voice - fitting to asian faces in the trailer. -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Lol :D Ok - well at least he attracted my attention in a negative way only in QG. :) -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
I would like to know what exactly people criticise at the voice actings. I made my point here but other than that I think it is pretty good. Keep this in mind: -
ARMA 2: Private Military Company (ARMA 2: PMC) DLC
Undeceived replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Fantastic trailer!! But (nothing personal against the voice actors!!) slowly but surely I ask myself why BI always have the same voice actors... That voice of Cooper (Red Harvest) is there since Queen's Gambit already... And, to be honest, I didn't like him at all since the SF mini campaign of Queen's Gambit... I know that he doesn't write the dialogs and therefore has no guilt, but that sentence "Wohooo! The fun just started!!", etc. led me to dislike his voice very much. Just as much as the general growing attitude in BI campaigns, which was criticised by many before: "We're the best, war is cool and fun and we're gonna rock!"* His voice was much better in Red Harvest, but... Since his voice has such a big recognition value (which is a quality, speaks for the man), BIS should slowly think about changing voice actors, in order to get some diversity in the game's voice acting. My opinion. :o * btw, about that attitude I mentioned: It became better with every release since Arma 1. I think it's still not back to the roots yet (David Armstrong and others who had fear and hated war and to kill), but with Arrowhead and BAF the protagonists of the campaigns became more mature. The voice acting respectively the dialog creation is very important under this aspect! -
I have to agree that the zoom which comes automatically when aiming with a weapon really is a bit too high in I44.
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YEAH, me too!!! :D Haha :D This video is EPIC! Just as its background. ;) Sorry for OT...
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+1 for winter pack for Cherna ;)
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Wow!!!
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Yes, 1-9 sends them to your defined waypoint. Of course in normal situations I would open the map and send them to a position, or I would just send them to a position by pointing at it (outside of the map). But just imagine the following quick Strike&Run situation: You send your team crawling to a firing position (undetected). Then you want them to stand up, shoot the target and get the hell out of there. So I mark the position as waypoint where I want them to run after shooting. Then I let them stand up in order for them to see the target, open fire and immediately after that send them to the waypoint. So all I have to do is: ^-7-6 (All - Stand up [^ means "select all units" in my controls]) ^-3-1 (All - Open fire) ^-1-9 (All - Move to next waypoint) This is way better than let them fire at the target, then have to select them, open the map, find the position to evacuate and press on it. Especially if you need to keep an eye on the target or other targets and thereby can't point&click on the evac position, it is good to have an appointed position where you can send them with 1-9.
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HOW TO INSERT DIALOGS IN YOUR MISSION (hope that this doesn't come too late :p ) 1. Record sentence by sentence and save them in Audacity or whatever program as .ogg file. Example dialog: Dude 1 says: "Yo, what's up?" Dude 2 says: "Nothing - still having a hangover from last night!" The names of the files are - let's say: sentence1.ogg and sentence2.ogg Create a folder called sounds in your mission folder and put the .ogg files in it. 2. Create a file -> stringtable.csv Put this file in your mission folder. 3. In this stringtable you put in the first line: LANGUAGE,English 4. In the next line you put this: STR_dialog1,"Yo, what's up?" STR_dialog2,"Nothing - still having a hangover from last night!" 5. Create a file called description.ext Put this file in your mission folder. 6. In this description you put: class CfgSounds { sounds[] = {}; class STR_dialog1 { name = "STR_dialog1"; sound[] = {"\sounds\sentence1.ogg", db+5, 1.0}; titles[] = {0, $STR_dialog1}; }; class STR_dialog2 { name = "STR_dialog2"; sound[] = {"\sounds\sentence2.ogg", db+5, 1.0}; titles[] = {0, $STR_dialog2}; }; }; 7. Load your mission in the editor and put 2 units somewhere and name them dude1 and dude2. Make dude1 as the player Now create a trigger, let's say 5m x 5m. In the Activation line you put the following: call { [] execVM "dialog.sqf"; }; Press OK and press F2 and link the trigger to the player unit (dude1). 8. Create a script file called dialog.sqf in your mission folder. In this file you put the following: dude1 say "STR_dialog1"; sleep 2; dude2 say "STR_dialog2"; if (true) exitWith {}; 9. SAVE the mission in the editor and LOAD it again. Preview the mission. If you (dude1) now enter the trigger area, the following should happen: - The trigger is activated by dude1 - The activation line calls the script dialog.sqf - The script runs and calls STR_dialog1 (and STR_dialog2 after a sleep of 2 seconds). - The game will now check the description.ext and see that -------> a subtitle was configured, which is situated in the stringtable.csv -------> a soundfile also was configured, which is under the path sounds\sentence1.ogg - Sound and subtitle are played - you're done! :)
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Yes, you're right, HC allows to create a serie of waypoints. Sadly it doesn't work in normal squad command... Only one. But it's better than nothing. Since I discovered it, I frequently use it. Perfect to organise ambushes or quick strike & retreat situations.