Jump to content

wamingo

Member
  • Content Count

    830
  • Joined

  • Last visited

  • Medals

Everything posted by wamingo

  1. wamingo

    Recoil (again)

    Just when running I think.
  2. wamingo

    Why to get them both?

    you get lots of stuff; missions campaigns, units and such, with both
  3. wamingo

    Cant uninstall

    Does "Expansions" from main menu have anything other than arma2/OA checked? By the way, what do you mean by "changed one of my maps to a modified version" ?
  4. wamingo

    Recoil (again)

    rolleyes wins arguments obviously. And why would I try to make flawed arguments? And what's flawed about it? I doubt you can deny it sounded an awful lot like what you wanted was to give specops (or whatever) a lower recoil than others by default - what I called fixed, hardcoded is maybe a better word. ie if both a taki and specop had setSkill 1.0 then specop would still be superior. You asked for thoughts and I gave them.
  5. wamingo

    Recoil (again)

    That's a perfectly extreme example of what I don't want to happen, because I don't want to have to pick a pilot class to be able to fly in the missions that I play. I of course won't mind if there are scripting abilities to give such class limitations and advantages so that others can enjoy them. But I want to have the ability to jump from a M1A1 straight into an SU34 with my takistani civilian character. That might sound incredibly dumb, but it's a part of the sand that is in the box. When you create fixed advantages and limitations you take that sand out.
  6. wamingo

    Recoil (again)

    imo it's not proper to differentiate like that in simulation games. If you'd make US specops a bit better than US army, would you also make US soldiers better than takistani soldiers? Or US pilots better than Russian? Doesn't seem right does it?
  7. wamingo

    recoil for mounted, static weapons

    Very good idea.
  8. wamingo

    Starting up with no mods

    find this file: (profile name).ArmA2OAProfile probably found under this dir: c:\users\(windows user name)\Documents\ArmA 2\ otherwise search for it Open it in notepad and look for a section called "class ModLauncherList" Delete the whole class or the specific mods in question, and save the file. class ModLauncherList { class Mod1 { dir="@modname"; name=""; origin="GAME DIR"; }; }; It ought to work I reckon.
  9. wamingo

    Aiming animations

    Yes that's exactly what I wrote. You even quoted it! And like I also said a small delay, ie 100ms, may not be such a bad thing! If your character would lower weapon say 5 or 10 seconds after firing or being sighted, I think that might work. Will people be up in arms about such a change? Oh definitely. Every tiny miniscule change has had its own major revolt on this forum. That won't change any time soon I'm sure. But heck, I'd welcome it! ;) My theory is that No great idea ever gets realised unless a lot of angry people really thoroughly and genuinly despise it. But I'm getting ahead of myself.. maybe it's just a rubbish idea.
  10. wamingo

    Aiming animations

    To further the Option 3 idea: I've searched around and it wasn't easy to find anything, but in this vid you can see the guy lowering his weapon ~30 degrees +/-. A "Low Ready Position". Thus what we need is a "Low Ready Position" stance. If you pull the trigger while in Low Ready Position it should quickly raise the weapon to High Ready Position, and then keep it there for a few seconds or as long as you're still firing. High Ready could also be triggered and maintained by going to and from Sighted. So there would be 3 stances: - Lowered (safe stance) - Low Ready (the new one) - High Ready (sighted and unsighted is the same) So how fast should raising the weapon be? 50ms? 200ms? I don't know, but I don't think a small delay would be a bad thing really. It seems natural when going from "casual" (unsighted) to firing that there would be a little delay. Judging by the video I think it could work. Also I think this stance is kewler than rambo's.
  11. wamingo

    Town generator

    1 town per module placed, each can be varied in size and such. I reckon it should probably be used sparingly though, it does take time for the module to load. But it's probably good for some close quarters type pvp or if you need 2 warring towns or so.
  12. wamingo

    Aiming animations

    Yes that would make perfect sense -- except in games you're always aiming! Even when you're not using your sights. People want to be able to shoot without using sights.. Right? Or what? Well, assuming that they do, there's one key question to answer: Could 1st and 3rd person stance be unequal and not look odd? ie 1st person stance shows weapon pointing forward while 3rd person shows it resting. I suspect most would argue that it would look odd. So if that isn't a possibility, we have... Option 2: An unshouldered but still pointing forward stance. ie a hip shot stance. This sounds good from the base of it, and I mean no disrespect to rambo or schwarzennegger, but no one in their right mind fires a weapon unshouldered and certainly not with any accuracy... And if you agree, I present you... Option 3: Imagine an unsighted, shouldered stance that doesn't point the weapon straight forward, but slightly down, maybe 20-40 degrees, in a combat-ready mode of sorts -- Then when you pulled the trigger he would quickly raise the weapon before actually firing, and then lower it again afterwards (immediately or after a while - ie a few seconds). I imagine this would have to be a very quick animation, or gamers might revolt. Now I think it "sounds" sexy, but I admit, without seing it in action, I can't be sure that it actually is. discuss
  13. wamingo

    Jet Pilots

    preeeetty sure it's possible to script allowances on a per unit basis. So some pilots can do cobra, some can do apache and some can do portapotty.
  14. I probably don't have the whole answer... locality confuses the heck out of me most of the time so I won't try to get into it in case the below doesn't just work "out of the box"... if you're placing the civies manually though, which would maybe be recommendable if you're new to mission making, you can give each of them an eventhandler in their init field like this: this addeventhandler ["killed",{ switch (side (_this select 1)) do { case west: {civs_killed_by_west = civs_killed_by_west + 1}; case east: {civs_killed_by_east = civs_killed_by_east + 1}; }; }]; the gist of it is that you check the side of the killer and then add 1 to the appropriate counter. in a trigger you can then do: condition: civs_killed_by_west > 5 act: hint "west are a bunch of murdering scum" and same for east you have to initialise the two variables also I think, can do that in the init.sqf: civs_killed_by_west = 0; civs_killed_by_east = 0; Now if you insist on using the civilian Module... you can possibly combine the above with what you can find here http://forums.bistudio.com/showthread.php?t=74433
  15. wamingo

    Jet Pilots

    Bis also thought it was important enough to feature a portapotty... Except it's not functional! Not even as a hiding place! I find that every bit as important. Anyway, I guess what we need is... head attachments? That way it could be taken off and on at run time. We already got glasses, I guess we could also have oxygen masks, helmets, hats, tattoos, skimasks, scars, earrings (left/right/both ears), piercings (light or christmas tree) and other cranial accessories. I've made it sound worse, haven't I..
  16. wamingo

    Will I miss anything by only have OA

    I imagine it's a matter of how much time you'll put into it. If you're only going to play for a week then OA is probably fine. But if you intend to play for months or years.. I think you'll be happy getting both.
  17. wamingo

    Teamswitch in MP

    I don't think Teamswitch is available in mp by default. And implementing might not be a trivial task.. there's some info at the bottom of the selectPlayer statement
  18. Ah, you called the unit "player" but that is a taken statement, you can't call them "if" or "then" either. I guess it's silly that it doesn't check for that and tell you it isn't possible.
  19. wamingo

    Knife proposal

    I'm no military expert or anything of the sort... so I was googling around in an attempt to confirm (or unconfirm) the use of knives and bayonets in the real world... Besides finding almost no references to actual bayonet charges or knife kills since vietnam, I came upon this headline: "US Army thrusts bayonet aside after centuries of faithful service" Today, if you don't have any ammunition left.. you withdraw from the battlefield.. High tech warfare (ie precision bombs) has made it costly to field soldiers and you don't throw them away with close combat, trench warfare or vietnam type scenario's. Not even the taliban will charge with knives when out of ammo. So, my take is that a game would significantly distort the actual usage. ie if we assume 1 in 1000 kills is done melee in reality, the game would quickly turn that into 1 in 10. People will toy around rather than do what they ought to. I know _I_ would! Don't give me candy and tell me I don't have to eat it all at once... So those two reasons makes me not in favour. Here's what I'd favour: The possibility of an unresolved fight. A fight with no clear winner. Because THAT is realistic. It happens EVERY day in afghanistan. I'd like to see missions that are still called successful when you DON'T complete your objective list, but merely got your hide out of the fray. But, perhaps that's for another subject and another time.
  20. Wouldn't your friend prefer to have something standard for all missions? I can't help you, but I bet someone over at the Addons section could.
  21. I can't seem to download your file, site says it's deleted. If you re-up it somewhere I'll check it out.
  22. pulling back mouse == pulling back joystick == nose up is that what's unrealistic?
  23. Is it freezing when previewing in the editor? Does it happen if you start a clean map, add 2 playable units, kill yourself and switch? do you have any addons?
  24. It doesn't matter, it can be indexed automatically by addon. ie - ArmA2.pbo -- (m4, m16, 5.56 ammo, ak...) - OA.pbo -- (desert m4...) - some_mod.pbo -- (paingiver 2000, lightsaber...) actual names may differ.
×