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Everything posted by wipman
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Hi, file mirrors updated on the 1St post, thanks to El Niño Foxhound from the Armaholic.com crew and to Old Bear, from the Armedassault.crew; thanks to booth. Let's C ya
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Hi, many thanks for the file mirror Foxhound. Let's C ya
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Hi, same here, but i don't see any server, im on the v1.14 and the only "new" thing that im able to see... it's a small green bar on top of the servers list; may be that gamespy is down or something like that, but i just don't know. It's annoying. Let's C ya
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Hi, the problem with what you're propposing sluggCDN, is that then the tank's hull should be made walkable and i don't know how the ArmA 2 will handle the gravity, but in the ArmA, if fall from a height equal to tank's turret, you gonna get injured if not dead when you touch the ground. Hell Toupee, the cars and trucks have their interiors modeled as part of the model, but that isn't the same with the tanks and APCs, their interior it's modeled apart and take much more polygons than the standard cars or trucks interiors; sometimes it's even not scaled to the tank's or APC's measures for the good of the "be in the cargo" feeling. Let's C ya
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Hi, i will wonder better "how safe" those bikes will be, if they're as dangereous as the BIS ArmA's motorbikes... i fear more accidents than in the Saudi Arabia's roads or than in the Kosovo's peace keeping missions. Let's C ya
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Hi, i've added some red shiny red dots to the M1911's sights and also made the sight FOV wider, to adquire and chase moving targets, i hope that you like it. - WIP-M1911 A1 v0.96. On Daytime: By Night: Let's C ya
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Hi. I couldn't agree more with you on that; but about the enter/exit anims... we can't shoot from the cargo seats of the vehicles and we can't walk inside neither; as we only have a hitpoints dammage system... don't makes sense to have APCs, MBTs or IFVs with the interior modeled as they should for the pourpouse of see it when we enter/exit that certain vehicle, mainly because that will consume alot of resources to have the vehicles entirely modeled instead split 'em in parts as the ViewPilot and ViewCargo LODs. If they had to link somehow the ViewCargo LOD to the open/close doors animation... that'll be a pain for 'em to do plus as i've said... that will consume alot of resources. Let's C ya
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What military equipment and vehicles do you want?
wipman replied to WARFIGHTER989's topic in ARMA 2 & OA - GENERAL
Hi, i'll like to have some: - SIG-P226T - Wilson Combat M1911 MEC-SEU - Kimber Desert Warrior II - H&K MP5A4 NAVY - H&K UMP .45 - FNC 5.56 - AK-74M - G3A4 - Springfield M1A SOCOM 16" - Springfield M1A SOCOM-II 16" - Springfield M21 - MG-3 - LAW-72 Let's C ya -
Hi, i'll be more worried about be able of take cover with the door of (what BIS call) HMMWV or with the back doors of the LAV-25 or the top's hatches (if we could fire from vehicles) than be worried about the enter/exit anim; it's for sure possible, but... what will make more the difference?, be able of enter a vehicle, opening the door, putting a foot inside and then push the rest of the body inside...? or just be able of use the doors and hatches for take cover?. Because what we'll need a specific anim to enter in X vehicle... if we can't walk by it's cargo space?, don't you see that's pointless to ask for such thing if we can't walk inside the vehicles?; what you're asking for, seems to be to dissapear once the whole body it's inside the vehicle and then spawn (like always) as a "magic thing" in our seat, with the belt and everything well attached. I'll vote for be able of cover with the vehicles doors and hatches more than have a specific anim to enter in X vehicle to then spawn like always in the seat that the rest of the units leave free for my ass. Let's C ya
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- Jonn's USMC V1.6. - Mad Matt's ArmA Effects. - Wip-M4A1 Pack v1.7.
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Domination: Laser Pointer on M4
wipman replied to neofit's topic in ARMA - ADDONS & MODS: DISCUSSION
Hi, my M4's pack (current v1.7) don't have the Laser beam On no more, i removed it aside of add some more changes and M4 variants to the pack; i removed the laser beam because it wasn't realistic and the way of make it realistic was too bad and will screw up the gameplay because there isn't any good way of make it be able of turn On/Off. I think that was the v1.5 or maybe the v1.6 the one that had the unrealistic laser beam On, it's on the armedassault.com site among others. And by the way... i don't use the ACE mod too. Let's C ya -
Hi, one thing that i'll like to see, it's the AI mates on my squad facing to where i'm facing when i order 'em to enter into whatever formation instead form facing the direction that your unit (or they) were put (created) in the editor; because that screws up most of the possible utility of any formation. I wish that they fix that important bug. Let's C ya
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Hi, it's great to have a new Beta Patch even when im still running the v1.14 and haven't try the v1.15Beta; i hope that the try time be short and we all can see a new Alpha patch soon, that'll be a good new. Let's C ya
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Hi, yeah man i knew of the sleeves thing and i don't knew that the thing on the gloves were so obvious, my own custom face have more or less the same thing but only have, green wool on the sleeves and green wool gloves; i never really adjusted the things to the wireframe; which isn't that accurate. Let's C ya
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Hi, for me what will be a improvement if we could map/re-map the Right CTRL key as we wish plus add a option in the keybinds of: "Drop Weapon". What will be very very pimp for this "Drop Weapon" option... will be to make some anim of the unit dropping the weapon and looking into his/her vest for drop four magazines as intermedy solution between realism and playability; taking some time but not too much time. This will "help" when we may want to take a weapon from a fallen unit because we've few ammo left or just because we've found a fattest or pimpest weapon. Let's C ya
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Hi, some EU forces will be pimp as independent side, acting as peace corps, road patrols or just security roles in general, giving the chance of launch specific air raids on designated targets, fighting the smugglers, drugs traffic, slaves traffic and preventing each side in conflict to get much more equipment than the other or others. Will be pimp to have some EU equipment like FNCs, G3A4s, Glock 17s, Walther P99s, CZ 110s, LAW-72s and 82s and some others, aside of Diemacos and H&K 416, AWMs or AWPs... FN-P90s... SIG-P225s... P226s... or even some Spectre M4s and more shotguns, Mossberg, Benelli, Franchi and Remington; that are the most common ones in the EU armyes. Let's C ya
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Hi, it looks good, did you added interiors?, maybe you could use the OFP's T55 interior model and textures if you haven't added it's driver, gunner and commander interiors. Let's C ya
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Hi Yeah, my bad; i was meaning the AH-1Z, i miss it's HUD very much in the ArmA. About the rest of the ArmA2 vehicles... if they gonna make us swallow "that thing" as a HMMWV... then they could add (again) those damn Camels and tell us that they are part of the USMC Air Recon wing, or some WW-I tank and tell us that's the "modernization" of the AAV5. If they gonna add that thing as a HMMWV... they can add whatever they want. Let's C ya
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Latest ArmA2 & ArmA2:OA Press Coverage | NO discussion here!
wipman replied to EricM's topic in ARMA 2 & OA - GENERAL
Hi, that new Gear Menu sucks, what are all those spaces below the side weapon slots for?, what we need, gonna need much more and will use more commonly it's the main weapon slots; and why the Satchels keep taking two slots?, or why the Laser Designator (an instrument that you use to have in the backpack or it's own bag) takes the place for the binoculars?. I don't like that new gear menu. Let's C ya -
Hi, seems that the C-130J belongs to the air force while the KC-130J belongs to the USMC, this is how a USMC KC-130J airframe looks like: Marines KC-130J. air force C-130J. UK C-130J HUD. I hope that they do the USMC KC-130J instead the air force C-130J, but who knows... they may come with a hybrid "thing" like their fictional conception of HMMWV or their other innacurate vehicle models; by the way, someone knows if the UH-1Z gonna have HUD? i miss it in the ArmA. Let's C ya
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Hi, those colours need to be flattened, equalized, make 'em have all the same tone and not those clear differences inside the same colour, something like this: SA-58 Carbine. Check the equality in the colours, there isn't any difference inside the same dirts of each colour; make a wasted/used texture should keep that shape aside of the wasted/busted areas, mainly the edges and those parts where you use to have the hands most of the time or movile parts that you use to operate with, for clean or whatever reason. Let's C ya
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Hi, ole for that, i completly agree with the "land" and "hover low" AI commands. Let's C ya
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Hi, the AI should be a bit better than in the ArmA for many reasons, their superpowers are way too powerfull most of the times and way too below the human standards on other ocasions, like pathfinding; they need at least 3'5m whide corridors and without any object walkable or not for follow that corridor and not get stunk at the entrance "thinking" if enter or not. They also need a improvement inside buildings, they go prone unless in the stairs. The deads don't report anything; that don't have any explain other than bad made AI. Other thing that the AI do and they shouldn't... is when they're at +450m facing in X direction and they spot you and open fire at you, when their whole body it's looking West but they open fire at the South (at your possition); that's very annoying too in many aspects. The AI needs some important improvements from the ArmA's AI.
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One question that MANY fans care about.
wipman replied to CyDoN's topic in ARMA 2 & OA - MULTIPLAYER
Hi, the main problem that i see on the PvP games are the number of players that can play on the same map (area) without take down the performance; you can't place 50 vs 50 human players on the same map without ruin the game's performance. Also, where do you think that you gonna find 100 players to play ones versus others?, not only in a serious way, just that want to play; and PvP on which conditions? an assault to take one possition?, a hill? a valley? a bridge? or a part of a city?. Because the people refuse to play let's say... a defend the base mission; with the internal guard patrols, the exterior patrols, sniper teams arround the base, posibility of use the base's ground and air vehicles, people assigned to the defend of certain vital structures of that base or FARP; where you think that you gonna find people with the patience, will, time and disciplyne to do all that as they should?. What the people want it's quick fun, something not that limited and where they've a good ammount of "rambo style" freedom of movement/action. No one whant to play something like that; half of the players on booth teams go "rambo style" while the other half becomes defenseless because half of the vehicles and men go at their own while they try to follow the orders with half of the resources for the attack or the defense. A serious PvP mission it's impossible with the engine, the players and the computers that we've. The serious PvP it's more for a Squad/Squads based PvP VBS2 (training engine) than for this one. Let's C ya -
Hi, more than caves i'll be happy if we could have just trenches, and as underground structure i'll be happy with sewers in the main citys, for the smugglers, get into enemy territory and also to store supplyes for future missions. But there don't gonna be anything similar in the ArmA2, no trenches and much less sewer systems. Let's C ya