-
Content Count
3382 -
Joined
-
Last visited
-
Medals
Everything posted by wipman
-
please some hand to hand combat or knifes
wipman replied to oscar19681's topic in ARMA 2 & OA - SUGGESTIONS
Hi, will be pimp to have a combat knife as part of the basic grunt's equipment, so when you don't have a side weapon... you just hit the "swap weapon key" and instead take out the gun, you take out the knife; and for use it... hit LMB to stab or slash (depending on where booth units are facing, triggering one anim or another) and then RMB to block or dodge (depending too of where the units are facing and also on the player reaction, RMB = dodge. RMB+LMB = block & stabb back) it's too late for request something like this; but i really miss something that allows you to defend yourself when you've depleeted all your ammo, thing this, that isn't that rare when they only allow you to have 6 mags, ever that you don't take one M-136 and four cucumbers... instead three, that's what most people use to do as the AT-4s here aren't a single shot weapon. But anyway... i'll vote yes for a combat knife with all the work that it'll require even if the final resoult do not please everyone, look funny, few realistic and some times even a cheat or just a game's bug. Let's C ya -
Hi, may not be a bad idea to add another pilot (co-pilot) to the CH-47 as cargo, in the co-pilot seat, in that way it'll look normal and as we all know, the Chinooks are operated by two men plus the men in charge of the weapon stations and/or the cargo area; it's just an idea for the next revision, is just something that i miss in the game. Let's C ya
-
Hi, that Beta is good new, sorry about your computer GranQ. Let's C ya
-
Hi, the only problem that i had with the ships (RACS) with setted up waypoints was that the PBs passed thru the frigate most of the times, i haven't tested the SLA PB yet, i only know that 2 LGB Harriers are not a menace to two of this boats. Let's C ya
-
Hi, to me the problem with the yellow that you've used is that it haves few red, so it looks much more yellow than light brown. Check this: Some Reference Photos. As you can see there as in the pic that you've put as example of the real thing colours, in booth cases what's yellow in your well done aussie LAV, it's light brown instead yellow. And the VBS2 pics have the colours bad too, i think that their aussie M1A1 haves better colours in therms of match the real ones. Let's C ya
-
Hi, looks very good; but are you sure that those are the ADF colours?, to me that desert yellow and that black tone look like closer to the russian tanks camo than to the ADF tones; but looks very good anyways. Let's C ya
-
Hi, im curious if will be possible to simulate/recreate a weapon jamming based on an initial percentage that will grow up depending on how many rounds you fire with that weapon; it's possible?. And if it can be reseted if you drop that weapon and pick another one. Im curious if this can be made, even if it's just for the vanila weapons, not for be applyed on addon weapons; that'll be a another thing. Could someone a scripter or something tell me something about this subject?. Let's C ya
-
Hi, no i didn't used the mando/missiles, the tow launcher was visible for the RACS ships (booth PBs and the frigate), i used an empty static TOW Launcher for engage the PBs and the frigate, took me like two or 3 TOWs to destroy a PB and may be 8 or 10 to destroy the Frigate. What i did was to put 4 BIS M1A1s in the shore and 1 frigate + 4 PBs (2 of each class [defender & interceptor]) in the Antigua's bay, the ships destroyed all the tanks in the shore, and after a while... i ordered an AI mate to enter in a TOW as gunner; he did it and began to shot (the ships and tanks didn't had waypoint) the ships didn't reply to the fire from the TOW so the AI mate killed 'em all with the help of 3 Empty TOW-II Launchers. If i order that AI to board any kind of wheeled or tracked vehicle, then the ships trun again and fire to the tank or APC; but the ships don't engage infantry, that only the Machines gunners, Auto Rifleman and Snipers (plus ovbiously the AT units) engage the ships but the ships don't fire back. I think that the ships (the frigate) fire to their own RACS UH-60's FFAAR and M134, but i should try that again. Also, only the frigate it's an alive target on the radar, the PBs are displayed as white squares, so you've to target 'em manualy; when they're moving, the LGBs seem to always miss the target for some reason, maybe the floating line of the ships, but i really don't know. Let's C ya *Edit: When the AI mates report of an Interceptor PB, in the display name it appears as: Defender Patrol Boat. Instead as Interceptor.
-
Hi, also seems that when the RACS boats or the frigate are at more than 800m or so from fixed ATGM (TOW-IIB) they don't engage it. Let's C ya
-
Hi, i've placed a RACS Patrol Boat in the Antigua's bay, was a Defender class, and two BLUFOR AV-8Bs in the air, before the bombs were released... after shot some missiles to the Harriers, the boat began to move fast forward and this how it ended: Stunk in that small thonge of land, i think that they enter in panic when they went out of ammo; but was weird to watch. Let's C ya
-
Heroes of War - names for AI in a DM
wipman replied to .kju's topic in ARMA - ADDONS & MODS: DISCUSSION
Hi, some are bad: - Rodrigo Diaz the Vivar. Should be: Rodrigo Diaz De Vivár. And well, that history about "El CÃd" isn't really like that, but well... who cares?. Let's C ya -
Hi, i've had a silly idea; to attach actions to certain objects, for example to doors and human size gates, to allow the player to open 'em up by two methods, Breach Door and Kick Door. And then allow the player to perform this actions when he's at 0'5m from the target door; in this way we could also send an AI to open up the door while we cover it in case of direct OPFOR presence... or some defensive position after the door. All this with the propper animations fired by the performed action and that they dissapear if the object (door or entire wall section) is previously destroyed. Let's C ya
-
Hi, it was on the East Porto's bay/dock and was the RACS interceptor Patrol Boat. Which seems that have some issues, when you aim at it with the Laser Designator, it looks as locked or as if it were moving slowly as you aim up by the Patrol Boat, it don't follows the center of the aiming reticle: Also, when you destroy the Patrol Boat, some elements don't show a damaged texture, and the radar still moving after be destroyed. I'll keep trying things. Let's C ya
-
Hi, the thing with the FLIR script/action menu command, was with the RACS patrol boat without mines; not only with the frigate. And i don't know how to say it better, the english isn't my main language. I was trying to mean: other tipography. The Impact font in caps... or something like that. The current one in the back isn't the tipical on the navy, one thing it's "fictional" and other thing is not make it a bit better if you can, when the thing it's so small, may deserve a chance... i'll say more when i try 'em a bit more. Let's C ya
-
Hi, when i order the AI under my command to board the ships as gunners or cargo, they refuse; and when i place a ship in the editor commanded by AI and i board as passenger and order my own AIs to bard the ship... then the ships start the engines and go away from the shore. Also, the navy use to use straight letters for the ships names and they use to have a wooden plate with gold plated letters in the bridge's entrance door (at the deck level) with the ship's name. The ships names on the back (popa in spanish) look "weird", maybe you should talk with Matek to ask him how he did the markings on his M1A1's pack; they don't really stand so much. But the ships look very good. One last thing, the FLIR script can be activaded (the option stills there) after destroy the ship. Let's C ya
-
Hi, im not a moderator so im not the one who should say this; mainly because i've already added my two cents on what the first post say. But... will you mind to get back on topic and stop whinning about my thoughs?. Let's C ya
-
Hi, that's all what i can tell you about fire weapons, live firing ranges and CQB exercises plus villages take overs with CAS from AV-8's and UH-1N's from the spanish Armada. Sadly i never had a chance of kill someone in a real war enviroment. But i asume that the ArmA's way of walk (slowly) and aim thru the sights it's the same as a firing range where you begin at a given distance and you've 2 magazines to get closer to the target shooting, then pick it up, patch it up and sume all your points to inform your 1St Sargeant of what you've achived and then go back to the line again and wait for repeat 3 times the damn exercise; that's not as funny as the CQB in frigates and supply vessels and much less than the villages raids that were very funny. In a real situation with "targets" that return back the fire i wouldn't be that exposed or anything; i know how this shit works and seems that im quite good at it, or that's what they told me. I just say that the way of aim/shot while moving in ArmA could be improved, begining by allow us to walk more slowly, as what happens with the tanks; that you can go at normal speed, fast or slow. Slow is what i mean; we should be allowed to walk in that way (as in the ACE mod) keeping the 90% of our accuracy. Let's C ya
-
Hi, maybe take a look at how the (OFP's) Combat team made the animation of their Bradleys pack may help and short the find of a solution; was very pimp and almost scary to see the barrel going back when firing at factorys filled up of enemys. But was just a 35mm cannon that didn't spitt the shells, so it was pimp but, almost... scary. Let's C ya
-
Hi, @Total, give me back a damn cetme L and take me back to a live firing field, with targets at 85m and i'll show you how i don't go out of the 8s of the target. They wanted to give me a medal and an AWP, but i refused to stay & they arrested me for smoke joints while doing a guard instead. Let's C ya
-
Hi, it's very easy to loose interest in this game due to the AI behaviour that difficults when don't just make impossible to enjoy the game. As example we could take the Opteryx's Avgani v1.3 map; where the AI refuse to do most of the things that you order 'em to do. It's not just that the people wants to play with X or Z addon and don't give back, it's that even when you've something good or really good... the AI behaviour in the game kills any possible functionality of those addons or mods; so you just give up because the whole thing sucks. And we don't want to play to the ArmA just for take pimp screenshots of the pimp addons that we've installed but that we can't enjoy properly due to the fact that the AI in this game sucks. Booth in open field and in urban enviroments. Let's C ya *EDIT: But it's true too; there's a lot of rat bastard that asks you to get your addons or textures and promisses you to give something back for that and that's the last time that you've seen that bastard and forget about whatever he/she had told you. They dissapear as if a neutron bomb were been thrown in their place; which sadly in some cases... don't happens, or if it happened... i didn't seen in the news.
- 1061 replies
-
- cold war rearmed
- cwr
-
(and 1 more)
Tagged with:
-
Hi, this bug it's really big, i hope that they solve it some day; even if it's just for the ArmA2 and we get stunk with this crap in the ArmA. Let's C ya
-
Hi, i hope that you (or Ktotte or whoever) be able of make the spitt shells feature work; that's the kind of scary realistic detail that some of us love and that also will shell more copyes. I'll ask you to make a minimod that makes the BMP-2 and the T72 to spitt the empty shells too, but as this isn't the Addons Request thread, and as i guess that the SFP 5 needs much more time... then i won't do it. Keep up the good swedish job. Let's C ya
-
Hi, those ones look already very well GranQ, i'll await peacefully to enjoy again the burst fire modes of those über pimp IFV's. And by the way... ??i though that your english was better than mine.. har-har-har i love to correct the other's english >>;-) . Let's C ya
-
Hi, sounds promising, why don't you take that CV9030 from the Unfinnished NorFor Mod and make it into a CV9040, a 40B & 40C?, that desert CV9040C seems to need much more work; but i hope to see soon some sweirdos in this game, i miss alot the SFP 4.1.5 from the OFP, it did my day back in the time. With the weapons sounds, the weapons, vehicles, effects etc; was a damn great piece of work that i love as much as i love the absolut vodka. I'll be awaiting for the SFP 5. Let's C ya
-
Hi, yeah, after have seen the in game video, the only thing that i can say; is that seems that sucks alot. But hey..! even in a shit of arcade like that (that we should remind that's a free game) they've been smart and gentle enough as for add playable female characters. Thing that we haven't seen and we don't gonna see in our beloved games from our "beloved" developer company; BIS. Let's C ya