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xxbbcc

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Everything posted by xxbbcc

  1. xxbbcc

    Dynamic War

    I've slightly changed the trigger area for the action to appear you may need to get closer to the officer. Ambush should be working Let me know if you can't proceed. Cheers It still doesn't work, I tried it several times. No matter how close I go to the officer, the menu item doesn't show up. Also, this is the 3rd job in the mission (first was patrol, then seek & destroy), it was working fine then. I'm running 1.08 with no addons and the latest version of your mission. Can you please take a look to see what could be wrong?
  2. xxbbcc

    Dynamic War

    MrN, Nice changes - I haven't played ArmA for a while and it's nice to see all the new things that you put in this mission. After the praise, I do have one question, too: what's the trigger to end the Ambush mission? I'm using 0.92b (no addons), killed all enemies - got the "Objective completed, call for extraction" message first, but I was pinned down and had no option but to clear up the entire enemy force. At this point when I call the extraction and return to the base, the commander doesn't have the "End Mission" command. What do I need to do? The notebook shows the mission completed (green checkmark), but when I click on the links in the mission description ("Ambush" and the enemy comes from "here"), they're already placed back to the upper right corner of the map, where you have all the other resources.
  3. xxbbcc

    Autom. run animation adjustment (hills)

    Don't get me wrong, my problem is not with the game being based on OFP. I like OFP very much and I would've bought ArmA if it was nothing else but a facelift and a faster engine with the same original OFP:Res content and story. Looking at the game as it is, I think it would've been better, too. As it turned out - in my opinion - it's not OFP 1.75, but a bad beta, so I, too, feel like a beta tester, especially in light of the announcement of ArmA 2 and the expansion. It's been less than 6 months here in the US since the release and there are still major bugs in the game which will not be fixed anytime soon, as it seems.) I'd consider it an advanced version only if the entire game would've advanced as compared to OFP, but I think that didn't happen in most areas. I know that many people are content with it as it is and I'm happy for them but it doesn't help my feeling of being cheated. I'm sorry for getting off-topic again, this discussion would probably belong to the disappointed and/or the expansion thread. I won't reply here anymore to avoid hijacking the thread.
  4. xxbbcc

    Autom. run animation adjustment (hills)

    I'm glad for you, if you do. I might, too, reconsider, if the major bugs are all fixed without forcing me to buy anything. (Hell, in that case I might even think about buying the expansions.)
  5. xxbbcc

    Autom. run animation adjustment (hills)

    And where is the news?...this was known to lots of the old OFP folks long before ArmA was released. it seems that some have just forgotte about this. I keep seeing that it was widely known that ArmA was meant to be a gap-filler, half-baked game. I didn't know it, even though I played OFP for quite some time. Can you please show me where was this officially stated? Because I don't remember seeing it on the order page. As far as I remember, I paid for a finished, completed product. I did expect some bugs, but I also expected a reasonably well-written, well-performing game. What I got is indeed a half-working, unreliable beta (with all the patches so far.) What you say could be a basis for a lawsuit against BIS (or the publisher), so please tell me, where such information was shown. I bought the 1.06 US release and I most definitely had no idea, but if this was really known, then BIS/Atari falsely advertised this product. If it was not said (as I believe), then you (and many other customers, including me) were lied to, as simple as that. Some people (maybe a lot?) might be ok with the game as it is, but I personally think it's next to worthless even at 1.08. I haven't played ArmA for more than a month now - I just cannot get myself to launch it anymore. It's funny (and quite sad, too) that I have more "fun" reading this forum than playing the game. That said, I also get angrier and angrier every time I read about the new game and expansion. The shady, lowly approach that BIS used to trick people into buying the game will get back to them eventually. I apologize for getting off-topic - I simply wanted to reply to your comment. To say something on-topic, too, run animations are one of the reasons I stopped playing ArmA: I constantly get killed because I cannot stop while running at the point I want to, because the run animation is still playing and I run several meters more.
  6. xxbbcc

    Fixing ArmA

    Well, the way I see it, it is Arma 2 that's a commercial nonsense right now. I will not buy any expansion, addon, new game or pretty much anything from BIS until Arma is properly fixed and running with acceptable performance. As I paid for Arma (and have not paid for Arma 2) and because I see no guarantee that BIS will not lie again about the game quality, I say fix ArmA first. I already supported them when I bought this crappy, badly implemented game, it'll not happen again until they prove that it was really a one-time desperate move. Right now, it doesn't seem that way. If ArmA gets fixed (properly), I might consider getting expansions and future versions, but before that, it's a guaranteed no.
  7. xxbbcc

    AT soldiers....

    I added a bug tracker entry for this, you can vote for having this fixed: http://bugs.armed-assault.net/view.php?id=2707
  8. xxbbcc

    AT soldiers....

    Am I the only one annoyed by the fact that AT soldiers (AI) don't go prone but kneel down after receiveing a go prone order? They get shot very quickly because of this - they should mostly be lying on the ground and get up only for shooting.
  9. xxbbcc

    AT soldiers....

    Hmm, that might work, I haven't tried that. The problem with it is that it kind of makes AT soldiers useless - now I have to give them explicit orders to target & fire. It'd be a lot better if they simply preferred to use their rifles and not ready the M136 when not actually fighting armor. This way they could go prone like others in the team.
  10. xxbbcc

    Polarized opinions about Armed Assault

    Friendly AI is next to worthless - it's actually more of a hindrance than anything else right now. They were not a whole lot better in OFP, but at least they didn't get stuck on pretty much everything (including empty space.) I've yet to see a mission without AI soldiers walking through pretty much anything. I also got shot several times through concrete/brick buildings, even in 1.08. You can give ArmA a try, but be prepared for a potentially very frustrating experience. As I wrote in the disappointment thread, I cannot get myself anymore to play ArmA, I just went back to OFP. Maybe if the problems will be fixed in next few years, I'll give it another try.
  11. xxbbcc

    ArmA is just ... disappointing

    I reached a point where I cannot get myself to play ArmA anymore. This game is so frustrating on every level that it gives me the shivers when I think of playing it. I simply went back to Flashpoint and avoid clicking the ArmA icon.
  12. xxbbcc

    Evolution - Single Player

    I'd say put in 3 of those eastern supply trucks, so that the player doesn't have to drive through the whole island for ammo. Would the airport base repair eastern vehicles as well? (I haven't tried it yet.)
  13. xxbbcc

    Evolution - Single Player

    I'll try it tonight without the addon and see if it's better. The thing is, it almost always worked for clearing two cities in a row. Then I had the problem but I don't have any more details, because when I ht the problem, I always restarted with city codes, so over several releases I was able to clear South Sahrani. But in one run (from starting the mission, entering codes (for all cities I cleared in previous runs) and playing until I got the error) I was never able to clear more than 2 cities.
  14. xxbbcc

    Evolution - Single Player

    I only have the ModWarSound addon installed and I got the error with every mission version so far. I don't know how addons work in ArmA, but I think it's safe to say that this one doesn't save anything in the save game (because I can reload the same save game without the addon), so it's hard to see, how this one would break the mission. I'll give it a try tonight, though and let you know.
  15. xxbbcc

    Evolution - Single Player

    Well, since I played for hours, it's very hard to try to reproduce it. In general, I haven't played any side missions yet, just recruited 7 soldiers and started taking over each city. I started this run by entering the colonel code, then codes for the following cities: Paraiso, Corazol, Somato, Cayo and Dolores. I then packed a truck with a lot of equipment, loaded my 7 men and headed out to take over other cities. In this particular run, I took over Ortego and Obregon, by eliminating almost every enemy unit in these cities. No POWs were captured (shot them on sight) and I haven't gone back to the main camp. At Ortego, I refilled my supplies at the small camp and then headed for Obregon. When Obregon was clear, I went back to Corazol to pick up a tank (refilled supplies at the harbor base) and left for Bagango. At both Ortegon and Obregon, I shot down the enemy KA several times (10+.) When I could, I shot enemy armored vehicles, so that the crew leaves and then I used the vehicle for my purposes. Noticed, that most enemy armor has no ammo when I jump in. Nothing during the game showed any hints of problems, but when I reached Bagango, I immediately got the error. And based on other posts, I'm not the only one. As I said, it seems to me that clearing two cities in a row triggers the problem. One other (minor) problem that I noticed (not sure if it's even related): the friendly spy plane shows on the map in a completely different position from its white circle.
  16. xxbbcc

    Evolution - Single Player

    Kronzky, I ran into the "city clear" problem with 0.14. (I just saw that 0.14.1 is up.) I uploaded a save game to show the problem here. To see the problem, just drive the tank forward ~10m - the mission will display the city clear message. If you go to the map (before triggering the problem), you'll see one of the shilkas in the city, but it's blue, not red. I also noticed (not sure how important/accurate it is), that the problem seems to come after clearing two cities in a row. It seems to me that I always encountered the problem that way, but I'm not 100% sure. And a few feature requests for future versions: * Can you add wandering enemy groups to the map? A few enemy groups would be nice, since the whole map is empty, aside from the generated missions and the cities. * It'd be nice to have some civilians around, so that all the town are not like ghost towns - they could drive around in cars/buses, use some trucks, etc. I don't know how much strain this'd put on the savegame, though. * Additional mission type ideas: guard base/factory against infantry/spec ops/tanks; escort convoy (between cleared cities; get ambushed); assasinate target (in heavily guarded area); repel enemy attack on cleared city.
  17. xxbbcc

    Is the horrible vehicle steering optional?  UGH!

    Because in RL you use your feet to accelerate? Driving cars in ArmA is pretty bad, though. The OFP way was much better. (For all practical purposes, in ArmA it's broken.)
  18. xxbbcc

    Evolution - Single Player

    Nope, I tried it, too, same results. Now I, too, use only ModWarSound.
  19. xxbbcc

    Evolution - Single Player

    That's possible, I haven't tried it. It doesn't matter for me, I'm already colonel, so I have access to mostly anything (I guess.) And in the beginning I didn't care about the missions, I just started cleaning the cities - that was a lot of fun (and a lot of getting shot, too. )
  20. xxbbcc

    Evolution - Single Player

    As a suggestion, it'd probably be nice to have a transport at the beginning - as a private, it's very hard to get to some missions, because they're sometimes generated very far away (and across several hostile cities.) It's not a problem for me, but it did happen a few times that the mission was generated in the north parts of Sahrani, when Corazol was still not clear and I only had access to trucks. There was no way to make it on time. As a possible solution, you can probably see if the player has access to North Sahrani and if no, generate missions only in the south.
  21. xxbbcc

    TrueView v1.0

    It doesn't seem to be the case - I run everything on Normal and enemy soldiers between 200-500m are not visible on the default zoom level. It's hard to say the exact distance, though, as I noticed that the friendly AIs very frequently report completely bogus distances on enemy units they detect. So what I thought was 200m may have been closer to 500. But with the TrueView addon (for the short time I used it) I ran into problems, where in normal view (non-zoomed) enemy units were not on the screen (but they saw me and shot me with 1-3 shots.) The default weapon views (where the weapon zooms in somewhat when you lift it), I saw the same enemy units and were able to shoot back. (Not that it matters - I still got shot... ) BTW, what you say about the rendering not being resolution dependent cannot possibly be true. It may be true that units are cut off at a specific distance, but what ends up on the sceen IS dependent on the resolution - the higher the resolution, the more detail can be rendered. (A single pixel represents less and less distance as you go higher with the resolution.) So it's very much possible (it's a fact) that units are not rendered, even though they might be within the cutoff distance: if the unit size is less than a single pixel, it won't be shown on the screen. That's what I saw on my machine: the width of the enemy soldiers was less than a pixel on the normal zoom level (even though the height was 4-5 pixels), so they were not shown. When I zoomed in, they immediately appeared.
  22. xxbbcc

    Evolution - Single Player

    I noticed too, that the KA-50s hover in one place for extended periods of time. In 0.13 I don't seem to have the "city cleared" problem, but I'm not really into choppers and planes, so I haven't tried flying over a city. Entering on foot seems to be ok, but I'll do some more playing. Good work, Kronzky! Edit: can you please add some notification that a friendly AI died? On several occasions I saved over a savegame because I didn't realize that one of my men has been shot. The rest don't say anything (no 'Oh no, 4 is down' ), because the dead soldier is immediately removed.
  23. xxbbcc

    Dynamic War

    Kroky, I did, but I don't think that's a solution, it's more like a bug-turned-lucky (you yourself said "it was very strange.) I don't think it's fun to spend 3+ hours driving around on an empty island to hunt down some enemies (I don't even know if I'm looking for a single one or an entire squad or even several of them.) On this mission I ran into a problem with ammo: the default loadout might be good for the patrol missions, but it's not enough for the terrorist base: all my men (including me, too) ran out of ammo. I can try to be very conservative but the friendly AI won't and they loose ammo at a high rate. Fortunately I started using the trucks instead of helicopter insertion (no cutscene ), so I had some extra 30rd Stranag-s, but otherwise I would've failed the mission, because it would've been impossible to gather any enemy weapons - they were too far away. This mission really needs more resupply options, because right now the only way is to go back to the base. It's a nice mission, but it'd make it a lot better if these things were ironed out. I also have a request, that I forgot to mention in my previous post (but I believe someone already did): let's get rid of the in-game cutscenes. They look nice for the first few times, but quicly become tiring to watch them over and over again. I mostly prefer not to have any cutscenes in a mission (unless I can immediately save right after so I don't have to watch it again.) From what MrN wrote I assume that they're not there in veteran mode and in cadet mode they feel like a punishment. (I haven't tried veteran mode yet, since the enemy AI still shoots with perfect accuracy from 500m+ - I really don't need more of that. I already gave up on tweaking it, doesn't seem to change much.)
  24. xxbbcc

    Dynamic War

    MrN, Thanks for the updates, I like the changes that you made. I do have a problem with the terrorist base mission: I cleaned up the entire neighbourhood where the mission marker was, but the mission still doesn't end - I ran around quite a bit, but I don't seem to find more enemies. I upoaded the save game here, if you want to see if it's a bug (maybe I messed up something?): Link HTH, xxbbcc PS: I used the ModWarSound and TrueView addons when playing, you might need those to open the file.
  25. xxbbcc

    TrueView v1.0

    I really like the ability to look around in vehicles, etc., but the zoom changes to the weapons finally made me to get rid of this one. The problem is, that at 1024x768, enemies at 200m+ are not rendered on the screen (not even a single pixel) at the normal zoom level, so using this addon made all weapons useless against anything that's not very close by. Thanks for making it - can you release a version without the weapon-related changes?
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