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zaphar

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Everything posted by zaphar

  1. zaphar

    RKG-3

    Hi, I've been reading up on how to make add-ons for ArmA for the past couple of days and I've finally decided to start one, the Russian produced RKG-3 and have the general shape of the grenade, but I want to find out if this weapon is even possible to simulate in ArmA before I continue to work on it. I've noticed that the other grenades in ArmA do not function as they would in real life; the grenades stay perfectly vertical and the pins/spoons are still attached to the models. I am not very familiar with the engine/scripting limitations of ArmA, so I want to know if it is possible to: -animate the grenade deploying it's drogue -simulate the pitch of the grenade in flight From what I've seen so far, I would just use the normal HandGrenade class (since this grenade detonates on impact) but I am not sure about the two things mentioned above. If all this is possible, I'm going to keep working on it. Thanks in advance for any help/suggestions.
  2. zaphar

    FFUR 2007

    The problem I have is that I can just barely make out the enemy soldiers in the 300-400 (they are really small even with zoom button held down) and if they're lying down, it is nearly impossible to hit them. I have a lot of trouble using the weapons with iron sights because I can barely see the enemy, yet they have extremely good accuracy at these ranges. I'm not sure how you go about changing these things, but it wouldn't be bad to have the AI be able to see out to 400, but not engage until within 300m range, or if shot at.
  3. zaphar

    FFUR 2006 2.5 ... Full Pack

    Try checking you have the latest version of Nature Pack 3.0 i beleive there was a problem like that but was fixed later on. I cant say i ever experienced rockets hiting me but i couldnt shoot throuh them and now thats fixed. So maybe could fix your problem too. If not there is the Nogova vegetation replcement. IIRC it was done by WGL - think Q released it. What it does is replace the current trees with vegetation from Nogova. And with Berghoffs Nogova texture replacement (relaces textures on nogova trees) you can get a nice vegetation pack. I'm using modern_aec030906.exe which I believe to be the most up to date. In this version, the trees seem to change shape a little too much, it is really noticeable, which sounds like a problem in the previous version. Is this the most up to date pack?
  4. zaphar

    FFUR 2006 2.5 ... Full Pack

    Ok, maybe the >300m first shot kills is still a problem, but it looks like that's being taken care of. Are the satchels going to still have the ticking sound?
  5. zaphar

    FFUR 2006 2.5 ... Full Pack

    say, is there a different tree/vegetation replacement pack I can use with FFUR? I'm finding the collision detection of the Berghoff bushes trees to be extremely annoying... I'll stand about a meter to the side of the bush and the AT4 will blow up in my face. And if I'm hiding behind a bush, I have to run into the open to shoot back or else I'll end up hitting an invisible part of the bush
  6. zaphar

    FFUR 2006 2.5 ... Full Pack

    Awesome mod, I'm not a particular fan of ACU, but the ACU units in this mod are awesome and they don't stand out which is good. On a side note, the AI settings are just right, you don't have to worry about >300m first shot kills from the average soldier. I've started playing the original campaign again, and it is a lot of fun with this mod, keep up the good work.
  7. zaphar

    FFUR 2006 2.0 Total conversion pack

    I'm in total agreement with this, the ACU pattern does not work in woodland. The army claims it to be universal but, it is hardly that. The only places where the ACU pattern works is in urban, rocky, sandy areas. All the army personel I've seen walking around in them stand out like a sore thumb in front of any green vegitation. If you ask me, I think the marines have it down.
  8. zaphar

    FFUR 2006 2.0 Total conversion pack

    I had this same problem, I had almost no heath left, got into a truck and started driving, when I got out, I was dead, but I wasn't really... I could use the action menu and the mission didn't end. One other thing I noticed was the laser specOp guy had the laser floating above his head. Any chance of getting the C4 clicking to stop Anyway, I'm loving this mod, it's exquisite.
  9. zaphar

    FFUR - Huge Release !!

    When you release the new version of FFUR, you should put it up on Bittorrent, it's the best way to distribute large files to a large number of people.
  10. zaphar

    FFUR - Huge Release !!

    I couldn't agree more... I remember when metal of honor, day of defeat, battlefield 1942, ET/Wolf, ... came out all around the same time. I don't think I ever want to play another WW2 game again. Just thinking of playing one gives me a bad taste in my mouth
  11. zaphar

    Operation Flashpoint: secrets and oddities

    Well... change date on your PC to December 24 and fly over Everon. You can't miss them. There is plenty of them I remember seeing these the first time and thought they were a mod of somesort, I didn't realize they were built into the game, pretty cool if you ask me.
  12. zaphar

    Nuclear bomb mod

    Hmm, I'm not sure then
  13. zaphar

    military photography

    Are you talking about the "Thor missile system" IIRC? If so, I saw that too, pretty amazing weapon system.
  14. zaphar

    military photography

    It's Ukraine, I didn't know what it was at first, but for some reason I thought Ukraine. Ok, I take that back, Ukraine's flag doesn't have the white stripe on top, so I'm not sure. I can't find it anywhere, my guess would be Air Force, since the Russian Air Forces flag has both of the yellow and blue in it, but this is merely a guess.
  15. zaphar

    Streams and Rivers

    If they have elevated water, then you should be able to have rivers. The problem I see with them programming true rivers would be dealing with changes in elevation. For example, making a river that stays at the same elevation is easy, however, when you have rivers that travel down slopes and stuff, you have a whole new set of problems to deal with when programming. I think our best bet for ArmA is water a different elevations, but you can probably make some pretty decent rivers with these. What would be really cool is MOD makers could make water locks so you could move boats from one elevation to another. This would be unlikely though since you would have to somehow have moving water or the ability to change the elevation of a single water tile. Just keep in mind, "Right now, it is rather unlikely that rivers will find their way into Armed Assault."
  16. zaphar

    Armed Assault Video E3 Presentation

    The dying animations looked really good IMHO.
  17. zaphar

    Armed Assault Video E3 Presentation

    I thought the cosmonaught was pretty funny too. I loved how the player shot the first guy and then the second rocketed into the sky
  18. zaphar

    Nuclear bomb mod

    oh, found it, well I think this is the one: http://opflashpoint1985.iespana.es/opflash....ud.html It would be awesome if the shockwave from this one was added to the scud mentioned in a few posts above (which is better than the other nuclear scud that I mentioned in my other post).
  19. zaphar

    Nuclear bomb mod

    I think I remember that one, did it have a brdm that you drive around in and took place on nogova? It had the best shockwave IMHO, but the actually mushroom cloud sucked. I kind of wish that someone would take the shockwave from that nuke and combine it with this mushroom cloud from another nuke that was made. It would be nice for CTIs that drag on for too long
  20. I never thought about that, you make a good point. OFP to ArmA is like UT to UT2003, well except OFP and ArmA are much better
  21. zaphar

    German GameStar slaps Armed Assault

    You hit the nail right on the head, Crytek's and OFP's engines are completely different. Crytek's engine is too detailed to handle a map the size of those used in OFP, the reason being that you cannot have both at this point in time. It's a trade off, one or the other. If you want a super detailed map then you won't be able to have a big map. This is the reason why we have never seen such a game. If farcry were to have the same number of models on the screen as OFP it would be a lagfest. I'm rather biased against game reviews since they are so superficial. I've seen games get good reviews and I think they're crap. Anyway, I bet most of the reviewers don't know shit about programming or the fact that game programmers have limited resources to work with. Game programming is one, if not the, hardest programming jobs out there, along with some other things.
  22. zaphar

    Armed Assault Video E3 Presentation

    I agree when you're talkin' about unscripted AI. the only problem I have with the AI is when they ignore things, like when they see an enemy but ignore them, that's where I see the problem.
  23. zaphar

    Armed Assault Video E3 Presentation

    sounds like fun to me
  24. zaphar

    Armed Assault Video E3 Presentation

    Rivers? Not watched it all yet but I only saw inlets, nothing on a gradient. One observation/complaint is that the transition between different animations can be a little too quick. They could be a little slower/smoother. When going from standing to prone I would agree, however, I think that going from standing to kneeling should be fast. I base my opinion on doing it in real life. If you get up from your chair, into a standing position and drop to one knee, it takes about half a second. From going from standing to prone, it takes the half second to get in a kneeling position, and then like 1.5 - 2 seconds to lie down, if wearing gear, probably closer to 2. Getting up however might take longer, as it requires more work. So I would say .5 seconds for standing/kneeling, 2.5 seconds to go standing/prone, 3 seconds prone/standing. Maybe they could make it slower if you're breathing hard? One of my biggest gripes about the AI in OFP is when they see you and then try to go to prone. This is one thing I've noticed about the AI that makes them easy to kill, since it gives you more time to react to them. There have been numerous times where I've been surprised by an AI around a corner but manage to kill him, because of this. It may be a better to have the AI go to prone at far away distances, like 200m, and then for all distances under that, have the AI just shoot back as fast as possible, like human players do. I have noticed in OFP that the AI are good at fighting from distances, but suck when in CQC conditions. It sometimes seems like the AI have delayed reactions in CQC, the top priority of the AI should be to shoot any targets that are very close, that means, don't look at the enemy that is 50m up the road and run at him, it means, you see the enemy up the road from you shoot at him until he's dead or out of view then continue whatever action you were last doing. This would be done for everything <150-200m since, beyond that distance it is probably better to get cover and then start shooting. The AI in the video looked pretty good except for how they reacted to the tank. In real life, I think most soldiers would run like hell and try to hide if a tank was heading down the road towards them, the reason being that a normal soldier is completely ineffective against a tank unless he has some type of AT weapon. Maybe the best option for non AT units would to have them hide on the other side of an object and have them keep adjusting their position to keep the than on the other side of what their hiding behind. I find it kind of odd when AI run in circles around a tank. One thing that might be useful for the AI would be to hide on the other side of an object when they can't see what's shooting at them. This would be done in "aware mode" The first shot would alert them, the second shot would allow them to figure out what direction they're being shot at from, and all successive shots would allow them to close in on you if they're advancing. I'm not sure how difficult it would be to program this into the game but it seems like it would help out. As for AI taking cover, they could use the knowledge of where they're getting shot at from and the code in OFP for the "find cover" command. That way they find the closest object and place the object between it and the enemy. If the AI can't see anything, have it either shift to one side or the other, or have the AI go to kneel quickly, just to see if it can see anything, if not, move to the next closest thing. This is just one thing that I can think of that might make the AI less likely to go running through the middle of a field.
  25. I know some mods have changed the recoil value of most weapons in the game, but I'm not sure about ballistics, because the only thing you would notice from such improvements would be a decrease in performance. As far as I know, it doesn't really seem practical for OFP at this point, since (I think) no penetration value exist. For example, in OFP if you shoot the edge of a building, the bullet is stopped, period. In real life, if you were to shoot up a normal wood+sheet rock house with an M240, you would definitely @#$% anyone up inside that's not hiding behind something thick made out of brick, concrete, or metal. Unarmored cars are also deathtraps, if you're driving an unarmored HMMWV or UAZ, 7.62 rounds will pass right through the passenger compartment. You know when cops use their car doors for protection, it does not stop bullets, there are many myths as to what is good "cover" some of that can be seen here: http://www.theboxotruth.com/ The only game I've seen that has ballistics, is counter strike, but that's because it's programmed into the game engine, I'm pretty sure OFP doesn't have that. ArmA might, but I'm not sure.
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