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Amoki

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About Amoki

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  1. The Australasian distributor of ARMA 2 is All Interactive, who is the Oceania region distributor on behalf of 505 Games. They took over distribution rights from Red Ant Interprise when the latter went into receivership last year. New Zealand's ARMA 2 release has just got delayed till 20th of August.
  2. Amoki

    Satchel Charge - Dolores

    Generic mission guide for the Dolores bridge mission:  You are supposed to put the charges underneaeth the supporting beams of the bridges. You have to swim to get there, and you have to deploy the charges while you are swimming), then follow the shore line to your right, move until you can't see the tanks, that move to the nearest building and find the weapon cache. (You will end up at the left flank  of the armoured column)  During this, your officer will tell you to hold fire, and will give you the code "flash-flash-flash" at which point the auto-save will kick-in. Then you choose "blow satchel up" from your option menu (middle mouse button by default). If you move out of range (I believe the "safe" zone is on the far side of Dolores, where the artilleries are) you can't detonate the charges. Satchel charges have a set range which you can remotely detonate them.
  3. Amoki

    Poor mission scripting

    Have you consider that no one thought about idiot-proofing that mission because... no one really thought that killing all the SLAgs in that convoy is THAT difficult? Seriously. You either get tunneled vision a lot, or you're downright a baaad shot.
  4. Amoki

    Poor mission scripting

    Truth be told I don't know why people are having such a hard time with the first mission. Yeah, sure it does take a fair bit of trial and error - but once you found the sweet-spot (on top of the one of the gravel pits), usually the enemies come at you one direction at a time. On my second go at RF I actually manage to get everyone out intact by the end of the mission (ending look more bad-ass if you've got everyone from your original team alive) - and if you keep them alive in the first mission you'll keep them alive for the rest of the campaign. That said, in general even in QG ArmA's team AI can be very frustrating at times. The TV station mission actually took a fair bit of trial and error to put the AI at the right place, facing the right direction since there is no way you can defend the place yourself in typical ArmA fashion. Be sure to let the prince die btw - you'll unlock the other ending. Â
  5. Amoki

    Poor mission scripting

    Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side.  No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs. That's because you have to be a uber-crap shot to not to nail all of those SLAgs in that mission... seriously, SPR and 300-400m engagement range = bliss, and how someone can manage to get pass you is really hard to understand. I have to admit that I let them pass me to close range just becouse I am so bad shooter with sniper rifle, I need 3 rounds burst atleast or preferably machinegun. I was hiding in the bushes and nailed them all in close range, but meanwhile they managed to sneak past me and kill my driver. I need more practise with sniping. Becouse my sniping skills aren't very good I used Jeep with machinegun in mission where you have to snipe high rank officer inside hotel, I just shooted his car and nailed everybody in the hotel with machinegun which was hidden behind trees on top of the mountain Not meaning to be nasty, but... eh... you need to learn to RTFB. For that sniper mission you are told to go on top of the water tower. With scenic views like that, you usually just need the first 3 shot to get the zero "right", and then it's a matter of just picking off the poor SLAgs. Heck, if you are quick, you can even nail 3-4 of them while they're still mounted on the truck, poor bastards. Â
  6. Yup. See whether the following make sense: The RACS/King Joseph The Liberator used the chaos of war to kill civvies from Cayo/Tiberia/etc. who had shown rebellious streak to the Kingdom in the pass. Before the war because there was a US presence he can't really do as he please. Even afterwards, the US forces didn't exactly know what had happened (they pushed too fast and left RACS to secure the flanks... with refugees from Cayo, Tiberia etc. butchered in the end if you read behind the lines in the AAN newscast) The US version of the ending does try to explain away the second-to-last mission, but it doesn't change the plot. Bottom line, the RACS-Civi thing is just an oppurtunistic thing, not a real cause of war. The SLA has planned to invade the South but not necessarily due to humanitarian intervention. President Richadarz had been planning to invade the South for 2 years and nearly suceeded and used Rahmadi Island and Porto as a fallback just in case things go sour. Â If he had delayed the invasion for 2 weeks to 1 month, the Southern Kingdom could have been easily routed (The Intro has it that US troops were already beginning to leave Sahrani). International help esp. from the US would not have mattered much - The US nearly lost the airport at Parioso and the amphibious flank which was the lynchpin of the SLA campaign (The RACS amphibious defence was utterly over-ran) and that's with US forces still present. The QC and RC plot tied up everything nicely actually.
  7. Amoki

    Poor mission scripting

    The mission was to blow up the bridge, not kill all the tanks. Tank killing is optional (and fun! but if you choose to take the boat underneath the third bridge back to base, you can. You can choose not to kill the tanks, but you cannot choose not to blow up the bridge.
  8. Amoki

    Poor mission scripting

    Again, mission failed because you didn´t fulfill the mission requirenments. That´s not poor scripting, but poor aiming on your side.  No, he's right about that. Such a simplistic mission should come with a plan B escape if the hummer is ambushed. CWC was full of plan Bs. That's because you have to be a uber-crap shot to not to nail all of those SLAgs in that mission... seriously, SPR and 300-400m engagement range = bliss, and how someone can manage to get pass you is really hard to understand.
  9. Amoki

    Poor mission scripting

    While the team leader AI can die, you probably haven't try sitting on top of the gravel pit have you? Where you can have near 360* coverage of the battle area, and shoot everything that moves? And what do you mean by you being able to get QG for free? the only way I can think off is... via illegal download.
  10. Amoki

    Poor mission scripting

    That's because you didn't take a close look at your briefing while in the vehicle did you? You are supposed to place satchel charges underneath the bridge, and then pick up an arms cache nearby which has more than enough ammo for John Rambo to use. (Arms Cache is to your very far right. You follow the beach line after you place the satchels, then when you no longer see the bridge walk straight up to coast and look around. You'll see a arms cache at a spot which allows you to see the end of the bridge where the tanks are moving to) Eh, what? You are suppose to go back to base to support the defence for the Dolores bridge mission, and then you'll get a call to retreat. And how can you trigger the scripts when you don't fulfill the mission conditions? With the exception of one of the single player mission (Commander?, but even that was fixed with the 1.08 patch), I played ArmA twice without any scripting drama that you describe. Really, have you patched your game? Slightly better story than ArmA in general yes, but better scripting... I dunno. I don't have much problems with the ArmA campaign to start with, but that's just me.
  11. QG wasn't all that bad, campaign missions were much better and more "involved" than ArmA SP campaign. Would be better if there's a bit more missions though, and sometimes bugs still get in the way (e.g. AI wouldn't fire flares in the prison-rescue mission) . The free-form ending in Royal Flush was a VERY nice-touch, coming close to the OFP: Resistance there. (referring to the part where you choose to let the prince die and then have to fight your way to the airport. That was freakin' awesome ) If anyone has issues playing the first mission in Royal Flush (Rescue mission), just "camp" on top of the piles of rocks, which will give you pretty good view to the surrounding. The enemies come to you one direction at a time and I had no problem getting all my team-mates out alive once I got the hang of it. In fact the "good" ending was pretty bad-ass if you kept everyone alive.
  12. BTW - is it just me, or does the SPR become VERY inaccurate/lose its zero when you deplete the standard 20 round mag and use the 30 round M4 SD mags? It happened to me this one time when a SLAg came my way with a AK-74 after I finished all my ammo during the assault on the camp. I think it didn't notice me, but it just keep coming straight at me and it was pretty frustrating to have the crosshair on him but not hits coming anyway near him. The SD rounds were just going all over the place (1.08 patch btw). Lucky thing the M9SD is very accurate and there's the ';' key that you can use to instantly switch to a sidearm Â
  13. I had the same issue a while ago, but I noticed there's tire/brake tracks on the road that you could follow
  14. Spoilers... 1) You can do this mission by using MP5SD6 and the M4 ACOG 2) Start by stripping the satchel charges off the AI teammates. You'll need 2. Optional:  Put your M4 ACOG on the beach and switch to MP5SD (you'll need the ACOG later) You can use the M4 SD from your teammates. 3) run along the beach, through the bushes and plant the first Satchel charges on the tank without firing any shot. (Kill any SlAgs and you risk blowing the mission by alerting the enemy) 4) Plant the second satchel at the Shilka nearby (around the camp area). Use command overview to scan for enemy 5) crawl/walk back to the beach, walk back to the boat, arm yourself up with rockets and/or M4 mags. 6) Engage the two targets near the UAZ AGS and Bunker using the MP5SD or if you feel lucky the M9SD (will work all the same). You need to take them up in rapid succession without raising any alarm. Hide the body once you finish. (I find that it helps delay the enemy alarm if no one saw the dead) IF you mess up here, save because situation is still salvegeable. You will need to blow the satchel if the T-80 is looking at your direction. 7) Dump rockets here and M4 Mags here, then crawl back to grab the M4 ACOG. You may or may not encounter a second patrol that will come near the bunker. 8) Save here, then use your M136 to take out the other shilka on the beach. Hells break loose. Hunker down in the bunker. 9) Detonate satchels, call in attack. 10) Use M4 ACOG to snipe AGS, MG and spotlight at the beach. If SLAgs come close, use pop-up technique to take them up. (3rd person view prone, then pop-up). The grenade launchers from the boats should mop up the other targets easy. You can choose to call your teammaters to support you, or even go on the AGS to shell the SLAgs yourself. It's not a bad mission once you figure out what to do  Too bad you can't see the AAR and chuckle at your own ridiculously high kill count though.
  15. Not sure how to describe the problem actually, so I attach the screenshot. [im]http://img231.imageshack.us/img231/3848/bug3um.gif[/img]>100kb The models look queer I bought the discs off auction, and I am extremely confident they are genuine. I have CWC on 1 disc and Resistance for another. Resistance works fine (in fact, I've finished playing it twice) and works flawlessly, but I only found out about ths queer model problem. CWC is not in any way hacked, nor the copy tampered with: I deliberately uninstalled my programme and reinstall it again, and when I deliberately enter the wrong CD keys the programme will refuse to install. FADE? (The last patch I've applied is from Codemaster, to 1.96 final) (I have another copy of CWC that is published by Atari in the Australasian area before I got the two discs, I believe it's a deal with Codemaster with Atari, and apparently FADE is removed because you no longer need a CD to play that particular version. I do not have any hardware problem on this copy. The copy I have problems with, however, is one that is another seperate copy installed sommewhere else)
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