bigshot
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Everything posted by bigshot
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What will happen to Stratis after the Alpha / Beta?
bigshot replied to TEAMKILLER's topic in ARMA 3 - GENERAL
meh, im not impressed by Stratis at all...it's got absolutely no diversification to speak of, which for mission making is really bad since one mission will likely feel very similar to another...playing a mission on 1 side of the island is the same as playing a mission on the opposite side...this means that this piece of terrain is going to get old VERY fast. In fact im already bored with the area and probably won't use it much by the time the larger island is released. To me it's just a giant grassy rock jutting out above the sea. No flat areas or grassy meadows, no streams, no cities...nuttin! lol ...I'd prefer playing on an updated Sahrani...even just southerm Sahrani has tons more to offer. -
unless you are a woman (or are suffering from serious social issues) why would you care about such a thing?...I mean, are you a cross dresser or what?...sorry< i can totally understand women players asking for this absolutely...but I doubt there are more than 10 women worldwide who would consider themselves Arma/OFP fans. This is a game that's based 100% on killing, dying and survival...period...and adding women models just doesnt add or take away from that so I suppose I could care less either way.
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+1 for bottom center... sounds good to me.
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BIS Please ---> Give us a difficulty slider for PRECISION
bigshot posted a topic in ARMA 3 - BETA DISCUSSION
for the love of g-d...how many years has this been requested already, please just do it or at least offer a response as to why you have refused and insist on forcing us to play against AI precision that YOU decide is best suited for us all? For the last few years with each patch the AI accuracy keeps getting increased to the point now where im getting sniped by machine gunners at over 500m. REALLY?...is this enjoyable for mainstreamers, REALLY?? I've been with you since 2001 with your first demo of OFP and I can honestly say that for me AND the folks who I play with that absolutely NO, it is not fun for the average player...It's gotten to the point where I cant even send my friends a new mission for us to play together anymore without them loading up their LostKey mod because the enemy AI is so precise its simply no fun. I understand that there are a few hundred hard core military junkies who play a million hours but for average players I really think it's time we get our precision slider in the menu's (for arma2 as well where the skill is actually broken, as it seems to be in arma3 now as well...i turn skill down to .3 and still getting hit by rapid fire bots at WELL OVER 500m...and im stuck firing at slow arse rates due to recoil which doesnt effect bots nearly as much as humans). I don't mind things being broken in an alpha....but this has been asked for now for a matter of YEARS already. Thanks for listening (ahem). -
BIS Please ---> Give us a difficulty slider for PRECISION
bigshot replied to bigshot's topic in ARMA 3 - BETA DISCUSSION
Big - dunno if you realize this or not but in arma2 (and probably arma3 as well but not certain) adjusting precision in your config file no longer has any effect since BIS changed the value to be auto-calculated...its been this way for about a year now in arma2...and its been horribly difficult to make balanced missions that my friends can really get into. -
How to add chem lights to unit inventory in editor?
bigshot replied to mr_lahey's topic in ARMA 3 - MISSION EDITING & SCRIPTING
doesnt seem to work...the code puts it into your inventory (i think in your vest) just fine...but I cant figure out how to move the chemlight out of the vest and into a usable slot...when i try to drag it it wont drop into a slot and therefore it cant be used...can anyone confirm this? -
[MP][TVT/COOP] Total Conquest for Arma III
bigshot replied to tvig0r0us's topic in ARMA 3 - USER MISSIONS
tvig0r0us - a Million Thanks for getting this out so fast! ...any chance of making the solider selction text indicate which type of solider it is rather than indicating it's class name? This would make it easier to pick what we want. ---------- Post added at 10:37 ---------- Previous post was at 10:32 ---------- why not just unpack the mission and set the params that way for now?...that's what I did.- 303 replies
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Yes this a severe issue with v.50...happens to me all the time...never used to happen to me in .48 In fact once it starts occurring it never stops for the remainder of the mission...had to play 2 hours the other day and the revive with AI never worked.
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Dynamic-AI-Creator (DAC) V3.0 released
bigshot replied to silola's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Does anyone know how to get all units within a zone to STAY inside that zone, especially when there is fighting going on 500m+ away? I have 2 zones set up where I need the units to stay within the zone at least until they are engaged by enemy...but what happens is they always end up leaving the zone due to fire fights happening over 500m away. How can i get them to stay in place if I need to? **EDIT - nevermind, I got it figured out -
You know...in a way I feel kinda bad for some of the 3rd party developers who get nothing at all in their pockets. I mean nothing against Bohemia here, but they at least get paid with every sale of the game and are making a full time living at it for the last 12+ years. To my way of thinking, if it wasn't for our beloved 3rd party developers the Flashpoint/Arma franchise probably would have died before Arma1 ever came to market. With addons/mods such as CTI/Warfare, AcE, EVo, CAA1, Mando's, CBA, sound mods, effects mods, new & old island addons, and lets not forget about the amazing work of DAC 3.0 and Kronzky's Urban Patrol Script...and the list goes on and on... Without some of these addons most of the missions I've made would not have been possible...and I sincerely believe that without all these folks and their hard work we would all have nothing today but alot of garbage shelved games that you get tired of after a few weeks. it would be nice if there were some sort of organization setup with a pool fund of sorts for these guys...or perhaps we could simply contribute/donate to individuals we choose, but I feel a pool fund so all get a share is a better idea.
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Would be nice to get rid of released patches where 80% of it's content still doesn't address major issues hanging around since 2001....always been a fan but after 12 years its still a game which is difficult to recommend to others who value your opinion.
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Community interest in Rearmed for ArmA 3 (integration of A2 and OA content with A3)
bigshot replied to OMAC's topic in ARMA 3 - GENERAL
What you are talking about here already exists...the "CAA1" addon already brings Arma1 content/islands into Arma2. So perhaps after Arma3 is released someone will pick up where CAA1 left off? -
well, all who purchase anything from BIS are supporting them...BUT, for someone wanting to make a donation then I'd say yes the SE edition is a nice choice.
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Personally, I don't see any real value in purchasing either the DDE or SE bundles...why?, the only 2 things i might have interest in is the Tactical Guide and the DLC (both of which there is zero information about to really know what I am going to be paying for upfront and whether or not im really going to want it/like it), but the pricing structure seems to offer no advantage in pre purchasing anyway, or at least it would seem so. If you're new to the franchise and want to play the older games being given to you with those bundles then fine, theres more value....or if you plan on gifting old games away. As for paying for a digital soundtrack...why would anyone want this as long as its already in the game anyway?....and paying for a PDF of the game maps is only for the most hardcore or those who hang posters...but in any case isn't worth an extra $15+ dollars to me. For me, as it stands, the only package that makes any sense is the "bare bones" ALPHA bundle in this case. I can pick and choose which DLC I really want and still save plenty of cash over the SE bundle I'm sure. Just my own thought and feelings about it.
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im liking this alot for times when i have less than an hour to play and want some quick instant action! Really appreciate the way you added all the different DLC factions as a param choice...suits me perfect when im in the mood for some BAF. ...will be waiting for the Lingor port :-) Thanks again for this
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Nevermind Meucke about the respawn issue, you were 100% correct about it needing to run on a dedicated server...all is fine now. PS - nevermind regarding service trucks at towns (figured out it had to with town upgrades in the Params, which arent labelled correctly btw why "town groups"?) ahh, thanks for info about the red circles, heh! hope i didnt waste too much of your time...your help was much appreciated!
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Anyone know where I can find the .pbo file so I can edit this default warfare mission?...I haven't noticed it in any of the usual places. Thanks
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Thanks Muecke...I tried it and it works!....much appreciated :-) When it comes to the respawning, however, Ive been having an issue: - after awhile the mission will not respawn you at the place chosen in the respawn menu and will only respawn you at a fixed point in your BASE, regardless of what you choose on the respawn menu. Even if you choose a Base factory such as Barracks it will spawn you wherever it wants, but not barracks. This has been occurring before I added the coding you suggested btw. As I said, at mission start it seems to work fine, but at some point it begins ignoring your spawn choices and just spawns you at some fixed point in Base. Have you noticed this behavior at all? I'm running it on local LAN, not dedicated. BTW - been meaning to ask...what is meant of the huge red circle that shows up on the map after playing for awhile?...also been wondering about why service trucks will sometimes spawn at taken towns, but sometimes not? Thanks again, been really enjoying this!
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yes, that's what I've been doing after respawning at base (unit switch), but I'd really like to see an ambulance respawn option added to the menu (for any/all alive ambulances anywhere on map). ...any chance of getting the code out to me? (i have no clue how to make it happen). Also trying to get rid of the yellow text that scrolls on the screen all the time as im assuming its just for beta testing? So far I've got the other stuff done... added/configured the mando air support console (works great!), removed the text blocking addon so i get the meter distance readout for manually placed waypoints, removed some of the hint tips (mostly because they werent really tips, they were just jokes which i didnt want taking up resources since it had nothing to do with actual gameplay). Don't get insulted about that part!, you're writing was good...just unnecessary is all :-)
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Mando Missile ArmA for ArmA 2
bigshot replied to mandoble's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
can someone post a download link to the latest version with air support console included? I only see the six updater link (i dont want to use six updater). The other link seems to be broken. Thanks! ***EDIT - nevermind I think I've found it here: http://www.ofpec.com/editors-depot/index.php?action=details&id=653&game=ArmA -
Muecke - I'm trying to modify just 2 things for my own personal pleasure when playing this alone and I thought maybe you could help me with these few items. 3 things I'd like to add: 1. Respawn Option added for friendly owned towns/flags & Humvee Ambulances (currently the only option i see in menu is to respawn at base buildings) 2. Mando Missile Console tied to Laser Designator (ill try to figure this one out myself, hopefully, as ive done it with other warfare missions...but id love to see this in future released versions for Proman) 3. Id like to put back the distance in meters readout that normally displays under the carot in your hud...I see the carot marker on hud but the actual distance in meters no longer shows and id like to put that back to vanilla. I doubt I'd have the knowledge to add the respawn options myself as im no code developer (im more of a code installer/modifier, hehe) PS - a big THANK YOU to EVERYONE who had a hand in helping to port this version into Arma2...its nice running into patrols in between towns and not always knowing where or when you'll run into enemy troops...makes it feel fresh each time you run the mission!
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hah, I think their timeline pic on the Facebook page is against the TOS. You're not supposed to have any contact info on your main photo there. No links, no addresses, no phones, no "like" requests, etc...in other words nothing that would be considered sales spam (which includes website addresses unfortunately).
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Really looking forward to these changes, thank you! ...will there be a Lingor version?
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...here's another request for a player -vs- AI version. For the last 11 years or so the OFP/Arma franchise has always been based primarily upon the coop/player vs AI concept. There are virtually no modern military based PC games left that cater to this style of play other than Arma...while there may be one or 2 here and there (such as the new BLOPs2) none can really be compared to Arma. I understand the Player vs Player types wish to be represented now in Arma3, but there are so many other game titles that cater to Player vs Player and so few that cater to Player vs AI that I just hope BIS stays true to this game's roots. Afterall, this is the ONLY place available to go where the Player vs AI mentality is the majority...I for one hope it never disappears.
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Does anyone know if there are future plans to release this on Lingor 1.4? I know there's an ACE version of BE on Lingor but it is fairly bugged, and I was more interested in a non-ace version of BE for Lingor island...anyone know if it exists yet?