bigshot
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Everything posted by bigshot
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Yes, I appreciate the simplicity of it and the fact that it's an instant action scenario...also tend to enjoy the "conquest" type goal. Besides the weapons selection it would also be nice if there were some sort of onscreen indication of when the enemy area you are fighting for has been captured. Actually, been making my own missions (and also editing others) for OFP and Arma for about 10 years or so, so trust me when I say that if there was nothing I liked about I wouldnt have bothered posting an idea for it (in fact I already stated that the lack of weapons selection was the ONLY thing i didnt care for which obviously indicated i DID like it). ...what happens with me is that I get tired of tweaking and fixing missions that get broke with some of the patches over the years (with so many missions it becomes a part time job after patch releases) so im pretty much taking a break from mission making for arma2 so it's nice to find a few new missions here and there that I dont have to tweak myself. I was actually looking for something dynamic to play on Lingor 1.4...so I'll probably end up modifying and then porting over Benny's Warfare again.
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where can i download the Lingor version of Warfare? **EDIT - nevermind, found it
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...was just wondering...Warfare has always been one of my all time favorite missions to play alongside friends online (Coop style, not PvP)...are there any of these style missions that have been implemented on Lingor yet? (other than Evolution)
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well, we hope so but don't count your chickens before they hatch. There may be unforeseen changes to actually make it happen at this point, but again it is purely speculation at this point in time.
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Due to recent happenings I also find this to be a curious question that I wish had more answers (what is the future of the arma franchise)...unfortunately, at this point in time I'd assume that any related comments would be purely speculative. I am of course hoping and wishing only the very best to all involved at BIS.
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Personally, I would really like the ability to choose my loadout, either via a full weapons crate where you spawn each time OR at mission start screen. It seems it never spawns me with the rifles i normally play arma with so this is the only thing i dont care for. ...also seems to spawn me an awful lot at nite time with an improperly scoped weapon that cannot be used at nite!
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My first experience from demo.
bigshot replied to hank_officer's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
is this really true? (I mean officially?)...if so, could you provide the link to the dev's post about that?...thanks! -
This game is a complete and utter failure and this is why:
bigshot replied to Luxangel7's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
actually, I think the OP has a point. The $50 price tag is going to hurt Bohemia's branding in a big way. I don't think there are many Arma players who would feel this new title offers anywhere near $50 worth of value when compared to Arma. If it had a full MP experience and editor as Arma does then I could see selling it for $59, but as it is the retail on this should be $15-$25 max. It's pretty simplistic and limited in scope (unlike Arma and the Bohemia branding). In fact I was also sort of surprised (well more disapointed) to see BIS release something this linear and dead ended. Yes, lots of potential if they opened it up (non linear) and also offered full multiplayer and editor...but this most likely wont be happening anytime soon...perhaps a sequel, who knows. At $19.99 most would come back to try a sequel but I think at $50 most will feel burned and pissed...although the more casual (and easier to please) RTS crowd might think it's ok at this price level. Arma fans (and fps MP fans in general) will not. To be honest, if i were to read in between the lines here Bohemia might just have given me reason to believe that they may be tiring of PC development and are wanting to test the waters of console development at this point. To me this would be a disaster because these guys are the only game in town thats left for us online Coop players. -
How Do You Bind Commands to the Mouse?
bigshot posted a topic in CARRIER COMMAND: GAEA MISSION - TROUBLESHOOTING
The binding screen in the demo doesnt allow me to bind anything to my mouse...is this by design???...I cant bind the fire command to my RIGHT mouse button for example. I've been playing OFP & Arma for 11 years now using my RMB for firing and my LMB for FORWARD (im a lefty so dont ask why). This is a BIS branded game, no?...doesnt seem like it if im stuck using certain controllers the way other people have decided for me. can anyone confirm whether or not the full version of the game has this same issue, and if so, does BIS plan to fix this shortly? Thanks for the assist! **Nevermind - a couple of users were kind enough to get back to me about this with the info. The answer is no, you cannot change the settings for your left and right mouse buttons in game. Fabulous! -
Suggestions for CCGM (please post them here)
bigshot replied to dram's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
+1 for COOP MP -
thanks for the info guys, much appreciated! @Species - yepper, nice tool...and if i were paying $19.95 for a game I'd probably be willing to go out of my way like that and not resent it, but I feel if im spending $50 on a single player game then it's the developer's responsibility to make sure the controls can be set/used in a way that's expected/compatible with the platform (PC) he's selling it for. ...anywho, thanks again for the quick responses.
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can anyone please confirm for me whether or not the full version of this game (not the demo) allows you to unbind the default commands from the left and right mouse buttons and re-asssign those buttons to whatever commands you wish? Apparently the demo does not allow me unbind the default commands that come pre-assigned to those 2 mouse buttons and im simply trying to find out if I will have the same issue with the full game. Thanks!
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Demo is out, download now.
bigshot replied to Raptor's topic in CARRIER COMMAND: GAEA MISSION - GENERAL
can anyone please confirm something for me...in the demo it seems I cannot bind any commands to my left and right mouse buttons. Is it also this same way in the full version?, and if so, does BIS plan to fix this? -
yep...even if there were just a simple on/off switch in the parameters that would be better than nothing...at least then 2 or 3 friends could play together without constantly having to jump into either a SAM or plane. Also...there seems to be a join in progress bug on dedicated servers....sometimes when you join a persistent server the grey circular town marker that tells you which town is active shows up on the wrong town (with us it seems upon reconnecting hours later to our server it shows on the first town even though it should be showing down south somewhere)...disconnecting and reconnecting again sometimes helps but between this bug and the non-configurable attack planes im having great trouble getting people to want to play this one...there are some other bugs as well regarding respawning vehicles but you know already im sure. Love this mission, really...especially on the new Lingor...but it's becoming a lonely passion as you're not testing too good before releases :-)
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anyone know how to reduce the amount of spawning attack aircraft?
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Jungle Wars: Island of Lingor
bigshot replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
does insurgency work ok with the new Lingor 1.4 and 1.337 units?? ...are there any other coop missions that come recommended for the new Lingor and units? (other than Evo I mean) -
it was mentioned in post #158 "Lingor RACS v5 Improved revive - made a full array of casevac vehicles including civilian ambulances, helicopters, mash's and even civ doctors roaming about) - these units will have 10 med packs in them and also dragging wounded to them will enable healing, added ability for AI to revive player" ...I was also wondering how to decrease the amount of spawning attack aircraft...there's too many attack aircraft when playing with only 2 or 3 players and would like to mod it so that i only get about 1/3 of what spawns currently.
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Eggbeast hiya! - you mentioned in this post something about a "new revive" where the AI can revive players now? Could you explain how this works exactly so I understand how to use it?...when i recruit AI into my group they do not come to revive me at all after I've been downed. Thanks abunch! PS - im using v5 RACS Lingor
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Jungle Wars: Island of Lingor
bigshot replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
iceBreakr - just 1 quick question about the new units...are you keeping the same class names so that missions that were previously developed using the "old" units from 1.3 still work once we install these new units? -
Jungle Wars: Island of Lingor
bigshot replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
can anyone provide a download link for the previous 1.3 version of the island?...all older dload links seem to be gone already! -
Ok, the load in works fine now here...nothing wrong with that, just wasnt close enough to the patrolboat to get the action command to show. The RHIB loading tank was only because i was testing and purposely lowered the weight cost of it just to see if i could load it into something...ive since changed it back to your proper weight cost :-) I will try and take a look at the points and see if i can wrap my head around it...if I get it to work i will post back here. I think that formula would be fine as long as it was invoked as an if/then statement when player rank is greater than 1, whatya think? PS - thanks for all the help!
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not really sure why or how you implemented the cost script in that way...but can you tell me how I can get the Support menu to show "spendable points" instead of the current "score"? (since its costing points each time you get promoted then that should be shown either in score board or in support menu somehow I think). im also a little confused about the "load in" action. Seems im able to load a tank into a RHIB but nothing will load into the sekra patrol ship, weird.
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so what has changed in v2 for Lingor?...looked like the same intro screen to me...maybe the song changed but I wasnt listening when i loaded it up to be honest. Is this going to be an easy port over to the new Lingor map?...and what about the lingor units, are they used in this mission at all? (that would mean we'd have to wait to port it over since the new units werent released with the new map update yesterday)
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wow, loading into patrol boat is perfect...didnt even know it could be done that way!...where can i find that code to change the cost though, which file is it in? as for the MHQ....we didnt feel it needed to offer healing simply because there is already "self" healing in action menu & also you can very easily recruit a medic that can drop from sky anytime you like so we felt it would be more helpful to have the MHQ have a simple machine gun on it. thank you, gonna check out your updated version!...is it for the new lingor just released? oh...the team puish param bug: when we play with it "off" (on a dedicated server): 1. you still lose points for teamkills (and also if you crash inside chopper you get points off). 2. T menu support costs don't mesh with how many points you have. You may have 20 points but itll refuse to give you something that costs only 5 points for example. Doesnt do it every single time but it does this quite often to the point where everyone on our team has noticed it at one point or another. Im guessing it has something to do with the revive script.
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sure..er, wait!...if i DO will you promise to release your newest version for the new Lingor being released this week? (pretty please? heh) actually i made a few edits you might like to consider placing into the new version (if you havent already done so...i can email you the pbo if you wish). First, to get the self healing and revive script to initialize properly all you need to do is move the respawn_west marker more than 50m away from where the players are when they first spawn at mission start (i moved it to the end of driveway near the street intersection by the m113 SA M2). As for the few other changes i made: - swapped your current halo script for a new one that uses map click - added halo request in action menu for the MHQ and ReconHQ - added Teleport to Base in action menu for MHQ and ReconHQ - moved officer (by editing mission file directly) so that he shows up 1st on unit choices list when joining mission (your version has him last on list to choose from). - changed the Pinz Cargo vehicle to the Pinz ADA (since the seating position for driver is bugged in the cargo version). - changed the team punish param to default "ON" since turning it off screws up the entire points system and negatively effects support calls from the T menu. If you want to implement some of these things let me know and I can just send you my version to make things easier. Also, would love to make 2 requests (although only 1 is possible i believe without resorting to addons): 1. can you change the MHQ to an M113 M2 please? (must be changed in scripting everywhere the MHQ class is referenced otherwise the mission will break) 2. would love to see some way of transporting vehicles across the channel to that first waypoint (like a small ship that allows loading of at least 2 or 3 vehicles)