bigshot
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Everything posted by bigshot
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due to the fact that its so complicated, why not leave JIP function as a long term goal, and so for the short term just release it without so it will at least function as its OFP version and we all get to play now instead of having to wait a year.
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...any chance of getting v3.6 beta hosted instead of the v2.6?
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this is great news...nice to know its being worked on and getting closer to a final release stage!...Hats Off to the Team!
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can this be played properly as a single player mission?
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this sounds really good...will there be both an exe installer as well as uninstaller included?
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now that 1.05 patch released is there any idea of a time frame for cti release?....really looking forward to it as its all i really care to play these days (im into single player and coop only). BigShot
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you should mention its for the euro version only...
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Any way to Hide Playable Units in the MP Screen?
bigshot replied to bigshot's topic in ARMA - MISSION EDITING & SCRIPTING
hiya...thanks for tryin to help...but i already tried that the other day and it doesnt work for me in this situation...even using the setplayable command you still cant respawn into them later on in battle...this was tried with MY squad joining up with a new squad...i was unable to respawn into any of the units of the new squad we just joined up with. oh well -
whenever i try to use a HOLD waypoint while making a mission, it seems to always get stuck there and never cycles to the next following waypoint...ive tried using several basic satisfaction conditions as well as just using TRUE but it never works for me...when you run the mission you always get stuck at the hold waypoint even after its condition has been met... ...i know i must be misunderstandning something about how to use this type of waypoint since im a total newbie at this mission stuff. IM starting to think that the HOLD is permanent and can never be satisfied...anyonme know how to satisfy it? TIA!
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Any way to Hide Playable Units in the MP Screen?
bigshot replied to bigshot's topic in ARMA - MISSION EDITING & SCRIPTING
hi Matt...well if i make them non-playable then i cant use those units as respawns if some of us humans in the squad should die (and we will, hehe). I need to keep those units in there for respawnability for the humans...yet at the same time i dont want them to be able to select those units when joining the game initially (those units are located in a different area where we meet and JOIN with later in the mission) -
Can anyone confirm that the 9th single mission called Commander has some sort of bug where the trigger at waypoint 1 doesnt work to get you to the next waypoint?...ive killed everything in sight at that first waypoint but it never gives me credit for completing...so i went ahead to next waypoint anyway and we killed everything in enemy territory and there we DID get credit as completing our 2nd objective...went back to first part just to make sure everything was dead...still no credit for completing it. whats up with that?, what did i miss??
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<song on> ooo yea, better watch out, better not cry, better not post im tellin ya why...the forum police are commin...to town! <song off> ..and theyd rather have you search through an endless amount of posts for the 1 sentence you may be interested in finding...instead of allowing someone to give you the simple and polite answer: no, theres no way the game itself will display FPS (if there is, i dont know about it because i refuse to spend the time needed to search endlessly through hundreds of threads) <song on> they see you when youre typing...they know when youve not searched, they take their job too ser-i-ously...locking here and there all around the square! <song off> LOL, Merry Xmas
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Using the digitally downloaded 1.01 German version from Metaboli and wanted to know if theres a 1.02 patch link available yet for this special version?
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Patch Available Yet for the Downloaded Version?
bigshot replied to bigshot's topic in ARMA - GENERAL
Same patch for both boxed and download version. doesnt sound right to me...unless theres an option in there to install for the dloaded version...i was told from metaboli to never try installing any patches unless the patch was specifically designed for their downloaded version...not sure why but i suppose it may have to do with starforce protection service. Does it say somewhere in the readme that its ok to use with the downloaded version as well? -
you know those numbers you chaned in your player profile file in the My Documents folder?...the ones that adjusted the skill and precision of the bots?...thats what messed it up for me...change those values back to default values and all will be fine with the mission again
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hmm, strange...we get there in truck..get out and hang around the fences as you said shooting some infantry comming over the small hill ahead and thats it...after a few minutes maybe a few more infantry here and there from same hill area...but no vehicles ever come and we never get the ok to meet up with the friendsly troops on the next waypoint, the trigger never comes..weird..i started it over 3 times now from scratch. Does it matter if the few troops that were there before us get killed? ***EDIT: ok i found out what the problem was, everything's ok now
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To the people who are playing ArmA, how is it?
bigshot replied to evilnate's topic in ARMA - GENERAL
youve got the whole point of the problem wrong...its not that its unrealistic to have hard time seeing in grass, its that you cant see but the enemy CAN...thats the way i read it anyway. -
just curious to know...is it really the official word that theres no COOP available for this new CTI mode?...or is it just speculation?
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I was very interested in knowing if Armed Assault will now allow us to assign the left mouse button to the FORWARD movement command? I remember from using OFP this was not possible...but this is what im used to using in all my games (im a lefty)..OFP was the only game i ever had that wouldnt allow this and i had to use the UP ARROW key instead which i absolutley hated. ...so if anyone has any factual news about this id really like to know as it was a real pet peeve of mine in the past. Thanks!
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I have to admit that after viewing lots of video footage im actually a little dissapointed. Now dont get me wrong, im sure itll be alot of fun to play and the actual in-game experience (as opposed to just watching a video) will be terriffic with all the new features built in. That being said, i cant help but notice how theyve used the same sounds & sound system and very similar texture techniques from the old OFP..from watching the videos it seems very clear to me that this will look and sound very similar to the original OFP...same clunky movements, same outdated graphics & physics, and same robotic voices as well. To me, it seems alot more like an "update" than a whole new 2nd version. I know there are others who may disagree...and perhaps im mistaken due to the videos not doing it justice. Again, im sure itll be alot of fun, and it'll be nice to be able to play again with some new features built in and new missions, etc....but i dunno...i mean after 5 years i was sort of hoping the look, sound and feel of this game would be alot slicker by now if you know what i mean.
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Was just curious to know if anyone has heard whether or not respawns have been changed so they will be SERVER dependant (via the user interface) instead of MAP dependant? also was wondering if quicksaves will now be bound to a shortcut key or will it still be somewhat of a "cheat code" you have to type into console? Thanks for any info! BigShot
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Dont get me wrong, i CAN fully empathize with your position, afterall you have countless hours invested in designing/creating something which you dont want to see "broken" at this point. Unfortunately, we are both standing on opposite sides of the sprectrum...where your wants/needs will be more heavily supported by long time experienced OFP'ers on the hard-core end as well as map makers....and my wants/needs might find more support when it comes to new users and casual gamers who have absolutely no intentions of ever editing or creating. While your way opens up new mission ideas and possibilities (which is a fantastic thing if done professionally)...its also tends to complicate things which leads to "turning off" mainstream casual users. Again, dont get me wrong...as i used to consider myself quite hard-core back in the day...so i can feel for you and others who share that same philosophy...but sometimes as you get a bit older and spend more time with family obligations/career, etc, your time becomes much more limited as far as playing games and you reflexes and senses just arent quite what they used to be...its this sort of crowd who may certainly appreciate realism to a large extent, but not to the point where it starts taking away from the overall pleasurable gameplay experience where we are trying to truly escape reality in the first place, nor if it takes away from our actual gameplay time by forcing us to edit. So while i understand the concept/s you believe in...even though i may also believe in them im also at a different point in my life and no longer have the time nor will for it any longer. But as i said much earlier...I will of course play it and see what it has to offer as ive been waiting for this next version for a very long time.
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i dont understand why YOU dont understand...apparently you have little experience playing difficult levels because having limited/group respawns does not mean you will automatically win...far from it in fact. In the past ive played lots of coop maps in OFP with some friends which had group respawning and there were many times we still could not complete the mission at hand...and at the time we were NOT bad players. Then again we never bothered with the "easy" maps. Its hysterical to me that some of you actually think that by adding limited respawns theyd be hurting the game or making it too easy. Maybe you need to just turn up the difficulty or download better maps, dunno...but if youre only playing with 1 friend lets say, it can really suck without at least having group spawns when yer on a tough map. Sorry but i just cant see having the ability to respawn maybe 3 times ruining the game. If anything, itll keep the majority of users playing longer to keep comming back for more. ...but for those of you who can rambo and/or command their way through hardened enemy lines with nothing but a pea shooter and come out unscaved with the same life they began with, this philosophy will of course not apply.
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Such menus allready exist in OFP, but it's the mission maker's OPTION to add them or not for their missions. What you don't understand is that having something as mission defining as respawns controlled by the server admin can ruin or even break certain missions. Furtheremore, it takes all of 30 seconds to edit respawns in a mission, and it's one of the easiest things in the world to do. Also, I have no idea why you think an option would NOT cause bugs for missions that WERE NOT DESIGNED to use the respawn system you're forcing upon it. A lot of missions require a very specific type of respawn, and even ones that don't often allready have the option (that the mission maker decided to make available for the mission) of selecting the type of respawn (if any), and if not almost EVERY professional MP mission at least has difficulty settings for you "softcore" players. I do believe that the server admins should get some control, and they do, but ultimately the mission maker should have supreme control over as many things as possible. And lastly, if you find a mission is too hard for you, then don't play it, play an easier one. Besides, modifying things to make the mission easier (against the mission maker's intentions) is practically cheating. no offense, but if a mission is designed which does not support respawns then i would have no interest in playing it. Unfortunately about 75% of the OFP maps ive downloaded and played over the years did not have respawning built in....you had to edit the map file itself to change those values and many times it screwed up the way the map played out in the end, or broke it in a sense. Therefore its not a reliable adjustment to make as some have suggested. Relying upon map makers to decide whether or not to design their maps with respawning in mind is one solution, but not one i favor or prefer due to what ive stated above where most maps i used to find just did not have built in respawns. I dont see whats so terrible if the developers hardcoded the respawn option into the game itself instead of leaving it as an option for the map designers, this is the same way its done in most other titles and works just fine. Perhaps things have changed with new maps lately and it plays alot better than it used to, i dunno since i havent played in a long time now...but i do know the way it was originally was just too frustrating of an experience. Go try playing some GRAW Coop (which is alot easier than OFP and has no respawns) and tell me its not frustrating as heck...finally the devs added limited respawns...many months too late im afraid as that title is close to dead by now. Its also one of the reasons why OFP never caught on as mainstream. Leaving it to the map designers just complicates things for the end user, and thats the bottom line truth to the issue. I guess i will just have to play it before guessing or passing judgement on this new version...but i hope some positive changes were accomplished in this regard for us soft-core players. BigShot
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thats how it used to work in OFP (still does), but only after you hacked the map files and even then sometimes it didnt work properly depending on the map. It was a buggy procedure at its best. That same sort of limited respawning is exactly what id like to see again, only this time make it a tickable option in the menus instead of having to edit the maps themselves. BigShot