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bigshot

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Everything posted by bigshot

  1. Benny's version is for player vs player...doesnt work correctly as a coop. There really isnt any good COOP Warfare for Arma 2 , but if you have the OA expansion installed you can play "Mountain Warfare" which plays ok as a coop version.
  2. bigshot

    Lets do bad review of ArmA II

    2 wrongs dont make a right fellas and not everyone has such a great way with words sometimes...remember that...perhaps he's just a youngster or maybe he's just a bit pissed after getting something he never expected. Afterall, most of the folks i know who LOVE Arma now, absolutely hated it the very first time they loaded it up to play. it can take some players many months of coming back to it before they start to "get it". ...try not to be such hard arses around here...it's just a game...and if they really hate it even after learning it then so what...it's not like he's here to insult YOU personally...so maybe some of you are taking his post personally when you shouldn't be. anyway...it was just a recommendation is all...I hate to see people getting ganged up on just because they're upset about a game, that lets face it, is NOT for the mainstream casual gaming audience to begin with...I thought maybe some patience would do better in cases like this (especially since it seems he's run out of it himself, heh)
  3. bigshot

    Lets do bad review of ArmA II

    you know, seriously folks...after all these years some of you in this thread have under your belts playing this title it shouldn't surprise you to see such posts from beginners...in fact, im truthfully surprised there aren't alot more of them. Someone who just buys this game on a whim (and is new to the franchise itself or fps in general) is bound to have a similar reaction as this poster. This title has and always will be more of a hobby than it is an game or a simulator. It is without a doubt an acquired taste that will take up an extraordinary amount of your free time to learn enough and adjust enough to truly enjoy it at all (even for the most experienced fps'ers) and there are always going to be some folks who innocently pick up the pretty box at their local store and take it home not realizing what they have just brought upon themselves, lol. Instead of making fun of them, and instead of being angry about their extreme lack of enthusiasm...maybe a few of you might try to at least make it known that you feel their pain and understand how it is for them at the start. Alienating new comers, especially disgruntled ones is surely not a good way to grow this community I'd think. He's obviously having some valid issues (whether it be his own ignorance or the fault of the game) and might do better with someone willing to take him by the hand at first. If he REFUSES the help, then by all means bash away, lol.
  4. bigshot

    dePBO not working on 1.54 content

    OK so enough of the tripe posts...in this new light the real question on MY mind is: Will cPBO be updated to work with patch 1.54?? (for those of us who prefer using it over Eliteness i mean)
  5. bigshot

    New recoil, please make it go away

    havent tried the new patch yet but this new recoil feature sounds like it might be a great addition for those who prefer playing PvP. But, for those who play mostly coop, the enemy AI was already approaching god-like talents before this heavier recoil for the human players and sounds as if itll make things even more unbalanced...although I havent tried it yet but this is just the impression im getting from reading around.
  6. ahh, ok...ill check it out too...thanks again...no Benny has no SP as far as im aware (although he includes AI in his MP version)...i played it and modified it for awhile (up to around version 1.7'ish before all the options became over-kill for me, lol) but there was no defenses on the enemy base and also the enemy never hunted you down (nor your base) so it just didnt play correctly as far as a coop is concerned. I tried going back to it with the newest version about 2 weeks ago but it ran like a dog for me so i didnt bother exploring it any further really.
  7. wait a minute...Benny made a SP version of his Warfare??...when was this? (i must have missed that!) I stopped playing his MP version because it was too focused on PvP attributes for my taste (rather than coop which i prefer) and was using too many resources (really needs to run on a dedi server). ..if he has a true SP version id be interested in seeing it...Ill also try this A&S mission you mentioned since an hour at a time is fine for me...thanks for the heads-up btw.
  8. ok, just seemed like one of those large scenarios where playing alone you'd never be able to finish in 1 sitting by yourself (sorta like EVO or Warfare). I thought there's MP saving available now?...at least I think the OA Vanilla Warfare can be saved now (havent tried it though). How long does it usually take to finish if you're playing alone on LAN?
  9. does saving work with this mission?
  10. bigshot

    [MP Coop 1-8] Operation Night Sting

    yes thank you, I will try this when the mission based GL4 script version is available so it wont require any addon installs (the scripted version doesnt require CBA either).
  11. bigshot

    J.S.R.S. 1.5

    I must say something to Jarhead about this truly great piece of work that you are working on so diligently for the community. You obviously have an artistic ear and also the skills to apply what you're feeling into something real that we can all use and enjoy...for this alone I would like to give a few million thank you's!...much appreciated and MUCH deserved. I have to admit that I've been around here since the good old Flashpoint days and this sound mod of yours (up to v0.7) is without a doubt the best I've ever had the pleasure of using...hats off in a big way to you, sir! That being said I also feel it is IMO that as of v0.9 you may be starting to listen TOO MUCH to all the public comments/wishes/opinions and appear to be unintentionally straying from your original "ear" or artistic rendition of this mod. Up to v0.7 I absolutely loved what you were doing with it, but then as of 0.9 suddenly it has a completely different feel to it...in a large firefight with dozens of arms firing away it now is beginning to sound like more of an obnoxiously loud clanking mess than what was before "music to my ears" in previous versions. You might consider getting off these forums and just get back to doing this for YOU alone IMO so that your not swayed too much. You had the right idea and the talent to pull it off...you don't need a hundred opinions to make it good...just make it the original way you liked it I say. As for me...im back to v0.7 for now...too many others "likes" are now getting into it and I just simply prefer something closer to your original work.... ...again, thank you so much for this Jarhead...it's the only non-scripted addon mod that i use and will continue to enjoy for a long time I hope!
  12. nah, unless he changed the scope of the mission recently I believe Benny's version is geared more towards PvP...as I recall playing it awhile back there were no AI defenses around the enemy base. It also lags like heck unless you run it on a dedicated server, so it's definitely not too good for playing alone or with a buddy on an LAN.
  13. Well...by spawned I only meant where the chopper is placed at start of mission...in other words im not actually "spawning" a new chopper into the mission...its already there as it was placed in the editor. Yes, the crew is inside before the request comes...ive tried it both ways, first by syncing the pilot groupleader to the chopper, and then also tried it by using the getin command for both driver and gunner...either way ive tried it however im not able to get the result im looking for....if i enable Paradrops they work fine though. Yes, i will check again (by playing the GL2 version I have, as its been awhile) to make sure the chopper troops enforcement worked as i remember. I'm pretty sure that part worked in GP2 with arma2 as I recall, but if im mistaken ill let you know. Sure, I can send you both versions with GP2 and GP4 (although its not completed) so you can see...just let me know where to send it? OH! - 1 detail i havent mentioned is that the mission takes place on Sahrani...this means that the "CAA1" addon is required of course...but other than that this is going to be a no addon remake from my original arma1 version.
  14. Hi SNKMAN...yea I understand, well at least that would explain the chopper landing so far away (guess ill have to switch over to using paradrop instead then)...but are you saying this may also be the reason for the crew getting out before it gets airborne? the target area is about 1KM away from where the chopper spawns (and gets called for reinforcements). I dont think its an arma2 problem because i was previously using GPL2 Plus successfully (the chopper lands everytime and empties troops, sometimes 100m away from battle area and sometimes right in middle of it!) in this mission before trying GPL4...so its definately in the gpl coding changes. ...no other mods being used (other than a sound mod). Thanks for trying to help, could you tell me if there's some sort of manual for GL4 other than the readme pdf that comes in the download archive?....that readme is very short and doesnt explain features in detail (i especially wanted to learn more about how to use GPL4 to spawn enemy troops in certain areas, etc).
  15. Can anyone tell me why it seems that the crew (the troops in cargo, not pilot or gunner) of the enemy AI chopper reinforcements seem to always get ejected right before the pilot takes off?... I have paradrops set to false so that the enemy chopper will be forced to land in order to drop off the reinforcements onboard, but usually those reinforcement troops get booted off the chopper before it ever gets airborn. Another issue i seem to be having is that for times when the troops DONT get ejected before getting airborn, the chopper lands them about 1K away from the target area and then theyre all forced to hike it back on foot to the fight, hmf! I can recall using Grouplink2 and the enemy choppers used to force land in the target area no matter what and the enemy troops would get out...how can i achievve something similar to this with Grouplink4 now?
  16. yea, i did look there previously however even though that file is about 46mb in size it only un-pbo's 2 tiny files...neither of which are missions...hmm **EDIT - nevermind...had to update the cpbo compiler :-) Thank you!
  17. bigshot

    co30 DominationA2! One Team

    is there anyway to SAVE this mission (playing non-dedicated on LAN) and come back to it another day? Oh, also!...can someone tell me which file I would need to edit so that I can start the mission with enough points to have access to tank and attack choppers?...not sure how those vehicle are awarded yet but I'm assuming you can build/order these vehicles if you have enough points?...I prefer to play non-ranked and so im wondering how i can modify the mission so I'd have access to everything from the start. Thanks very much!
  18. I've been getting this ever since incrementally patching arma2 from 1.05 to the official 1.07 on release day (no beta patches used). The dreaded black receiving screen issue. The map command trick is of no use as a work around for me, nor is the -flush command. Curious to know if there are others suddenly experiencing this after patching to 1.07 or if im the only 1...If im the only one getting this then i probably need to uninstall the entire game and start from scratch, but im hoping it's a known issue with this newest patch and will be corrected in the next incremental release.
  19. yes, but that's the whole point...it gives much better performance for smaller missions where the entire full version island is unused and then becomes an unecessary resource hog. It's the same with Sharani and SaraLite...missions made on Saralite generally have much better fps performance than those made for the full Sharani. I think including Takistanlite as part of the default terrain choices is a good idea.
  20. can someone with the full version of OA please confirm if indeed the map in the OA demo is a smaller cut down version of the map that comes with the FULL version?
  21. bigshot

    ArmA 2: Operation Arrowhead - DEMO!

    can someone with the full version of OA please confirm whether or not the island included in this demo is a cut down (smaller) version? If this is true then frame rates will drop in the full version as compared to the demo so I'd like to know what to expect.
  22. this sticky thread is way too long and contains so many confusing posts that it really needs to be replaced with a much shorter thread outlining only what we really need to know in a very simple to understand explanation...locking other posts by folks looking for an easy to understand answer only to point them here is borderline cruel...im so confused at this point myself that i'm not even sure if purchasing OA or CO is worth my time since finding quick and easy answers to some very basic questions can be like pulling teeth here. Can someone please clearly explain (in a new thread) if its even possible to start this game in such a way that ALL missions and content (including addons/mods) from both arma2 and OA will show up in game? In other words if I start the game will i see and be able to select any arma2 or OA mission to play without trouble?
  23. bigshot

    ArmA 2: Operation Arrowhead - DEMO!

    good question...anyone know for sure?
  24. bigshot

    ARMA 2: 1.07 Patch Released!!!

    Is there a publicly available list somewhere that tells us which v1.07 editor and scripting commands have been changed since v1.05?...also if any new ones were added (im not talking about OA, just plain arma2 v.107 script command changes. Thanks
  25. that fixed it, thanks...was running 1.0.24, replaced now with 1.031 and all was good.
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