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BeerHunter

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Posts posted by BeerHunter


  1. Also, create better animations and better variety of how characters die. Does character blow up into thin air or do body parts fly out you said it’s a sim so start acting like one. No need for niceties the gorier the better. Think Saving Private Ryan. Greens grays and than bright crimson blood. Sorry I just drooled on myself thinking of the possibilities. This is not to say u should go duke nukem just make it more than guy gets blown up by rpg and just lays down blow his body at least 4-20

    These types of comments really make me wonder about the mentality of some people. What on gods green earth do vivid death/dismemberment scenes have to do with simulation? My god , if you shoot something on your monitor and it ceases to exist/move , your objective has been accomplished. You terminated an enemy and survived.

    If you REALLY want "realism" take about 4 pounds of hamburger and a quart of milk and spread them around your computer. Wait about a week then go play ArmA2 in all it realistic splendor. Then you'll have a much better idea of what it's really like to stumble around on a battlefield full of dismemered , decaying corpses.

    Most of us are enjoying the TACTICAL aspect of ArmA2 (me thinks anyway :o) as I for one was never going to make Lieutenant or higher and actually be in charge of a full scale operation. ArmA2 allows me to "live that dream".


  2. lack of documentation ?

    huge manual not enough (retail and steam version (pdf) etc.)?

    community wiki with all the basic and non basic info ?

    forums for modding?

    community editing sites like ofpec and mapfact and so on?

    I didn't get a HUGE manual with my purchase. All I got was a little pamphlet that briefly outlines some of the features. Even the damn "complex" commands are briefly explained , leaving it up to the player to enjoy the experience of what shows up when you press "7" .

    Also the key commands are spread all over the pamphlet , not in one simple concise table. Worth getting ArmA1 just for that.

    You mean Wiki' "S" and just try an find an answer to a specific question in those. I have a hell of a lot more luck using "Google" than any of the purported "wealth of knowledge" sites.

    The vast majority of the "bugs" being complained about pertain to scripting errors in the campaign and other BI modules. Hell , BI invented the script and can't get it right , how in the hell are we supposed to learn enough to script decent missions?

    Hopefully the expansion pack will improve performance , add some new features though I'm manly interested in the editor and custom made (and debugged) scenarios.


  3. the only problem with making missions is you always know what's going to happen if you make it yourself

    errrr.. not if you make the encounters , spawns etc. random you don't... :p

    I haven't even tried the campaign or any of the BI scenarios..strictly play in the editor and custom modules I downloaded.


  4. I feel that moders and custom mission makers should be able to charge a nominal fee for their time and effort if they so chose.

    BIS left out or buggered up so many aspects (why else would ACE 2 be so anticipated?) that the community has to repair / include that I feel they should be rewarded for their time and effort.

    I know that right now that probably goes against BIS's EULA but the reality is that these people are actually polishing a diamond in the rough.

    Some games do allow a "developer" to charge for their work (FSX comes to mind off hand) so why not BIS? It's a win win for them as the third party developers simply make the game more enjoyable and thus players are more likely to recommend it to their friends.

    These fees don't have to be (and shouldn't be) outlandish..in the $5 - $10 neighborhood I would think and could be voluntary if the developer so chooses.

    I can think of nothing but good from this as it would encourage people to develop quality addons and they could be remunerated for their time and effort for improving the basic game.


  5. Just about every day for a wee bit. One of the greatest advantages of SP FTW

    Don't have to try and co ordinate playing times.

    Don't have to try and find a server playing what I want to play.

    Don't have to try and find a server playing what I want to play with a reasonable ping.

    Don't have to try and find a server playing what I want to play populated with others willing to work as a team.

    and most of all..

    even though the AI does have it's faults , none of them are anywhere near as bad as the faults found on pub servers populated by FPS rejects running around blowing things up and shooting everything that moves.


  6. Wonder why Dr Murrays excellent guide to actually playing and editing ArmA2 isn't mentioned. It includes the class names , some scripting information and many examples of scripting implementation. It was written for ArmA1 but it's all relevant to ArmA2 as well and a good place to start.

    Dslyecxi's ArmA2 guide is an excellent tactical manual for advanced players and its primary focus is on individual/squad tactics rather than what all the various menu commands mean/do and where they are.


  7. Why bother with any of BIS's included modules? So many scripting error's in them they are virtually unplayable.(most of the "bugs" are scripting limitations/errors) Me thinks they are pushing the scripting language far beyond it's capabilities with overly complex interacting objects.

    Go into the editor (only takes a few minutes to learn the basics) and make you own little scenarios or download some of the third party modules out there, some are excellent.

    I'm having a ball with it and think it's well worth the price.Haven't even started up or looked at the campaign.


  8. I agree and ArmA2 is as open ended as you could want.

    The biggest problem is the total lack of documentation regarding the editor and the tool set. It's spread all over the net on various wiki sites and forums but it's virtually impossible to search for something specific. That's why there are so many basic "how do I" questions in the editor section of the forum I guess.

    The scripting language used leaves a lot to be desired as well as it violates just about every rule of programming you'd ever find if you're used to using a structured programming language (ie C++ , Java , Basic etc.). It's a proprietory language that seems to have been slapped together then grown out of hand and just doesn't seem that capable of handling the demands of ArmA2 anymore. The vast majority of the "bugs" in ArmA2's campaign are scripting errors , not actual programming (hard coded .exe file) problems. And these were created by the actual staff at BIS who should know the scripting language inside out as they "invented" it.

    Should have taken a look at NWN's scripting language that follows the standard "C" conventions fairly closely. Was relatively easy to get into.

    There is an excellent tutorial available my "Mr. Murray" (you can google for it and download it) but it's for ArmA1 and whether or not he'll update it for ArmA2 remains to be seen. Covers the editor quit well.

    I think BIS would do quit well if they were to release (and even sell) a full tutorial for the editor and tool set.

    Shouldn't be left up to the community to figure out.


  9. BF2's PR implemented a neat little thing. After you move from one position to another your weapon is inaccurate for a couple of seconds which mimics moving then having to bring the weapon up and sight again.

    Their blurring suppression effect also made it difficult to see who was shooting at you let alone sight them...made suppression very effective.

    Maybe blind firing isn't needed but what IS is the ability to POP up , fire and POP down instead of simply going form crouched to standing and back again. The slow motion leaves you exposed way too long.


  10. I bought ArmA2 on DVD and thought I was getting the English version.

    Notice that whenever I talk to a local (villager) the dialog is foreign (not English).

    All menu items etc. are in English , just wondering why they are babbling at me in a foreign tongue...or is there a way my character can "learn" the language so I can understand?

    BTW - speaking option menu is in English , just the sound track that's foreign.


  11. And so what's the point of a ranking system if no one pays any attention to it but you and a few others obsessed with this fetish? :p

    In RL ranks are awarded based on the skills , knowledge and supposed leadership abilities. They have a military doctrine the enforces obedience to the higher rank otherwise severe punishments can be inflicted on those that disobey.

    It takes YEARS to become a fighter pilot , LAG (light armored group) squadron leader , hell even a lowly corporal and how are you going to control the quality of those that obtain the various ranks (only took a few hours of stat padding on a BF2 server to get promoted to a Major).

    Oh the ranks wouldn't mean anything you say. Only personal gratification?

    Well how about servers awarding "campaign medals" instead? That way others could see that you actually played through a particular mission so there's a remote possibility that you may actually know what your doing and be willing to take advice form you then. ;)


  12. No, it's like buying a bag of cement and expecting it to build you a house...

    Wrong again. It's like someone selling you a car and asking you to learn to change a damn tire.

    BIS is fixing the main portion of the game but there are so many poorly configured computers out there...how else can you explain why my little old AMD 64 x2 4200 with an ATI 4850 1G card can run the game just fine while others with much more powerful systems cry about lackluster , jerky performance? If you've got the answer I'm sure BIS would love to hear it so they can fix that "problem".

    Using the editor isn't rocket science. Shit all you need to do is take a few minutes and you can create scenarios where only your imagination is the limit.Scripting isn't even necessary.

    Kids today that can ramble of meaningless weapon system statistics (who really cares?) , can delve into the inner workings of their computer and tweak this and patch that (requires a certain degree of intelligence) will whine and complain because there are a few problems with the game make my blood boil.

    If you want to see what the BIS team is up against , check out the simplicity of the original DOOM or Duke Nukem vs. the complexity of ArmA2.

    And don't for one minute fool yourself into thinking that all products except ArmA2 released to the public are fault free. There's tons a recalls from foods that will kill you to vehicles with wheels that will fall off.

    *ARGHHH*


  13. Was playing a scenario and trying to get my squad to the debarkation zone.

    One got stuck in crouching position (was wounded) and wouldn't move so I figured what the hell , just leave him behind.

    Had a hell of a time then trying to get my AI squad to follow me , they kept running off.

    I team switched to the wounded AI and made it stand up and move. Lo and behold the rest of my AI squad was standing around it (my playing character was still way up on top of the hill).

    Switched back to my character and order a regroup and they all came running.

    A bug or a feature???

    Another thing..while they were still out quit a distance I was scoping them (watching them through my scope..too lazy to pull out the binoculars) when one of them up and shot me!!

    PO'd because I was going to leave someone behind?

    Overly cautious and not able to identify me? Only saw a rifle being pointed at them?

    I'm pretty sure I had cleared out all the enemy and anyway , was a fair distance form their outpost I had over run.

    Strange...

    :eek:


  14. Somewhere back amongst these 100+ pages IIRC it was mentioned that there will be improvements to the actual engine itself so I'm expecting some of the concerns with ArmA2 to be addressed.

    Thing is , if there are improvements , it's much easier to create a second module that draws on some of the exiting code in ArmA2 than to go back and re-write ArmA2 to accommodate the new code.

    Looking forward to it.

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