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BeerHunter

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Posts posted by BeerHunter


  1. Sorry I can't be more specific and I doubt you'd ever be able to replicate the problem but on the off chance there is a clue as to why it happened in here , I thought I'd post it.

    I was in the editor playing a scenario I created. After I had made a few additions/deletions I saved and started to play it. Noticed my character was moving slowly forward with absolutely no input from me. I could guide it but was unable to make it stop (could if I used the STOP command but it started up again right after).

    I quit the editor , started the editor and reload my scenario - no change.

    I quit the game , started the game again , went into editor and loaded my scenario - no change.

    Also noticed that my internet connection seemed real doggy (slow) to load web pages.(I was coming here to see if anyone else was experiencing this) though that may or may not be connected to this issue as sometimes it bogs down anyway.

    I re-booted the computer and when it started noticed my icons had been re-arranged (into a column on the left) and my display setting of "Show Window Contents While Dragging" had been turned off.

    Started ArmA2 , into the editor , loaded my scenario and it worked just fine.

    Figure THAT one out.. :confused: :o

    FYI relevant system specs are (no OC either):

    Windows XP SP2

    AMD Athlon 64 x2 4200+

    2 G RAM

    ATI 4870 1G video

    ArmA2 with the 1.3 Beta patch and no mods activated.

    Any ideas?


  2. I know if I build a group I can change the characteristics of say a rifleman to an APC and have control of it in my group.

    Question I have is if I simply drop an APC unit onto the map can I control it ie direct it where I want it to go and what to do when it gets there after I've loaded my squad into it. Or can I?

    Also , is there a way of assigning units to a specific slot (ie rifleman in F2 , APC in F3)?

    Txs


  3. From past experiences we have realised that not even BIS can fully forsee what the community can do with this gameserie. So even if they release a manual it would be outdated in a short time.

    I'm talking about a manual that would detail the various built in "function" features (ie what they do and what parameters to pass) , how to compose a script , where to put it and how to call it. All in one easy reference book rather than spread all over the net (see "walkers" post for a prime example of how virtually impossible it is to find something specific). These basics that could be detailed change only with a new release of ArmA.

    Ever look at the reference library that came with Visual C? Something along that lines , even if it's an extra cost.

    "Dr Murrays" manual does an excellent job of this and has become my bible but it was left to an outsider to develop and therefore becomes his responsibility to update. Laziness or dependence on the community on the part of BIS??

    I know the info is plastered all over the net somewhere , it's just that it's a frustrating effort in futility to try and find a specific topic sometimes and usually if you post in the forums , you get a "use the search function"

    reply which is fine IF you know what phrase to type into the search function.


  4. You guys posting links to the various web sites might have missed my comment about a confusing array of links. Anyone who managed to glean enough info out of these sites .. I congratulate for you efforts and persistence.

    My point is that being old school , I'd rather have a printed version (even if I have to pay and print it myself) so that when I'm editing , I can use it directly as a reference rather than having to disrupt my chain of thought while I go searching at OFPEC , Wiki or any of the other numerous sights for info.

    The argument is that why is BIS dependent on outside developers to supply the information plastered all over the net when THEY should be providing it?

    You do realize don't you that when you buy a new car , even if you've been driving for umpteen years , you get a manual that even details how to start the damn thing.

    What do we get with ArmA2 that a hell of a lot more complex?


  5. One of the most serious complaints I have about ArmA is the total lack of documentation for such a complex game/editor. The state of the current documentation is akin to saying "here's the keys to the space shuttle , take it for a spin."

    There was a recent post in which the OP argued that ArmA had so much potential because of the editor and the recently released tool set. These are wonderful tools IF YOU CAN FIGURE OUT HOW TO USE THEM. :( The pathetic little booklet we get now is basically nothing more than a teaser. My god , even the in game "complex commands" aren't detailed , only categorized.

    I know there are resources plastered all over the net somewhere but it's a frustrating effort in futility to find something in those meandering pages of wisdom, and you can only search for how to do something if you know the game can do it in the first place.

    I've looked at Dyslexia's manual but after browsing only a few pages , find it appears to be basically a tactical procedural manual , not a detailed "how to perform an action" guide. And here again it's a confusing mess of links to other pages.

    The greatest resource I have is Mr. Murrays Editor Guide but unfortunately it pertains to ArmA1 only at this time and according to some recent correspondence with him , looks like it will be quit a while before it's revised for ArmA2 , if ever. Still , the vast majority of the info in there still is relevent for ArmA2.

    But , why was it left to a third party to produce such a gem (which IMO would be a well spent $30 if he were to charge for his efforts) when BIS must (or at least should have) basically the same documentation in their studio assuming they are documenting their code as they should be. How much effort would it be to simply hire someone (or use one of their existing clerical staff) to go through the pages , compile a detailed users manual for both the game and the editor and make it available as a PDF download? :icon_rolleyes: Hell , they could even charge a small fee and I bet there's be plenty willing to shell out for it.

    And the oft quoted phrase "use the search feature"? Well , again it only works if you know what words to type into the search engine and when the results return a post with 37 pages of replies , do you really want to delve into that particular post in the off chance that somewhere within those 37 pages someone answered your specific question? And titles such as "HELP. I have a serious problem" are totally meaningless.

    And FYI , I did a search before posting this and received 6 potential posts , non of which addressed this complaint.


  6. Maybe others have tried this as well don't know but I created a team comprised of 6 foot sloggers , 1 tank , 1 APC.

    Assigned the foot sloggers to Team Red.

    I can then direct the movements of the 3 units individually (Team Red , the tank and the APC).

    ie Tank move to ...

    Team Red .. regroup;Team Red Hold Fire

    APC..move to;APC Open Fire

    Suppose you could put almost any type of unit in. Does away with having to create all those way points and triggers in for heavy weapon support.

    You HAVE to remember , especially if you're using air transport , to segregate the units into teams. I didn't at first and when I direct "all board that UH1" of course the tank tried to grab the first seat..with disastrous results. :D

    Only catch is if you are in a transport you can't direct their movement but maybe someone with more editor abilities than I will come up with a solution there , or I might stumble across it myself.

    So there ya go... you wanted to be a CO and if you are , you damn well better learn how to use your ordnance and direct it other wise grab a rifle and fall in..:p

    ---------- Post added at 03:15 PM ---------- Previous post was at 02:18 PM ----------

    Figure it out..drop a way point in somewhere close to your LZ and direct them (and them alone) to next way point just before you mount up.(hopefully they'll get there without getting stuck trying to make a turn).


  7. Btw, dont know if that was a question, but you actually can, u have to double hit Shift. (The same with double hit alt if you wan to switch to "look when running" mode)

    But you have to remember to do this every time you spawn , reload etc. etc.

    I'd much rather have it the other way around..game starts with you walking , double tap to run.


  8. Are you using the default "run everywhere with everything clanking and rattling" or creeping cautiously? (don't know why you can't make walking the default mode).

    That REALLY makes a difference in the AI's abilities to detect you.

    Also , if you fire from concealment rather than cover and dont move right away your gonna get clobbered. It's not that the AI can spot you behind a bush , it's because they will saturate the last known area (movement , flash , noise) with return fire.

    Tactically speaking , why are you clobbering armor with an RPG or such without some kind of fire team support if you're within small arms firing range?

    There is a lot of truth in what you say though about problems with the AI and hopefully BIS is working on them as the AI , IMO , are the cornerstone of ArmA2 both for SP and co-op.


  9. I don't see the problem in players wanting what they want out of something, nor is it out of order expecting not to be ridiculed or poked at because they simply don't want to spend, maybe the 2 hours, (or whatever work/family/life permits), a day at the PC building missions with the editor.

    The reality here is , that unless you're trying to build a campaign , it takes but a couple minutes to slap together a scenario that can keep you playing for hours.

    ie: I put together a wee one in 3 1/2 minutes. Enemy transport with AI troops , a T72 as escort and go from point A to Point B. If they reach the trigger at B I lose.

    I'm in an attack chopper.

    Nothing complicated , simply some point and clicks in the editor and make a few selections from the pull down menus.

    Have yet to complete MY assignment (mostly due to my inadequate flying skills and poor marksmanship :o) but the point is , the editor is so intuitive and easy to use there's not much of an excuse to NOT use it .

    In all honesty though , I resorted to the editor for fun and entertainment because I had read about all the game stopping bugs in the campaign.After starting the campaign I found things so disjointed (I completed mission assignments somehow even though I was totally lost on the map and nowhere near the objective :confused:) I gave up and turned to the editor and haven't looked back since.

    The game was advertised with a complete campaign yet I haven't been able to play it (mostly because of scripting errors/assumptions I imagine..see above) yet I haven't regretted my purchase yet.

    I tend to agree with the OP.


  10. Again, if you had read the thread, you would know they've been working on this since before ArmA II's release. :rolleyes:

    So I can assume then that since they were working on ArmA2 before ArmA1 was released and now we find out they've been working on Arrowhead before ArmA2 was released that...

    ArmA2 is what ArmA1 was supposed to be AND that OA is what ArmA2 was supposed to be.... :confused: :p

    Doesn't really matter as long as its enjoyable.

    Don't know if any of you remember when games retailed in the $80 range and if you were lucky you had a CGA monitor to enjoy them in color instead of green or orange. IMO spending that amount now for two excellent works of art is well worth it.

    Only hope that as much work goes into perfecting the AI as goes into rendering the leaves on the trees. ;)


  11. Anybody else noticed that every post thats not at least a bit positive about their business strategy gets removed by the admins??

    Probably because they have nothing to do with the Q&A theme of this post..you think ??

    I just read through 15 pages of replies , would not want to read 2 more about their so called "business strategies" from posters who have no idea at all of their long term goals and strategies.

    I would think they have professionals on board at BIS somewhere for that advice.


  12. My FPS vary between 10 - 20 in heavy graphics areas and up to 30 - 40 in the wide open spaces. :cool:

    Me thinks way too much emphasis is placed on this FPS thingy. Guess it's all because if you have the hottest card , fastest CPU and more memory than the guy down the street you need something to brag about and FPS seems to be the bench mark.

    Mind you , that's for SP. Online I suppose you'd find it a bit awkward to have <24 FPS constantly as it can effect your aim (but then your ping probably has a much bigger influence) but who bothers to play online anyway? SP in the editor is way more fun. :p


  13. Looked at the OFP DR and there was an age poll there too.

    The aged groupings I represent here are simply because those are the two that most closely resemble each other.

    Interestingly enough:

    OFP DR

    15 - 30 yrs = 78%

    30+ yrs = 22%

    ArmA2

    15 - 30 yrs = 59%

    30+ yrs = 41%

    I read that as OFP appeals to the younger generation but hey..these stats are for amusement only and are only expressed in percentages. :p

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