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Everything posted by Cam51
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Still you got busted... or have extremely little knowledge on the things you claim to teach at Fort Bragg.... Fort Bragg? Try Fort Bliss. Busted on what? All the information I told you guys eairlier was what this article hit on again, and I've never seen/read this article till now. Come down to our IED/Insurgent training facility and I'll show you how much knowledge we have on the things I CLAIM to teach.
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The article said 75 yards away. Â LMAO. Hate to say it, but dam if feels good to be so right. Saying a soldier would be useless after taking a hit in the armor is pretty narrow minded. But I agree for ArmA there needs to be a feature that knocks you down when you get hit, but depending on where you got hit will depend on how effective you are afterwards (ie: hit in the arm = LARGE drop in rifle steadiness)
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Are you seriuos?? Dude, there is every kind of weapon in iraq right now. Trust me, I've seen first hand the stacks and stacks of Ak of every model in a captured weapon cache over there. I don't know where some of you guys are getting your information.
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Guys, do i need to explain again that we use this video for training soldiers, which happens about 3 times a month. We have had plenty of time to examine and analyze this video. Not to mention actual information from people in the same unit as this soldier (the guy that got hit). And the gunmen was in the car with the cameraman. Why are you guys fighting me on this? How much more info do you need.
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anything less than 100m is close range dude! And that shot was definately less than 100m The rifle used is at minimum an Ak47. We use this video in our IED/Insurgent awareness training slideshow here at Ft. Bliss TX. People from units all over the Army train from us, so I think our guys know what they are talking about.
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Small caliber? Long range? http://media.putfile.com/CG-briefing-sniper-clip Caliber is large, and range is danger close. Â Looks like he might disagree with you.
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What bothers me about flashpoint the most, is that when going on foot, there really is no place to take cover if you come under attack. (Bushes are not cover, they are concealment) The terrain of flashpoint seems to use large terrain blocks (ie: the map is devided into hundreds of squares that can be raised or lowered to adjust the landscape). Maybe its because of performance issues, or something else. But the over all terrain lacks any kind of variety. In other games, like BF2, the terrain blocks are much smaller making it possible to add small hills and ditches and things to the terrain. Also, in games like Call of Duty, they use vegatation that form a wall and cannot be shot threw. Adding something like this to armed assault or even OFP2 would really give it that realistic taste that we are love. Anyone else think so?
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I remember seeing a screenshot a while back of Armed Assault in its eairly stages, and it had a Osprey hovering in the background. With the new screenshots that have been released, there is no sign of it. You guys think its been trashed? or do u think the devs just wanna "awe" us when they show us how it works
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RWS uses this style map. Its called AEC island, check it out: AEC
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Getting back on topic, CTi with Arma will kick ass! Can't wait for the JIP (join in progress) with a few new rules to make the war last longer. You wouldnt even have to accelerate the time just have the map constantly running day after day. Heck, it would be like a modern day versions of PlanetSide
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Scrub: For a mission with stock addons, all that stuff would be far to much work. Now, if we converted the stock units over to WGL units, then all those things are possible. I don't know if you have tried the WGL mod, but that was the mod and units I had planned to use with RWS from the get-go. But we can alway change a few scripts so that the WGL units get used instead of stock BIS addons. Oooooo... cant wait for mortar attacks on enemy towns mmmmm
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Well, Â if I get a chance to get online tonight, I'll log onto your TS server karr, and maybe if you want we can organzie a .pbo file and post the mission on here for people to try. And maybe post it on ofp.gamezone.cz or www.ofpec.com to let everyone else try it out too. **Note for you guys that want to try it. Â Please read the briefing before jumping right in it clears up a lot of info about the mission. SCRUB, for accelerated fuel, plan was for fuel to last long enough to make a flight across the channel (AEC's ocean that seperates everon from malden), conduct your mission for about 6-7 mins, then get back to your airfield intime to refuel. It would have to be tested, but something along those line. ALSO, Karr... the reason I favor the fuel option, is b.c of the power of some of the aircraft (ie: the V80) i think it has over 12 radar guided missiles. And since the mission type forces you work together, once they find your group, they have 12 missile that they can fire off in a matter of 12 seconds. Just a thought.
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Going about making a game look more realistic by acctually making it less realistic is a ridicilous contradiction (as all contradictions are). RL Helicopters have a combat range of over 400km. Live with it. Or don`t claim the mantle of realism for yourself and yourself only. I suggest you adjust your tone. You are in no better position to decide on what is constructive and what is not than I am. Not to mention you have no authority to order me anything. If this discussion annoys you so much, why do you take the time to read and post in it? Its a matter of time and size Zerg. We dont have time or the distance to run an aircraft 400km+, and for the sake of gameplay, you add these feature that we are discussing to accelerate the realism factors. We are trying to make the game/missions more realistic by adding features that occur during real life situations.
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Using the AEC island for our RWS mission, I wanted to add a accerated fuel script for aircraft only. Test it yourself. Download AEC and get in a a10 and you can fly around ALLLL day long. Atleast have the aircraft land, speed = 0, then fuel and ammo automatically start pumping/loading. Then once its full take off and go back to work. A few missions we've played people just hover over the enemy island, they see a red square on their radar, tab, fire, tab, fire, tab, fire. No matter how realistic we try and make it, people always want to find a way around the rules.
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Me and Karrillion have designed a larger scale CTI style mission called RWS (real war simulator). It currently uses the AEC island (all 3 stock islands in 1). Towns must be taken in order, so to prevent the rambos from flying across the map and taking 3/4 of the island by themselves. Resources are limited. Each side has a inventory list, when a column is empty, that unit is depleted. Towns are taken by supply trucks, which must be escourted into the towns and protected while a fictional AI squad breeches and clears the towns HQ. Capturing certain towns gives you access to certain units. Units are not "BOUGHT" they are "DEPLOYED". No need in gathering money, b.c there is none. Secondary objective are on each island (ie: Radio Tower, and Radar Station). Radio tower gives you the ability to scramble aircraft at the islands airfield, and enables the spy satalite. Radar lets you see all incoming aircraft surrounding your sides island. Roles are assigned. Choose the role of infantry and gain access to all infantry soldiers and equipment. Choose Tanker and rule the land. The Commander assigns each person a role, and gives them deployment power or not. (ie: Joe1212 keeps deploying tanks, but your inventory is running low. Just click, and now he cant deploy a thing unless you want him too). Forced accelerated time. A large list of ships to choose from, for kick ass navy battles. It is 99% complete, I am just trying to see if we can drop the the number of addons down. Or create 1 .pbo with all addons in it and release it together.
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The Lost world Mod - jarrasic park
Cam51 replied to D.murphy man's topic in ADDONS & MODS: DISCUSSION
Anything new from the JPMod guys? Screenshots, vids, or any info? -
I'd like to disable the message you get when you kill someone. I think having to visually check to make sure your target is dead makes a mission more realistic IMO. But I don't know if this can be done. I have search this and other forums but haven't found what I've been looking for. Any help? Thnx
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I have some sounds that I'd like to create into ambient sounds for a mission. I have tried the regualr way of placing them in a mission/sound folder, but these sounds are not ambient (ie: sounds that get quieter the further you get from the source) The sound files are in ogg format. I'd like to have these sounds in the Mission Editor/Empty/Sound. The soun files are named: Siren.ogg Reveil.ogg 14taps.ogg ALSO, if there is anyother way to do this without requiring it to be an addon, I would prefer that way instead. So the people can just download the mission and not an extra file on the side. Ty
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you can send it to me... i'll check it out for ya.
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is there a way to disable that STR line in a mission script? (ie: init.sqs, description.ext, or mission.sqm) Add the line: STR_WAS_KILLED_BY=false STR_WAS_KILLED=false That was enemy to enemy kills will not be shown, but friendly fire deaths will remain active. Bump
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is there a way to disable that STR line in a mission script? (ie: init.sqs, description.ext, or mission.sqm) Add the line: STR_WAS_KILLED_BY=false STR_WAS_KILLED=false That was enemy to enemy kills will not be shown, but friendly fire deaths will remain active.
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Did you get the gamelogic from "units/gamelogic/objects"?
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he isn't trying to change the "You are dead." camera sequence when you're killed. What he's trying to do is disable the text in the chat area that says "pablo was killed" or "pablo was killed by blanco." did I not explain it well enough? Thats what im looking for.... disabling the "was killed by" message in text for multiplayer missions.
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Can anyone add more info for this? or maybe post a snippet of the "onplayerkilled.sqs"
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I'm looking to have it just pop you right back into respawn... without going threw a dramatic cut-scene. Can you do it with out a crap load of scripting? Just a basic... start script stop script command?