CANavar
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Everything posted by CANavar
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======== IN-GAME TEXT EDITOR ========== Greetings ArmA Modders, I was just wondering if there was an interest or on-going project to add an in-game text editor into ArmA. Functions needed: - Part I. Ability to browse, open, edit and save text file from hard disk. - Part II. (linked with I or independent) A shared text environment. Ability to add/edit/remove text at vehicle/squad/team/global levels. Why? - To increase briefing abilities at squad-level and inter-squad communication/planning during combined-arms platoon-level operations. Map provides very useful functions but some essential information such as a list providing steps for an operation requires a text environment. - From procedure/tactic development to bug reporting, a text editor is essential for reading/taking notes.
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>>> Moved to Request Addon sticky by original poster.
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2001: OFP 2007: ArmA Another patch... Same question: Multiple controller support?
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BF2 doesnt have to be played as a mindless shooter. Even the most arcade version of BF2 (vanilla I suppose) can be played very slow paced, methodical and tactical. It all depends whom you are playing with. It is the people not only the game that makes the difference. I suggest you check out TG Tactical Mod, Project Reality, Point of Existence 2 and Forgotten Hope 2 (when it is released). BF2 is a game best suited for impromptu sessions. With a couple of standard squad procedures  and on a teamwork-supporting server, it is the ideal game for weekday quick get-togethers for fun. Armed Assault is an excellent (scope, community support, etc) simulation. Best suited for pre-planned coop sessions to simulate a small/big scale military operation. These games are in different categories and they both represent the best examples in their respective group. Play either one of these on a random public server and you will -most likely- feel frustrated and disappointed. In the era of single player gaming, finding the right game was all you needed to do for quality time. In the age of multiplayer gaming, you also need to find like-minded people, clans OR communities, to get the best from the game. There are many of these and all you need to do is check one by one to see which one is best for you.
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Various game forums on www.tacticalgamer.com have tactics sub forums. You are welcome to visit and join discussions.
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Maximus, Button/Axis assignments would still be a problem if we were able to choose which joystick to use. Lets say you want to fly and selected your stick ID. What if you also have a wheel with axes/buttons assigned for driving? What we need is a) A true multicontroller support OR b) If option a proves very difficult (and I simply dont know why this has been a problem for BIS since OFP times) like Maximus suggested, ability to choose controller ID in game but with additional support for multiple key settings. This way, you can choose a controller and key assignments for that controller as well.
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Multiple controller support is a must in my opinion as well. Hope to see it in the next patch.
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Finnish Defence Forces Mod
CANavar replied to feersum.endjinn's topic in ARMA - ADDONS & MODS: DISCUSSION
When FDF is mentioned, the first thing that comes to my mind is "top quality, immersive" missions. I had a great time playing FDF campaign. Keep up the good work guys. -
I was simply stunned by the quality of mods BW team produced for OFP. Excellent job gentlemen, looking forward to your ArmA addons.
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This is what I was looking for. I cannot thank you enough Kronzky... Excellent idea and job.
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I am almost sure that it is a Shotokan (a popular Karate style)kata.
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Remember that there is a "turn out" option Desert. Check you key assignments. It will give you a much better view when bullets are not flying around.
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Agree, it would be very nice to see the quick command demonstration. Lack of fire team functionalities is a big problem in OFP. As mentioned before, when you create fire teams with color codes, formations stays at squad level. Worse, there is no tight/loose formation options. It is very difficult to command an AI fire team during urban operations which necessitates relatively tigther formations. My current method: - Take 2-3 squad members with me and execute bounding by directly setting their positions/watch directions. I cover them while they move, they cover me while I am moving. Cumbersome? yes. But better (=min casualties) than any other method I tried. Formations are NOT fancy visual treats. They: 1) are essential for organization and coordination 2) provide cohesion 3) provide safety separation between a) fireteam members b) fireteams 4) allow proper coverage of threat directions (based on your position in the formation you have a primary watch direction) 5) are essential initial step and provide tactical positioning for maneuver execution (Ex. suppress/flank) 6) provide interlocking fire lanes and establishes fire support between fire team/squad members Official patch or a mod, ability to: - create formations at fire team and squad levels independently (SL: "Red...column formation...Blue wedge...Squad...staggered column, Red take point) and - adjust separation between a) fire team members b) fire teams independently (Ex. SL: "Red team..switch to tight formation...Squad...stay loose) will make a great tactical game like OFP/ArmA even better. I hope developer/community appreciates the tactical significance of fire teams and formations to make these necessary additions.
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Great post Hoak ! Hoping to see an official response soon.
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Maybe you should read more about the subject matter before posting. HDR and AA cannot be used together in some games due to the type and the way HDR implemented. Recent example is GRAW. To expect better graphics does not make one a graphics whore. It is very rude and ignorant statement on your part. Realism and immersion are increased with better graphics and we are playing a military simulation here. Of course there will be an expectation for better graphics.
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Armed Assault developers, can you please answer the following question? Can we use Anti-alias in Armed Assault?
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Faun Franziska SLT56 v3.0
CANavar replied to Gökhan - OFP TURKISH UNION's topic in ADDONS & MODS: COMPLETE
Great news ! Thanks Gokhan (and other members of the Turkish Union). I'll test it tonight. -
Faun Franziska SLT56 v3.0
CANavar replied to Gökhan - OFP TURKISH UNION's topic in ADDONS & MODS: DISCUSSION
Hey Gokhan, Although I am not new to the OFP, I've just recently started checking BIS Forums and simply amazed with what OFP community could achieve. Turkish Union Add-ons are among the best I've played and million thanks to you guys for your effort and time ! Looking forward to new Faun. Simdi de bu mesajin Turkcesini gecelim: Helal olsun size be, helal ! Tum ekibe gurbetten selamlar -
Hello All, I did a search but couldnt find an answer for this. Is there a way I can assign a key to switch positions (commander, gunner, driver) in a tank. Sometimes AI drives me crazy and I prefer to do the job myself and it is really not very practical to roll down the menu to find "Switch to" options each time. Can I assign a key for these? If there is not a way to do it, what are some of the things I can do to help an AI driver advance in a straight line without doing zigzags or stay on the road when I put a waypoint? I know that setting combat mode to "safe" helps a bit. Any other tips? Thanks
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Hey Cameron, I've been a fan of OFP since its release but in recent years almost forgot about it. Thanks to great mod community, it is like a new game now and I am back
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For many years, I've been dreaming a realistic military game world like the one you guys described. There are so many MMORPG games out there and none of them is for me. Realistic ones like WWII online are very poor in the visuals department (kills the immersion) and others are all sci-fi or fantasy.
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GREAT JOB FFUR TEAM ! And big thanks to all add-on makers contributing to it.
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After spending some time I realized that AI is not that bad, on the contrary, quite good in following the roads once you set it correctly. Let's say you are the tank commander. Here are the three important things to remember: 1) Set the combat mode of tank crew to "safe" 2) Turn out ! When I turn in, tank crew automatically switch to danger and setting combat mode to safe doesnt work 3) Start on the road, open your map and mark the the target road position. If you do these things properly, you will see that driver of the tank will follow the road without doing any zigzags. You can start from one end of an island and end up in the other end without getting out of road. Amazing ! I cannot tell you how much I enjoy watching a convoy or simply my vehicle travel like this using command camera. Very immersive... A great game with great mods (like FFUR) !
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Remember that AA makes a HUGE difference in terms of visual quality of the game. I disabled DXDLL postprocessing from the config to use 4xAA. Also, for a long time I had a problem with flashing texture edges and I didnt know how to correct it. I changed my resolution to 1024x768 last night (from 1280x960) and VA LA ! No more flashing and perfect AA ! The difference between no AA and 4X is incredible. The game + mods (DXDLL, FFUR, Y2K3...) looks beautiful now... This is my first post here and I want to thank to OFP developers and community from the bottom of my heart. This was a great game and with community support it became THE BEST game of all times for me.