Col. Faulkner
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Everything posted by Col. Faulkner
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Yes, don't worry, what you want will eventually be available as a mod like it was in OFP.
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"Cooking off" hand grenades is actually recommended in the current US Army Field Manual FM 3-23-30: Para 3-4 "...remove the grenade’s safety pin, release the safety lever, count ONE THOUSAND ONE, ONE THOUSAND TWO, and throw the grenade. This is called cooking-off. Cooking-off expends a sufficient period (about 2 seconds) of the grenade’s 4- to 5-second delay. This causes the grenade to detonate above ground or shortly after impact with the target. Do not cook-off fragmentation or white phosphorous hand grenades when in training." Whether or not it is actually done in practise is not relevant to the fact that it is regarded officially as a viable technique. And throwing grenades a short distance is safe if you do it from behind cover. These weapons are prescribed for use in house and bunker clearing during which of necessity they are used at close range. Edit: This doesn't mean that I support the introduction of "cooking off" into ArmA. It would have little practical application there. I do however think that more flexibility and precision in throwing grenades to various distances is needed in the game.
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I think they mean the way the scene jumps around if you look down your sights and walk forward is excessive. This is especially annoying since the characters do walk "from the knees" in the correct manner so as to keep their upper body and weapon steady when moving! Â
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I'd really like some more options in this too like you suggest. But what you get now is the old OFP grenade throwing scheme - so it's not likely to be expanded by BIS. I presume you mean "arming" rather than "cocking". Well, I'd say don't hold your breath waiting for this in a game that doesn't even have the characters load their weapons properly! Â I recall that one of the addon grenade packs had a nice "piiiing!" sound that mimicked the safety lever flying off your bomb when you threw it - that'd help a bit.
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I agree with Easy_tiger here. If you throw a grenade in the dreaded 3rd person view, the little bod plays his throwing animation then goes right back to his aim position - you are then forced to wait a few seconds (with the character holding his rifle in the aim) before another bomb can be thrown. The grenade throwing delay looks to be a mere "reload time" config setting issue (and thus easily tweaked), not anim related.
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You should cam' up the weapons too. Like THIS
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Most of the downloads have installation instructions included.
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I sincerely doubt that! Well then you've never played Raven Shield. [...] Yes, I played all the Raven Shield mods and I know of some of the deficiencies of the terrorist AI. I was referring, however, to the ability of the Raven Shield team AI to cope decently well with close quarter combat in confined spaces. Once their foibles were understood one could arrange some very good adventures and have them execute quite complex plans. The ArmA AI and game mechanism is not really capable of the same.
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Disembarking out of the boat\swimming
Col. Faulkner replied to RN Malboeuf's topic in ARMA - GENERAL
I second this. The transition from swimming to wading is not very good at all. -
A properly working mil dot telescope would be excellent.
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The game already includes G36 rifles.
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In the absence of any definite information you could try examining the config file for the weapons. Edit: Yes, I just had a quick look; the config.bin has all the information you need. Most rifles are "zeroed" at 400m, most pistols and SMGs are set for 50m. The SPR zooms between 120m and 400m. You can unpack the weapons.pbo with "Eliteness" and decompile the weapons/config.bin into source code using "armaunbin"
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Trade-in Czech version for english version?
Col. Faulkner replied to Paco454's topic in ARMA - GENERAL
I'm sure the publishers of the English version would love that! -
If your character is standing it makes him dress his weapon down (presumably this is what you mean by "safteying"), and if you walk forward it makes him proceed with a "relaxed" gait. All of the key functions are clearly described in the manual that comes with the game (or can be inspected by opening the key settings via the options menu).
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...posthumously
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Cold War Rearmed Discussion
Col. Faulkner replied to raedor's topic in ARMA - ADDONS & MODS: DISCUSSION
Yes, that stinks a bit, especially since polite inquiries on this forum about release plans for the tools are always rudely disavowed. Are these "Cold War Crisis" rehashers beta testing the tools then?- 1061 replies
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Yes, very good. It must have taken quite a while to get that together. Of course, if "505" are paying attention to the thread about the desired contents of their special edition then a proper 1:10000 topographic map and romer will be included (yeah, right, sure it will... Â Â Â )
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Documentation by BI
Col. Faulkner replied to INNOCENT&CLUELESS's topic in ARMA - ADDONS & MODS: DISCUSSION
Dunno about you but the ArmA I bought comes with a professionally printed 40 page manual, entirely adequate for "operating" the game. -
I would be interested in getting a very rough idea [within the limits of the sampled population] of what age group ArmA appeals to most. Please vote in my poll by ticking the option most appropriate to your age. This is purely for interest, I have no ulterior motive for collecting this data.
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Totally agree! As it comes straight "out of the box", it's not a "war simulator" or a "combat sim", that's all just marketing rubbish. It's a "first-person shooter" video game. The tabletop wargames I used to play with plastic toy soldiers and a rule- book as a little kid were more realistic "simulations"! I really like some of the stuff you've done with the retexturing.
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I neither know nor care what "24" is, but why should you be concerned about what others think of the idea?
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It's an "ambush of tigers" or a "streak of tigers". Only lions come in "prides". Â No tigers? You've never watched "Apocalypse Now", then? Large wild animals are a real threat, but mostly in tropical (ie. jungle or bush) areas, which the ArmA island of course isn't, so animals would practically only add a bit of realistic ambiance to the vanilla ArmA maps. It's very easy to multiply real life examples of danger from large animals (ie not including insects) in jungle environments alone; several American soldiers were killed by tigers in Vietnam (one Marine patrol even abandoned a mission to go kill the tiger and skin it). British soldiers in the Malayan jungle were attacked by tigers in the 1950s (SOP was for the whole section or platoon to stand to as if it was an attack - "Stand to!...Tiger!" - and blast it with small arms). The only casualty of the Australian SAS in the Indonesian war in 1965 was killed by an elephant. There are many other recorded instances. Animals are a threat in unexpected places too. Once on an ex. in the UK I got repeatedly bitten by an adder (a poisonous snake native to Britain). The bloody thing went berserk, but it was my own fault I suppose for taking cover on top of it. I had to be "casevaced" because of that. One doesn't expect to be hospitalized by a snakebite in Scotland! Â Farm animals were also a "threat" to covert OPs in rural areas in Northern Ireland. If they could get near, the damn cows would always come over and say "hello" (or rather "mooo!") thus compromising our OPs to the bad guys. You could have things like the above, I suppose, but I wouldn't ever expect a game like this to be so detailed. Animals in most cases, like I said, would add realism but not much more (but if I ever should make an ArmA jungle mission in the future, then watch out for tigers.... Â )
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There was a dog addon for OFP but it used the soldier class. Every time you gave it an order it would always reply: "Roger!"
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Reading a pamphlet is no substitute for training, though. If you really want your "clan" to be trained then you really must try harder to get them together for exercises.