dayglow
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Everything posted by dayglow
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Smoke Effects: Collapsing buildings
dayglow replied to dmarkwick's topic in ARMA - ADDONS & MODS: COMPLETE
just to clarrify. If I drop this into my mod addon folder these effects are added to all missions, or just ones created with script calls to this mod? -
I have a suggestion for BIS. I use a voice command program to help give commands in the game (www.gamecommander.com) and it worked very well in OFP. Everything in AmA is good as well except for the group commands. When I divide my squad into different groups (red, white, green, etc) in OFP they were part of the numbered command structure so I could program it into the software. Now with AmA I have to hold down the spacebar, scroll the group I want and then issue the command. This doesn't work, negating the advantage of being able of just speaking out my orders. I can program the software to hold the space bar, but I would love to see a number beside each group so that I can get the software to work.
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just a bump to see if anyone from BIS has seen and could comment.
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1...2....3....4....assign team red. team red.....weapons free team red....flank right. much more organic, easier to remember the spoken commands than tapping the number keys and you hands stay on your controls during combat. Once you've found a reliable voice command program that doesn't need training quite frankly it's very hard to go back to the old way.
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new command, interesting. Should work, just complicates things because my group red could be different members depending on the mission and composition. Say 1 mission I have an AT member. I may link him with a rifle man as group red. They could be 4 and 8 for that mission. next mission I may only have 4 guys and I want 2 and 3 together as a group. With OFP under the grouping submenu you could directly select the group you wanted and red was always say 2 and green was always 3, no matter what members were part of the squad.
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do you have a link? Will these tweaks only work in missions that use custom scripts or does it effect all missions?
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will this ever be addressed? Since OFP it makes sabatour missions more frustrating than necessary. Playing the convoy single mission I placed the mines and all the satchel charges along the road. The first BMP drives over the mine and goes boom. All is good, I wait until the Ural trucks are over the charges and blow them and they go bye-bye. Great. Now there is just the trail BMP, but as soon as I see it, it's already firing on my position on the ridge above the road. WTF? I'm proned out and under a tree in long grass, yet it knows exactly where I am as soon as it gets a sight line. This has been a problem ever since OFP and I really wish it was fixed.
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Thermal scope (I.R view like Splinter Cell 4 or Vegas), of course in this game there is not such think in engine, so the A.I simulate it. (Have you ever see IR view in Aliens vs Predator or Predator 2 movies ?) Actually I have experience working with thermal imaging in manhunts (working with a police helicopter on the ground) and know the advantages and limitations of FLIR in trying to find someone that has gone to the ground. A head on shot of someone hiding under a tree would be very hard to distinguish. It is not like the movie at all and the natural radiation of IR of many objects around help mask someone. I would look the same as a rock on the ground being warmed by the sun. Could careful anyalsis of the image show my outline? Probably, not within the split second it takes the BMP to enter LOS, located and fire on me. I find this bug frustrating because it doesn't always reproduce. Sometimes the AI knows where you are, other times it doesn't.
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cool, my thread is still going
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I've found water reflections are the system killer for me at least. With a GF 6800GT and view distance set to 2.5km, with reflections I get around 10fps, without I get 40+
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I disagree that weapon accuracy should be lowered. Guns are accurate, what happens is that people don't take the time to properly line up the shot because of the mental and physical stress of combat. That should be modelled for the AI. What I don't want is a BIA style of weapon handling where even a properly lined up shot will not hit to force longer firefights. If I have good cover and the element of suprise, I should be able to take the time to line up a shot and hit what I'm shooting.
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who really cares where the thread is? It's un update to an already released mod.
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who really cares where the thread is? It's un update to an already released mod.
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thankyou for the answers, this is looking amazing. Suppressive fire sounds great and is the one thing missing from OFP. Will the AI be suppressed now? ie I fire a LMG at them, will they freak out?
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thankyou for the answers, this is looking amazing. Suppressive fire sounds great and is the one thing missing from OFP. Will the AI be suppressed now? ie I fire a LMG at them, will they freak out?
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anyone from the ECP team able to comment on the save-game issue? Also I remember some people saying that the ECP was looking at ways of reducing the laser accuracy of the AI without using HD weapons. Has there been any progress on this?
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anyone from the ECP team able to comment on the save-game issue? Also I remember some people saying that the ECP was looking at ways of reducing the laser accuracy of the AI without using HD weapons. Has there been any progress on this?
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is the dreaded savegame problem finally solved?
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is the dreaded savegame problem finally solved?
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do you have gun smoke in the mod? That's the one thing I like in the Y2K mod that isn't in yours. Makes target ID in battle a little easier when you can zero in the smoke from them firing.
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Well I tried it, but unlike the Y2k or EECP mod it does not automatically replace the units in the game, so unless someone specifically builds a mission with the units then it doesn't replace them. As I said I'm not a mission builder, so the advantages of this mod are lost on me right now
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Ok, I'm a complete noob to this pack and have a very basic question. I am not a mission builder, but simply a SP player. I like the idea of the realism in this mod, will it apply to SP missions? Or is this a MP only mod?
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The ECP guys are doing a lot with AI-related things, so it'll be interesting to see if they address that. It would not surprise me. I also have a few ideas that may help with that issue, but I just haven't gotten around to getting them in and trying them out. Perfect. Hope ECP and you are able to crack the ai thing. HD weapons aren't the best, but do make things a bit better. Any idea how the next version of ECP is coming?
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Love the mod, really improves the OFP experience. 1 thing that gets me though is the opforce still can drop you from 500 like nothing. Is there anyway you could do a HD pack for Russian/NATO forces that you can change before launching, depending on what side you want to play? I think that would make it perfect. Don't mean to impose or anthing, it would just make things perfect in my opinion.
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The new animations files being released, do I have to add them to this config, or follow the instructions included with them?