DieAngel
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Everything posted by DieAngel
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Seems the OP is seeking a beating
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If you write a toolset for map making, with several game logics that the mapper can simply slap in the map or not, would it be wise to .pbo it or keep it as raw script?
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oh sorry my apologies, i thought it wasn't the case. TY
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I am seeing a lot of potential problems in multiplayer with peoples setting terrain to low to get an advantage with the grass off, so i am asking is there a way to force the grass on when you log in a server that request it?
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yeah but then why should i lower my gaming experience because keeping grass give others an advantage over me? i think some values should be server enforced grass, fog, like we can enforce first person
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If it's any consolation, I would download female soldier models and make textures for them representing proper soldiers. Thanks for the head up, although i think i will wait until we get all the tools, my idea is to keep it as compatible as possible with the existing units, maybe even use the same face mapping so custom faces can still be used.
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looks like , wtih all this hot talk i will just have to wait patiently for the proper mod tools to come out ... And hope i can do an average job myself -_- Who know? it might be popular after all heh...
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I couldn't find this info anywhere so i thought i should post it here. Basically i would like to use civilians in the west or east side, because none of the factions attack civilians. How would i do this?
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Balschoiw is it possible that you continue this passionating debate about kids IN YOUR OWN THREAD. There was some good ideas tossed here and there but it gets completely covered with your wild and vivid war agains pixel kids.
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i wish there was a way to make fleeing not as easy, no idea how however... Currently it is more zombie hunt when you are well armed, zombie fleeing when you just have a makarov, but i was hoping to build some zombie survival missions.
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okay lets go back on topic, please, it wasn't really about childrens, or donkeys, it was about womens. Animation wise i don't think women soldiers would really need a different animation set. Civilians, maybe, but prolly not trained soldiers. As for the voice, yes women character might need a special voice setup. Well from past experience in OFP women's faces don't go too well on the male shapes I don't think i am asking the moon. it's just it would make the game a bit more blending to have a few female soldiers/civilians. -Yes i can see the use for some urban operation to have a good amount of civilians in a city and some resistance to "sweep", maybe protect a village or something. The challenge to avoid civilian casualties is a pretty nice idea and having women civies would be nice. But hm... what is the regulation haircut for womens in army? just wondering.
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Well it could bring a whole debate about gender equality. All i know is that in france at least mens and womens can occup the same positions at army, as long as they are as efficient as their male equivalent.
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anyway to enforce grass ON in multiplayer in 1.05?
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how do you change an unit's side?
DieAngel replied to DieAngel's topic in ARMA - MISSION EDITING & SCRIPTING
okay, thanks! -
okay there seems to be a little error in the manual, here is the init field you need to put in a unit so that they can throw and use the strobe lights and lightsticks (i love lightsticks) . [this] exec "\ASSmoke\init.sqs";this addEventHandler ["fired",{[_this select 0,_this select 1,_this select 2,_this select 3,_this select 4] exec "\ASSmoke\scripts\fired.sqs"}]; however, i have the feeling that the light they are doing is a bit large, also the thrower is a tad too powerfull i think, these throwables are mostly close quarter tactical devices and they bounce so hard on the ground it makes them bounce 5 meters further, i would love a second throwing weapon that allow to "drop" the light equipments at feets. Still good job !
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hrm if i where to code the system i wrote a few post before, would someone write the shell script to regulary update the ban list from the server? I know enough my way in php mysql to write the shared ban list system but i don't know arma enough for the server part.
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Rambo, any thoughts on my system?
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Okay here is a system that is little com)plex but that work pretty well on another game. We have a system called ban-link, any server admin can register a "site" on the ban-link system, and then his server can connect to get an up to date ban list. Basically any server admin can add a new ban for their "site", they can choose to add them globally or locally (like locally if you have a problem with a specific player, and globally for a cheater) Then, the other server admin can decide to add his "site" to the list of sites that they trust, or not. All the servers of a given site are given a ban list that contain all the global bans filed by all the other sites they "trust" . This way you give to the system a fast reaction time and you reduce the likelyness of having a corrupt admin as if they become known for posting unjustified bans, the other "site" admins will stop to trust him. It is a lil complicated but it works better than a centrally administrated system, where if the main admins get corrupted, all the list is likely to suffer from it.
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very good , however i have a little problem, i am trying to use the glowsticks with other soldiers, i tried to add the weapon "Throw" to the soldier but so far only the units provided with the mod have been able to throw glowsticks. Am i missing something?
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it's me or the bullet isn't falling down properly for the dragunov (if it even fall), and/or that the PSO style optics aren't adjusted properly, is the rangefinder / drop chevrons just decorative? normally you use the rangefinder to estimate the distance between you and the target and then you use the apropriate chevron based on the distance.
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Well since about the begining of fps games, reloading has always been an automated process, hit a key, it reload. I happend to have an AK105 in Real life, and i know that reloading a weapon when you aren't used to it can take more time than expected, you miss the port, you try to lock it in when the lugs aren't flush and stuffs like that, i know it's easier for pistols and i don't know about american weapons, but does any of you ever though if there was a way to make a bigger difference between a user that know his gun and one that doesn't wich isn't related to aiming, recoil and stuffs like that? I assume that someone who got trained on an AK can reload much faster than someone that takes an AK in his hands for the first time. So does any of you has an idea on how weapon handling could be made more personal, something else than aiming that would be under the control of the player. Another idea i had was to have a simple physical simulation done byt the weapon on each shot, wich would simulate each weapon's quirkyness, each player could come with his own way to unjam his weapon the fastest way, some would be more prone to sand jamming, heat related problems, etc...
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i noticed in my past experience that usually the projects that are "not saying anything by fear to be copied" are actually projects that never conclude, mainly because it doesn't give envy to anybody to join it. Ideas are common money in the game modding scene, realising them is yet another matter. If i was you i would risk to divulge your idea in order to draw more interest.
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a few addon/mod ideas i had...
DieAngel replied to DieAngel's topic in ARMA - ADDONS & MODS: DISCUSSION
well this topic wasn't specific to bayonets... -
realistic skill and precision values
DieAngel replied to ColonelSandersLite's topic in ARMA - GENERAL
what makes you assume sarani troops would be less trained than US troops? i can even say the opposite as sarani troops are in a known environement, while US troops are actually in a foreign place.