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DieAngel

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Everything posted by DieAngel

  1. Don't misunderstand me i'm fine with buying game after games to support the debugging of BIS's game engine, but it pisses me off that each time we change game "number" we basically lose almost everything that was achieved and made the previous game great. I would have prefered for a continuous support and updating of the present system (even if we have to pay for it) rather than making improved versions of the same game over and over again.
  2. I'm the only one who is worried how much more shrinkage the actual GAMEPLAY, STORY, and depth of the game will occur when instead of being able to take many modeling shortcuts, modelers will have to build "movie grade" scene? Am i the only one getting tired by the graphical armrace ? as for "unlimited point cloud data" (they keep repeating it) I might have some interest when i can run a smooth demo from the comfort of my home, but they only releasedvideos and stills. Sooo...
  3. DieAngel

    Easy character animation

    Or a lot of animation experience and time. (unfortunately, when you are at this level you usually expect to be paid for your work)
  4. DieAngel

    6 DLC Suggestions (incl. USMC) POLL

    The USA is just "one" of the factions in the arma serie.
  5. DieAngel

    6 DLC Suggestions (incl. USMC) POLL

    Anything but US related troops for the love of god, we already have plenty of this between Blackwater, the US army, and ,the Marine corps. -How about having the ability to pick your gender in your player profile? With at least one proper face, and at least one voice so it would work for every units. I would gladly pay 200 bucks for this feature. -We do need more insurgent, and i would love maybe a complete winter setting with corresponding adapted troops , equipments and maybe new objects, like tents. - More animals?
  6. I am making a simple dynamic mission using the secop manager where the players are part of an insurgent cell, but when i use it the secop spawn OPFOR units, aka takistan army. I would rather get secondary objectives against BLUFOR units, is there any easy way to change this?
  7. Anyone? Is there a non official documentation about the SecOp manager that I missed?
  8. Also i'm looking to rig the Secops manager so it will only create a new secop when the first one is completed/refused AND the players came back to HQ. I've been looking into the biki for informations on the SOM module but it only offer basic insight on how to interact with it.
  9. DieAngel

    IR strobe not visible in FLIR?

    A FLIR system displays HEAT, an IR strobe is not exactly outputing heat, and thus you should'nt really see it on thermal imaging. Right?
  10. A note about the radio jammers, keep in mind that it's possible to create a detonator that will arm when it receive it's signal (incoming cellphone call, or radiowave) and will detonate when the signal is lost/on hangup. Radio jammers should be used with care if setting off the explosive prematurely is absolutely out of question (if the bomb has been placed in a busy public place for example, using a radio jammer would put civilians at risk)
  11. DieAngel

    Citylife 2 Released

    So that's basically Garry's mod "DarkRP" Gamemode for Arma?
  12. Maybe there are, but it's usually just not code efficient. If you want an example, ID Software's different engines are mostly built one over another, improvements yes, sometimes really huge improvements, but code is expensive, battle proven code, stable code, bug free code is not only costly but takes a lot of time to create. You can still find large code segments of Quake in the Quake3 engine sourcecode. The same way the engine used in Arrowhead is an improved, more matured version of the original OFP engine. I'm sure a lot of things we perceive as "limitations" to OA's engine are here for a reason, maybe oversight when the first structural model was put in place, maybe ingherent limitations due to the way things are done in the engine. Some can be pushed back further, some will need deep modifications to be overcome. But a full rewrite? come on, when would you like to see these improvements? as soon as possible or in the same time it took us to go from OFP to OA? Fresh code need a lot of time to mature, as bugs are found and the game is tested and crash again again and again the programmers refine it, see what doesn't work or what could be improved.
  13. Erm... what are you guys on? No company ever rewrite from the ground their game engine (especially if it's made in house).
  14. Currently what is holding me from running combined operations all the time as an user is that when editing a mission i'm never really sure which units i'm picking or which static objects, i tend to make OA only missions to play with my friends because it simplify things. Could we have some way of easily masking units in the editor? Like have everything in the selection screen that is not stock units to be like, colored or in italic?
  15. DieAngel

    DLC- What do YOU want?

    carriable objects, deployable barb wire, shooting out of vehicles with your own weapons
  16. I've been told that BIS's intends was to go away from making milsims (which they seems to be the only ones doing so) for more "mainstream" games. If that's the case, is there any chances that we will finally get all those "VBS2 features" that should have logically gotten in Arma2 and/or Arma2OA Cause lets be honest right now, there isn't much "improvement" from Arma2 to OA. And i'm sure i'm not the only one who hoped for more than just a big content pack on the same engine. -We are still waiting for behing able to use personal weapons in vehicles (no i'm sorry it can't be THAT complex to implement, vehicles have working turrets since the OFP days) -The ability to pick things up: currently the world is static, we can't even pick up a few oildrums to build a makeshift cover or a traffic cones to build a checkpoint. -Granted we now have deployable tripod mounted weapons, where are the deployable barb wires? the tire busters? Does BIS really feel this is such a "military only" feature to be able to fortify a command post? -The Mission editor is a joke, it hasn't changed since the OFP days, there is still no unscripted way to setup the initial height position of an unit, nor is there a decent interface to customise soldier loadout and cargo content for vehicles and crates, which is the most basic thing someone making his first mission will want to do. Now i've been a good customer, i supported this company, i bought every damn version of the game (minus the VBS serie) because i was believing that in the long term this would become the perfect milsim FPS. I do hope the community will remember it when your new game comes out.
  17. Where do you see me complain about scripting? My only complain is that everything absolutely has to be done through scripting in this editor, even the most trivial things.
  18. I dabble in the map editor sinc ethe OFP day, i know about the triggers, markers waytpoint and all, it still remains someone's very simplistic vision of a mission editor when most of the work has to be done outside of it.
  19. So the idea is that it's okay to make a game where everything has to be done by the fans? As for the editor, when i was making missions i know that my best editing tool was notepad++, i would go in the actual ingame editor only to test my mission pr add/remove an object. The mission editor as it is is pretty much a glorified "unit placer"
  20. Mumble in arma OA? this would be absolutely awesome, especially if it handles, not just 3D localisation.
  21. I would like to make a mission for training and weapon testing and i'm wondering if there is a way to make a script that will fill a weapon crate with every weapons , tools and ammunitions available on the server, and do so regardless of what addons are installed. Is there an easy way to do this?
  22. There is an island called "Firuzabad" in the operation arrowhead demo, now i assume it's a cut version of one of the full islands, but could BIS add it to the Full game? I know it is probably not something needed, but it would be better if every player had it anyway rather than needing a 3rd party addon.
  23. I tried ace's magic box but unless i missed something it doesn't contain every items. As for crate filler scripts i only found scripts that fill it with predetermined stuffs, so far i haven't found any that will adapt the content to whatever addons are installed (even addons it hasn't been designed for)
  24. Added screenshot to the opening post, seems to be a block from the center NW of the takistan map, but it would be nice to have like sarani lite in arma 1, because those maps load much faster and are great for making smaller CTI games
  25. Yes i know, but if it's in the demo it would take like 5 minutes at best for bis to make it an official island so every player will have it next patch. I know how to add it, but it would be nice if it was a standard island everybody would have.
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