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Posts posted by Defunkt
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Have never been a huge fan of WW2 shooters but I think that could all change with these assets in ArmA 2. Watching and waiting with great interest.
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Here are the loadup screens for the AAD version.Nice, I think this sort of polish can prove quite influential on players' perceptions of a mission and is often missing in ArmA.
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I never really tried A.C.E. for ArmA 1 and it may have been sorted back then but does the CQB sight mode include a fix/workaround for the each-muzzle-uses-its-own-ammo problem?
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IIRC from reading this thread, maximum entity visible distance (with this mod running) is reached when VD is around 3000.
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Worst post ever.Couldn't disagree more. If a user wants to see the game have x, y or z feature then the very best thing they can do to make that happen is to "start modding". It's certainly more positive and productive than moaning to BIS about the new features they somehow feel they're entitled to have added for free.
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Looking at it another way, it would probably be more productive (because I'm sure its a value that's easily tweaked) to ask BIS to make the fog render closer for any given view distance.
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A huge opportunity went begging because, while BIS succeeded in attracting new gamers with ArmA II's fantastic visuals, many of those won't have urged their friends to get the game. ArmA II does not deliver at all well on a typical gamer's expectation of accessible, well-tested, adversarial multi-player. These games will improve with time but it'll be that much harder to grow the playerbase without the flush of interest that attends a new release.
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That no-JIP news is so profoundly awful I honestly still don't believe it. This game could bridge the gulf between COD4 and ARMA but it'll die a quick death (in the PC world at least) if players have to sit around a lobby for 10 minutes waiting for a game.
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A player kit system will be a very welcome addition.
What you call a problem is very Fundamental - in my eyes - for the AAS-Game-Mechanics.The current system does work after a fashion, experienced players will understand that a spawn that is being camped is essentially lost and will then choose to spawn one back but you would not believe the number of players that don't seem to take that on board and continue to spawn at furthest forward and repeatedly get shot up for their troubles. Their own fault you might say but it also costs the experienced players who must counter-attack in diminished numbers where if everybody was forced to spawn behind the current objective they can then attack together in force. Actually on that subject, why run a respawn queue? Spawning in waves would be far better if only because it provides a greater opportunity for teamwork if people arrive together. Even for experienced players, getting shot up as you spawn is a not-much-fun way of finding out you've actually lost that objective and it's so easy to fix if teams spawn between, and not on, objectives.
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That's for communication and orders, not for actions.Fair enough, if it works for that purpose in ArmA too then well and good. I couldn't comment as I (believe it or not) never play with A.I.
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i prefer Mumble......here is what's upcoming http://mumble.sourceforge.net/Upcoming
Ah.... finally user registration through the client instead of arcane RPC mechanisms - I might actually end up moving from Ventrilo. Hopefully they've made the noise cancellation optional, I found it easier to distinguish what was said over background noise without it.
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This awesome addon badly needs a campaign of it's own!!!DCS NightHawk
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My wish for OA would be better adversarial game modes, newcomers to the series are often disappointed by the lack thereof and failing to meet this expectation must have a decidedly negative influence on sales.
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We're discussing the pro's & con's of using a rose instead of menus in Operation Arrowhead. It is entirely incidental to this discussion that the person who suggested it a page ago referred to it as being from 'OFP2'.
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Dude, it doesn't matter how many times you edit your posts, you ain't gonna look any smarter, the suggestion was made that OA use OFP2's ring menu and I'm explaining why it couldn't replace ArmA's action menu, all thoroughly on-topic (except your sniping that is). Next time engage brain before posting and you won't have to spend so much time back-peddling (sorry, 'rewriting') after the fact.
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Thats pretty weak of you, for all we know the rose menu can be very moddable.Just like the BF2 rose menu, you can see a PR developer in process of designing a modded rose menu here:
http://www.realitymod.com/forum/blogs/12510/b91-too-many-numbers.html
In your quest to score cheap points you've made a complete knob of yourself by forgetting that PR is a total conversion. That modder is replacing the entire rose and his modded rose still won't allow a user to enable any number or mix of AddOns in the fashion that ArmA's (infinitely variable) action menu does. Think before you post next time.
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Not necessary to maintain an array if he was previously happy to randomize it, just append a hi-marker counter and increment it by one each time a new marker is created.
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The new light cones look good and Alex's edit even better.
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I may yet take you up on that mac.
I've took a few screenshots of what I've been sketching out for Utes. A few choice props are used to fabricate a central objective on the runway (C130 loading in progress).
Small (Up to maybe 12 players). Probably fairly long capture times as there's effectively no travelling between zones.

Medium (Up to maybe 18 players). The outer two objectives (which can't have been captured or the round will already have ended) are moved further out.

Large (18+ players). The remaining Charlie sub-objectives are distilled into one and two more are added to the extreme North and South. It's now a fight for the whole island.


Something like that anyway.
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Well I thought about maybe forking the SBS AAS missions some of which at least have a front that is three objectives wide. For smaller numbers you could limit this to the central path and only open the 2nd and 3rd paths as the player count increases. The problem though IMO is that there's still quite a lot of other vital stuff missing from those missions, there are no player classes (everybody's a Sniper/AT Specialist and can use weaponry from any faction), I don't get the respawn queue (the antithesis of spawning in waves) unless it's intended to minimize the damage from the outrageous spawn camping (but really, why are players spawning at the currently contested objective anyway?) and the quantity/availablity of vehicles isn't well managed. All things considered I thought it might be easier to start again.
I'd envisage (say) five sequential objectives in close proximity with the starting teams fighting over the center one (maybe a single building), the team that pushes the other back and grabs all five wins the round/map. If at any stage before that happens enough players join all five of those objectives are distilled into a new, larger central zone (maybe a small town) which is still contested as the current objective and two more objectives are added either side of it in opposite directions. So you still have five objectives and you still have to hold them all to win and it's basically a russian doll, you could repeat that distil-&-add indefinitely though I don't know that you'd want to much more.
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Thanks. Am dabbling with some simpler missions right now as a means of working up a few scripts required for the above. I think it will require sequential objectives, class-based loadouts, wave-based respawns (with a decent spectating system while waiting) and yes, comprehensive griefer management. So yeah, a big job, definitely in the 6-12 month plan and there are no Linux binaries for my server just now anyway. But ArmA 2 is a keeper for me and I certainly see myself playing it for a few years so I think it's worth investing in.
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TS voice quality is poor, the only advantage it has over Ventrilo is that it is free for any number of users. I would use Mumble in preference to TS if hosting my own server but Ventrilo's sound quality is better yet.
Obviously if the built-in VON is fairly clear, has its own volume slider (so it isn't drowned out by the A.I. voices) and no longer crashes servers then that would be the best option for ArmA.
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OFP2 can use a rose because you can't mod the game - the available actions will never change. ArmA is infinitely moddable and so must provide for an unlimited number of actions, hence the menu. I know which feature I prefer.
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There are many mechanisms by which balance can be achieved, terrain is far from the only factor, one can use respawn time, vehicles, class/equipment mixes and numerous variations on each. What's more, one very obvious piece of terrain that is already perfectly symmetrical springs to mind and if/when I get to starting on this in earnest, Utes would be my first setting with the action starting at the airfield and expanding in two directions to encompass the whole island as more players join. The biggest hurdle is the crapload of scripting required in this fussy client/server environment.
The whole voting an admin, debating/choosing a mission then waiting for everybody to vote on parameters is a huge yawn, half the players don't even know how so it's always preceded by endless chat spam telling people how and who to vote for. And if the server were to grow from 4 players to 32 in one hour how many times would everybody need to endure this carry-on to keep the mission right-sized?
But I have learnt there's little point in trying to convince you of anything galzohar, you know best and you will of course go on doing your own thing. How's that working out?

Nuclear Test
in ARMA 2 & OA : MISSIONS - Editing & Scripting
Posted
Very nice (if one can say that about any WMD).