fincuan
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Everything posted by fincuan
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As far as I know there's no way to make that kind of shortcuts, but you can select all members of a certain colour by pressing shift and selecting one unit of the team. For example shift+F2 would select ALL units who are in the same colored team with number 2.
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edit: Nvm, nothing to see here :) Just got caught by the "jump to latest post" feature...
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After waiting a bit for updates thinking of getting ArmA2 but a ? first
fincuan replied to thewalrusking's topic in ARMA 2 & OA - GENERAL
The demo is based on version 1.02 of Arma2, which is quite a different beast than what it was at release. Afaik it hasn't been updated after that, so while it should be fairly stable and finished the current version of the game, 1.04, is even more so. -
If it's any help I'm doing it the other way around: I live in northern Europe and mainly play on Tacticalgamer's servers, which are in the US. My ping is normally between 100-200, which is completely ok in Arma2.
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A.C.E. Advanced Combat Environment Mod 2
fincuan replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I loved the stamina system. The only bad thing was the total blackout at the end instead of gradual slowing down, but all in all they did a good job with what was possible within the limitations of the engine. -
The Swat4 radial was ok imho, but Swat4 also had one other huge advantage: You could choose between the radial, "New command interface", and an OFP/Arma-like numbered menu, "Classic command interface", which was straight from Swat3. As I said in another thread the numbered menu beats the radial hands down in speed and efficiency once you've mastered it, but it's not that good for beginners.
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A.C.E. Advanced Combat Environment Mod 2
fincuan replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
One thing you must remember when talking about the stamina system is that the movement speeds are faster in Arma and Arma2 than in real life. I'll see if I can find the posts where someone clocked them, but basically the "jog", which you could do indefinitely in ACE unless carrying a ridiculous amount of gear, compares to a very fast running pace in real life. Same with walking at high-ready, the speed is very fast in Armas. -
The "Micro AI" is awesome if you ask me. My artificial squadmembers have pleasantly surprised me numerous times with their actions, and as a whole are miles ahead of OFP and Arma. Especially their conduct in urban areas is very good. Just a short example on from the last time I commanded an AI squad in Warfare BE: I had an AI squad with 6 members, and we were approaching an enemy held town along a road. Upon entering the village I ordered the squad to move along the road by placing a waypoint for them about 200 meters ahead, combat being mode "aware", directly in the middle of the road. The guys actually started advancing in two fireteams(I didn't do any kind of divisions myself), three men on either side of the road, hugging the buildings on each side. On the first enemy contact I ordered them to combatmode "danger". The advance continued, but this time they started bounding and were much more cautious, checking and covering corners, only a few guys moving at a time, etc... They took out the few enemy AIs and one human player defending the village without any casualties, and without me having to interfere in any other way apart from giving move orders.
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By default there are no limitations whatsoever, but missiondesigners can add those should they want and some have indeed done so.
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BI, you should be ashamed of yourselves.
fincuan replied to MarvinTheMartian's topic in ARMA 2 & OA - GENERAL
Of course the forum is full of problems, because the large majority who don't have them are out playing and not posting here how well the game runs. For me it isn't and hasn't been unplayable or broken either, and even the performance is pretty good considering what kind of pos system I have. -
Same guy. The "I did not finish the OFP campaign because it was too difficult"-guy :)
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That depends entirely on how the radial is done. If it's has keyboard shortcuts for all choices then yeah, it can be almost as fast as the numeric menu. If not it'll suck in situations where one has to give commands quickly.
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Personally I prefer the OFP-style numbered command interface over radials anytime. Starting with the demo back in, was it 1999 or 2000, has given me plenty of time to remember what number leads to which submenu. Commands can be given in no time at all. I see how it could be a bit tough for new people, but for longer-time players it's way faster than those radial thingys. A good example on a game which has both types of menus is Swat 4, which features both a radial and a numbered menu. I immediately disabled the radial and enabled the "classic interface" on firing it up :)
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C1987 Handgrip Weapons
fincuan replied to SyNcRoNiCzZ's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
The biggest problem in the pic is that the sights aren't properly aligned. The tip of the front "post" should be in the middle of the ring. If it's too high in relation to the ring, as in the pic above, the bullets will hit high. Here's the same thing explained with pictures: edit: Woops wrong pic, here's the right one, how a proper M16 sightpicture should look like http://upload.wikimedia.org/wikipedia/commons/b/bb/M16_rifle_correct_sight_alignment_FM_3-22.9_(23-9)_Fig_4-17.png -
Could you elaborate a bit sparks? If you mean did I touch the ammo configs, the answer is no. I only changed things in cfgWeapons and cfgMagazines because we already have a two excellent ballistics mods that deal with the bullets themselves having correct values, mainly the 31st MEU Scopes&Ballistics and NWD_Ballistics(easy to port over to Arma2). No reason to reinvent the wheel :)
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Try playing with Arma2 graphics settings and your graphics card's settings. I had the same problem, but got rid of it after a bit of tweaking. Can't remember what was the key to fixing it, but here's a few things I did: Arma2 ingame settings: Texture detail to Normal, Shadow detail to high Ati tray tools: Texture preference to Quality, Mipmap detail to Quality, Catalyst AI to Low
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They(or it, as the M107 is the only .50 cal rifle) aren't affected by the problem, so no. The problem only concerns weapons which share the same magazinetype with others of non-equal barrellength. Thanks for the comments and the mirror
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edit: Spoke too soon. Slight incompatibility problems with the 31st MEU Ballistics part, but both parties are working on solving it. The worst case scenario is that you get too low muzzlevelocities with some weapon+mag combinations like G36 with G36-mags, M249, M240 and MK48 Mod 0. All AKs are ok, as well as any rifle when using 30rnd Stanags. 20rnd Stanags and specialized mags like G36-mags is where the problem lies. ---------- Post added at 06:29 PM ---------- Previous post was at 04:39 PM ---------- New version uploaded, hopefully fixing the compatibility problems with the 31ST MEU addon.
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See the readme. Should be no problem. Also, if your mod targetline is getting a bit long you can easily drop the FNC_muzzlevelocity.pbo into an existing modfolder. It doesn't care about the exact path, just that it's loaded with the game :)
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Hey I remember the escape mission. It was fantastic, one of my alltime favourites in OFP :)
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That's probably the case, because you can't get ingame unless slotted in. The only times you can pick an already filled slot is if it's occupied by AI, in which case the playername is literally "AI", or if you're and admin.
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Lobby When you join a server you'll automatically be assigned a slot, but you can change this slot at will before clicking ok. Unless otherwise told, ie. an admin telling you not to pick a certain slot, there are no restrictions to which free slots you can fill. Gear, AI(bots), etc. This is decided by the mission. In Arma2 the mission designer has all the authority to put gear in his mission, to put restrictions to its use, etc. By default there are no restrictions and no rank-structure, anyone can use any equipment they desire. Judging by your post it looks like you've been playing Domination, Evolution and/or Warfare, which all employ equipment restrictions and ranks to some extent. This is not the norm however, it's all up to the guy who makes the mission. Some servers also have their own set of rules per equipment, ie. "No flying unless on Teamspeak", but these too vary from server to server. The best thing you can do if you're not sure is to just ask, and someone will normally answer in a polite way :) Teamplay The sad fact is teamplay on a public server is more often than not nonexistant. The rare exception is if there just happens to be a good bunch of guys on the server, or if it's the right kind of server, or both. The only certain remedy I can think of is joining a squad or community server where the members keep the order and encourage teamplay. The missions themselves don't prevent anyone from playing as a team, it's just the above mentioned "public server mentality" usually means lonewolfing. I spend most of my online time in the Tacticalgamer-servers, which is one of the places where teamplay is a norm. In fact one of the two servers is now, as an experiment, a public server with the more experienced members thrown in to "enforce the law", so hop in and they'll take it from there. Just filter for "Tacticalgamer" in the server browser and you'll find the server. For starters all you need to do is to follow orders and not be a jerk :) There are other good communities too, but I'm sure someone more familiar with them will fill in the details edit: Repeation: That's what you get for typing a post for half an hour :)
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Artefacts and Graphic Bugs till crash Poll
fincuan replied to neojd[ny]'s topic in ARMA 2 & OA - TROUBLESHOOTING
So has any of you tried the maxmem=2047 switch? I used to have severe graphics corruption problems(two X1950 Pro 256mb in crossfire), but haven't had them once since adding that to my shortcut. -
Nice, thanks for the new version! I'm afraid the problem with MP is still there though. Innocent players who don't have the mod still get those error messages on missing scripts.
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Hehe... Any comments from the same poster on how the stock mildot reticles aren't in scale? Kind of makes rangefinding with them a bit harder :)