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guttersnipe

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Everything posted by guttersnipe

  1. Just having a look about the net for a chance to pre-order Arma 2 (can't wait!) and I noticed that there is a huge variation in the Reccomended Retail Price for the game - Between 40 & 50 quid (i nearly fell over when I saw it at 50 :) ) eg @ Game.co.uk & amazon.co.uk. As a matter of interest, who sets the RRP? Presumably the publisher? I had thought it was supposed to be the same across the board in one country (it is for books etc). Anyway, would **** NOT**** reccommend shopping at Game if that's their best price :o Roll on the 26th of June! ***£25 at Amazon***
  2. guttersnipe

    RRP? Seems to vary considerably . . .

    Hat's off to Game - they're now quoting Arma @ £24.99 & a RRP of 29.99 . . .
  3. RE:AI medic well, can't blame them, given the ill usage I give their opposite numbers, red cross or no red cross :)Just to reiterate - as someone else said ... I can't imagine using Arma without A.C.E any more ... In fact I've just started to convert all my coop & Sp missions to be A.C.E compatible (hoping to release a mission pack soon). As stated above A.C.E is def. friendlier to MP, though with a reappraisal of the limitations I’ve found a lot of renewed pleasure in some of my old SP missions. And yes, I do tend to pack a 7.62 these days (but then I was brought up with the old L1A1 SLR (mighty good stopping power). . . In the last 3-4 missions I've played over 5ish hours I'd say 70 % of the AI need to be put down like dogs with 5-9 7.62 shots - from which I can only assume there is an engine limitation - because everrything else is too professional about this mod. That said : One round in the face should be enough. If not, it surely should prevent the Ai continuing to act like seasoned pros. Sometimes they're bounding around within 2 seconds .!? Medical anomalies aside (personally three 5.56 round might slow me down)... and I can't stress this enough : - it makes mission scripting, esp. trigger activation v. awkward.... If you can do anything for us on this front devs it'd be massively appreciated.
  4. Can't seem to muster the energy between blackouts to pull the pin.... still it's what the company chaplain would have wanted .... ***meant to say, the 2nd issue i mention re:respawn doesn't affect the Team Switch option in SP, only a prob in MP***
  5. Thanks for another very lavish & professional looking update .... looks the business alright :) Two questions (don't think they're bugs as they were a promiment feature of 1.06 & 1.07), but can't find an explaination): 1) Why does it take between 3 and 14 shots to kill an AI? No matter how I tweak their skill level etc (and in most cases no matter what weapon they're hit with (bar maybe the .50 cal) they just don't die. I'm sure this is great for small MP matches but it plays merry hell with triggers & plausibilty on the small coop & SP missions that I use. Can the wound system be user tweaked/turned off ? 2) When I use the respawn option (ie when I'm face down bleeding out & the AI medic is ignoring me, rather than waiting to die) the character I spawn into (though healthy & out of the firefight) seems to 'inherit' the 'black screen of near death' rendering him incapable of seeing. Probably fixable by turning the wound system off for the mission again, but how? Looking forward to future releases (and some answers!). . . . Keep up the great work !
  6. guttersnipe

    Networking Probs

    2300 to 2800 ? what are you basing that on? are you sure? seems excess a.k.a the BI Wiki : -
  7. guttersnipe

    Networking Probs

    Hi. Have been trying unsuccessfully to host a non-dedicated game between myself & a mate. We're both using more or less the same rigs (bottom of post). I use AVG & Window's Firewall, my pal, Norton Security Suite. I've a 2 M connection & he has a 16 M one. We both use exactly the same custom addons in exactly the same folders. Arma version 1.14. My mate can see my game & join the launching screen no prob. The mission (custom) will load on both machines. At this point he can select a role, but no choice of weapons from the list. I then launch the game fully & after a few seconds he will also launch into the game. At this point things go FUBAR. He can't see me moving, nor I him & we both have a 'boken link' symbol flashing at the bottom left of the screen. I searched for any possible solutions & tried the following: 1) Checked the port range 2302 -2308 was clear in both Windows & Norton (though in his case I wasn't sure if Arma should also be added to Windows Firewall even though he doesn't use it)(didn't seem to work anyway). Also added the range to our router firewalls (forwarded to our own internal IP's) 2) Added Upnp to firewalls. (not sure if this requires seperate ports ? ) 3) Added Gamespy to both firewalls Are there any other things I can try? I've no problem joining other servers through Gamespy. Are there any other programs I need to add to the firewalls? Any help appreciated, driving me nuts. Machine Spec: 2.6 I7-920 (@3.0) Nvidia 9800 GTX+ 512 4 G Ram XP latest build 181.22 drivers
  8. Great Helos guys, thanks a bunch! If there is to be an update can I urge/plug for 'beefier' sounds for the GPMG's .. kind of lose them amongst the turbine wail...
  9. guttersnipe

    Viper Artillery

    Hi, thanks for this great addon - getting even more professional with each revision. One quick query though - in the earlier versions the readme.txt explained (i think?) how to add the facitlity to spot for units other than the included Viper Arty Obs - I've lost the file and notice the newer versions of the readme omit this detail - can you please tell me what line to add to the unit's init ? Cheers.
  10. guttersnipe

    Project: UK Forces

    Yep I did take that a bit too thick .. thanks for acknowlegding the source. Do Appreciate all your posts when you get the time to update us, Cheers
  11. guttersnipe

    Project: UK Forces

    thanks for the info on the wmik. Me neither then, sorry for showing an interest
  12. guttersnipe

    Project: UK Forces

    Hi guys --- any chance of an update? Love to hear how the WMIK's are getting on....
  13. guttersnipe

    ArmA Addon request thread

    Always happy to provide an idea for a new project.... Would like someone to design an addon which creates a vertical, targetable & destoryable square the size of a average window - (curtains etc up to u...) . Ideally would be looking for the 'window' to have an simple 2D .gif like animation of a 'shooter' in the window. (if this was user configable this could be excellent for all sorts of HRT/Urban warfare type scenarios & cut-scenes)(personally I'd like to see a couple of scantily clad lasses hanging out of a balcony etc) Reason being - there are some fantastic urban maps out there however you very quickly know which windows are accessible for the enemy and which (the majority) aren't. Placing a couple of these addons randomly about would add immensely to the fear factor of urban warfare (especially if they could target you as a conventional enemy would only when the animation played and visa versa..)
  14. guttersnipe

    "Select All"/tilde key not functioning any more?

    My bad - seems to have been the SLX addon I was using - removed it and all works fine. Plse close/delete the thread.
  15. Installed 1.14 & discivered that the 'tilde'/"Select All squad members" keys no longer seems to work - have to select all the squad by click-drag or F2 to F12 keys. Can't seem to see an option to remap - also affecting my earlier 1.08 install too. Little help much appreciated.
  16. guttersnipe

    Stuttering every 10 seconds

    I have a similar performance glitch - a bad stutter every 10 seconds or so. Alt-tabbing to the desktop I found that Norton Anti-Bast**D (05) keeps flashing up an intrusion alert (by my own computer apparently on a portscan of 2302). This happens regardless of whether I'm hosting a LAN or Internet. If I disable NAV the stuttering seems to disappear (it is also improved when I kill my outward bound internet connection). I've tried configuring NAV to ignor this instance in every fashion imaginable (adding the Arma ports etc to the exclusions list etc, adding by name & IP the problem machine (ie mine) etc) .. but the error still occurs. Short of permanently disabling NAV (which I'm reluctant to do as I've alot of work files on my machine) I can't seem to find a way round this problem. (Norton have been their usual helpful selfs (ie dilly squat reply) I've seen a similar issue discussed here - in the Flashpoint forums - http://www.flashpoint1985.com/cgi-bin....t=46333 - and here - http://www.nakedsquid.com/index.p....tart=30 . Anyone any ideas?
  17. guttersnipe

    Projekt Gardinas Island

    Just thought I'd register my thanks - Gardinas is without question my favourite map to date : to anyone that hasn't tried it yet ... you won't believe the difference in AI behavoiour whenthey have some decent ground cover/contours to work with. I tend to use this map with the FFAMM 1.3 mod & find the firefights some of the most realistic i've seen in any game. Having read most of the posts on this thread I hope to see a lot of similar maps based on this method. On a personal note to other map makers- - - OK, make larger maps if you desire them, but when you do, please, please offer the option of cut down versions of the interesting areas providing the beautiful experience of a potentially lag free map :- which Gardinas provides in spades! (my second fav is Sakakah Al Jawf - again a nice manageable chunk of real estate! I can't understand why map makers who've put such a huge effort into creating huge maps don't take advantage of their efforts & offer 'map fragments' (ie small, ~10km square) as a worthwhile bonus. We all know that when we're design missions, for the most part, we all seek out a tiny portion of our 'dream locations'. Once again, my profound thanks for this map.
  18. guttersnipe

    Realistic Ballistics

    Great addon, much entertainment to be gained from the use of the properly adjusted range card & binos. Just a quick editing quetion  - how do I use the range adjusted weapons in the editor : when I adjust a soldiers loadout using the regular addmagazine/addweapon commands the range adjustment ballistics no longer applies (ie only works with the default dolsier loadouts) - is there a way to call the ballistically corrected weapons? cheers *edit* traced the problem to a corrupted file during re-pbo of the ballistics pbo - my bad, sorry!
  19. guttersnipe

    Vilas' addons

    Thanks for the reply Vilas - would normally have done that, but there is no mention of the 'vilas forces' in the mission.txt - it must be something I've added within the description.ext & I've not a clue what, other than the basic Vilas mod. Anyway will have to post in the troubleshooting section..... Again - the mods are excellent & have spawned a generation of missions all on their own.... keep it up
  20. guttersnipe

    ArmA Addon request thread

    Speech bubbles would be very handy - I think someone made the option for OFP once (?) I think they would safe a whole pile of time mission scripting & voice acting, with the benefit of adding that authentic 'comic book' war story feeling - any UKer's remember the Warlord, Battle, or Victor comics? lol Sargeant Johnny Death or similar.. Would be handiest if the addon could call the dialog from a series of text files on demand via a trigger, with the 'speaking' party/soldier etc pre-identified in the text file : ie one 'conversation' to & fro characters per file, with the bubbles switching between speakers automatically for the duration. If the bubble was a simiple 2d shape then I guess that an automatic cut scene would negate the problem of which direction the camera was facing. (god, how I misss my camera triggers a lá OFP - bring them back BIS!
  21. guttersnipe

    Vilas' addons

    Probably the wrong place to ask but ... I accidently deleted one of the excellent Vilas .pbo's & now get error messages trashing all my custom missions - can anyone plse tell me which pack has the 'vilas forces' .pbo? thanks if you can help
  22. I'd like to hold a unit in one position at the start of the map, preventing all future movement of that unit, but still allowing it to rotate in position & engage at will: whislt still having the unit as part of my team - i.e able to see the 'reveal target' instructions from other team members. with a normal vehcile this seems simple - remove all it's fuel - how do I go about this with an infantry unit? e.g. a sniper on overwatch in a tower etc (almost always falls out of position/moves away under fire. any help appreciated. edit: soldierOne disableAI "Move" - this works for units safely placed on a solid surface, but not on 'floating objects' eg a tower top where rotating toward a target will cause a 'fall'
  23. guttersnipe

    a few addon/mod ideas i had...

    getting back on topic - carrying wounded would be the best 'no heal' solution - personally I hate getting my entire squad cut up just to save one poor blighter stuck out in the bullet zone ... be great to take a charge out with my medic and tow him into safety. ideally i'd imagine that one guy alone should be able to carry a casualty to safety - maybe have to put down his weapon etc before throwing the 'corpse' over his shoulder. If it was restricted to the medic & the crewmen then it wouldn't become a huge game of piggy-back circus. good luck implementing this one!
  24. guttersnipe

    Falklands Mod 1.0 Released

    my bad - i was indeed confused with the Malverns Mod....
  25. guttersnipe

    Falklands Mod 1.0 Released

    Great mod from what i've seen playing about with it so far but.. How come the soldiers use the default M16/FN - ? the colt commando seems to be just the basic OPF m4? I have a copy of the original release & found the sounds were all custom (eg the SAS M16 etc) Why revert to the basic OPF models? (or am I missing a .pbo somewhere?
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