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Everything posted by giorgygr
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Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Charon ..I marked your words in video: "The doors kept shut by a script".. So..this can work like a "Barricade" command in players menu-and IT WILL be player/s responsibility to "secure" the gates when exiting or entering....otherwise..."bad things" will happen.. -
Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ok.. I m trying to explain here HOW we can achieve "Simulation" in a "Fictional theme" So..IMHO ..Tanks should NOT be disregarded by hordes..although "out of harm". (lol if u were IN a tank in the center of the city with Zed's loose...i bet you had check TWICE if the hatches are sealed properly :D :D ) Beyond this point..any mission/map-maker could decide to use (..or No..)Heavy armors in his mission/s ;) -
Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@Uglyboy Hmm..in a REAL scenario of our..fictional theme here..i can't see ANY way that Zed's could possibly harm a tank.. If it was a "Stryker"..maybe lots of Zed's will manage to turn it upside-down (scripted) but..the tank is SOME tons of iron heavier .. :S -
Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yes..of course u r right about CZM...(my bad the word "remain") The "spotting" ability of the enemy (Zeds now) is still dependable by "seeing" and "hearing" skill of the unit? (Zed) like human enemy troops?(!?) *sorry about my Engl.-I m trying my best :D -
Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
btw...humans ability to "sneak" on Zeds will remain? ..or silenced weapons ability to NOT "draw" to much attention?? -
Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Damn it!!!!!!!! As i said before: THIS MOD WILL ROCK!!! The only similarity i can see with other Z mods...it's JUST the "theme" of mod. THIS..it WILL be a lot different and FAR "DEEPER"of anything we have seen until now!! Charon...U R THE MAN ! ;D -
New Sound Mod in the making, slowly but surely
giorgygr replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ok.. I have to add a comment/question as a sound engineer in RL..after seeing the Vid. in You Tube 3-4 times. I have noticed the "tail" of the "reverb" effect in gunshots in "open field" (like Video)is 2 long/VERY REAL!!. The question is in ..what about "Close quarters" /or "heavy populated area" (more buildings) ?? *Normally the "tail" of the "reverb" effect should be smaller (about 30%) and the "echo" effect must be raised-up (about 20%)* ------------ I don't really know if the ArmA sound-engine allows those variations of "how the sound-sounds..depending the terrain.." Just asking..and STILL waiting for this awesome work to be released ;) -
Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
@RAINF Yea..but if someone (i hope ) makes a script of "barricades" (maybe with Armorvalue=xx) for players to "block" an "Exit" door or stairway ..it will be frustrating seeing Z's entering from solid walls :D Also..what about "Quarantine" modes? Quarantine mode must have at least 1 "secure" area-base for survivors,and the ONLY "dangerous" point/s (Z's invasion) must be ONLY the gate/s... :S -
A.C.E. Advanced Combat Environment Mod 2
giorgygr replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
TELL THEM-TELL THEM!!... (a bit off-topic but..) I can see a whole bunch of servers in MP they have Crosshair=off Who is to guarantee ME that they are NOT using "custom" dot?? :p -
Monsters, zombies and so on
giorgygr replied to Ludovico Technique's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Damn it guyzz!.. You can say that i m too optimistic..but from MY pov ..i fore-see THIS Z-mod will get "FAR deeper" in scenario possibilities and A.I reactions than past Z-mods!!. My humble suggestion of course is the player's random possibility to encounter limited numbers (0-xx) of infected between cities or villages (as the logic says..) Keep up the AWESOME work and plz..dont keep us wait 2-2-2-.. long :) -
New Sound Mod in the making, slowly but surely
giorgygr replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I wait with GREAT anticipation Chammy. This is going to be the No1 Sound mod forever ;) -
I m a Namalsk-maniac since ArmA1 :) Great work of course..although i highly recommend (beyond minor-fixes..) some addon-like "Snow-falling" and/or "snow-blizzard" (I saw something like that in :NIM_Weather addon -with a minor bug Snowing INSIDE the houses..-like ArmA1 rain) I m anxious to play (at last) the WHOLE campaign :) *P.s Have you thought about MORE enter-able buildings??
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Hi guys.. In my opinion,the face customization(oblivions utility) is crucial,especially in MP,and not only the length of arms-legs. Always the ability to recognize your fellow co-players face in a clans mission or official clan Vs clan game ,is a serious matter of discussion. so... If there is ANY way to build-in the game this utility.. many-many people(including me of course..) would be happier...