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Inkompetent

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Everything posted by Inkompetent

  1. Inkompetent

    What difficulty do you play on?

    Well, the crosshair for hand grenades help in sideways aiming if wanting to throw past corners and such. And I don't like zero deadzone on my guys. And even with zero deadzone for example the technical with a PK on it is impossible to to aim with. Most mounted weapons are easy to use. But that particular one without crosshairs is just a waste of time.
  2. Inkompetent

    What difficulty do you play on?

    I just want the crosshairs for grenades and for some mounted weapons that one otherwise have absolutely zero sense of where they are aimed. Couldn't care less about rifles and stuff.
  3. Inkompetent

    Project RACS

    Well, as far as SIX Updater goes it doesn't need to be the only way of hosting it. Using SIX Updater doesn't add any kind of dependancy on anything really. It's just a 3rd way (1st being FTP/HTTP website downloads, 2nd being Yoma) of installing stuff.
  4. Might that be that you've set it (by mistake I presume) to overwrite the userconfig folder, replacing your fixed config with a default one, thus breaking all glasses. Did you check that the ace_clientside_config.hpp was your modified one?
  5. Inkompetent

    What difficulty do you play on?

    I play somewhere between Regular and Veteran... and Expert when I think about it. I've simply modified the Regular mode to fit mine and my friends' needs and wants (i.e. visible waypoint markers, visible diamonds on team mates, visible crosshairs, 3rd person view enabled, kept the clock indicator, and disabled most of the other stuff).
  6. Inkompetent

    Weapons Sway

    Best I can do is to point at http://forums.bistudio.com/showthread.php?t=83717 About weapon sway though... I'd love something like in America's Army 3. One can say what one wants about that game. It has has many an issue. But the weapon control in the game has some VERY nice features with sway, misalignment of sights when going to ironsight view, (i.e. even if your 'crosshair' is on target when you look normally, the sight is randomly offset a bit in some direction when you go to ironsights), more proper aiming with grenade launcher attachment ladder sight, and a fantastic 'eight-shape' sway, recoil feel, and breath control. I wonder how much of it can be transcribed to ArmA2 though, even with some new axis of animation for sight misalignment, considering the way the game is made.
  7. Inkompetent

    Weapons Sway

    @ Wolfstriked That is pretty much up to Bohemia Interactive. They haven't said anything about that specfically, but if you look at Operation Arrowhead we are getting the FLIR from VBS2, and I believe that the infrared markers are from there as well, and same with he rucksack-system that's to come. Difference is that VBS strictly targets the professional military as an educational tool, and thus doesn't have to be the least bit of fun, as long as it is a good enough representation of actual combat. ArmA on the other hand needs to be fun to play, and easy enough to get into for 'the avarage gamer', so that it'll sell enough (since after all, every single company in the world needs what they do to be profitable, or they cannot exist), so it's a tough thing for BIS to balance. Hopefully though we'll at least get SUPPORT for additional axis to animate the weapons in. The charm with ArmA after all is that the community can shape the game into all their different tastes, as long as BIS provides us with the tools to do so. It's not likely to come in ArmA2/OA I'd say, but maybe in some future release if enough people show it is wished for.
  8. Wouldn't that local player check pretty much be the same as a player==player check? Or have I missed something with the creation of objects and the player-variable?
  9. Inkompetent

    How to fix a choppy mic

    I haven't since the game release been able to get people to understand me across VON, even when playing with my neighbours at a 100Mb/s connection, instead resorting to TeamSpeak3, so some of us are just bad off I guess =/
  10. Here we go again! Was pondering what methods do people use to quickly add a whole bunch of identical magazines to a unit's init-line? I myself have settled with the below because it's easy to read with the numbers showing how many magazines I actually do add: {this addMagazine "magazineName"} forEach [1,2,3,4,...]; What other methods to people use to make it shorter and easier to read? Curious for information, intending to add the 'winner advice' to the wiki.
  11. Oh, and also. When editing an object's properties 'this' refers to the object itself rather than for example the spawn/do not spawn 'variable' (in lack of better words) if you are working in the spawn-context. And since a unit is an object and not a boolean variable you can't just make it true or false, but have terminate/spawn through other means. For waypoints 'this' refers to the unit (group?) owning the waypoint, and not the waypoint itself
  12. Condition checks in themselves ARE if-tests, so it can be simplified pretty much as long as the code in the field IS boolean (i.e. doesn't return a boolean variable, but can processed by a bool-check). The first example... I'm not really sure what you are putting where. Is the if-check in the cycle-waypoints condition field? If so, just set the condition to !triggerActivated lala. I.e. the waypoint will work as long as the trigger hasn't become true. When it has the waypoint won't be able to finish anymore. I think that for the second case a simple !isNull NameObj in the condition field should do the trick (note though that this stuff is very sensitive in what order the objects are initialized. You might have to change the order of objects in the mission.sqm file manually to make sure the hospital is listed before everything that depends on its existance, or the check won't work as intended. And even then it feels like a volatile solution, where the best way to solve it would probably to spawn the other objects through script to make guarantee it works as intended).
  13. Added both mine and Sickboy's suggestions to the wiki since they were about equal in useability, depending on preference and situation. Thanks all.
  14. Definitely. Just depends on the goal of it. If one really wants the soldiers to stay in the building Guard isn't the best of choices. If one wants to just defend the building, but be free to leave it until all known threats are dead, then it is :)
  15. There isn't any real difference in avarage FPS. You'll have to pay attention to stuttering and texture-loading. There's another benchmark mission linked early in this thread (Chernogorsk mission) that has more and better statistics, and where texture-loading and stuttering is more apparant.
  16. Wouldn't a Hold waypoint, or disableAI "MOVE" do the job better? With Guard waypoints they can run off, even with a guard-trigger, to engage their target.
  17. Good one, Sickboy. Hadn't even occured to me to use ordinary loops in the init-lines >.< And as for scripts... Well, personally I'm not too fond of them. Depends on mission, but it can be nice to see during the briefing what the unit is equipped with, rather than to have to wait until one is 'in-game'.
  18. Inkompetent

    Being Suppressed

    Agreed. Flashing, blurring or both and a bit of additionally increased sway would be nice, effects increased with caliber. Since automatic weapons are more likely to put a lot of rounds close to you in a shorter timeframe they'd become much more useful, even if in a position or at a range where it is hard to hit. Grazing fire and area fire with belt-fed weapons and vehicle coaxials could become a real bugger to be the victim of. And not to mention... the M134s on the Huey might actually become worth something.
  19. Inkompetent

    Free Falcon 5

    FF5 really kicks buttocks. It's wonderful. For single player. Still feels like it suffers from good ol' Falcon 4 multiplayer quirks. I'd however say it is the epitome of Falcon 4 single player experiences. For multiplayer I still recommend Falcon 4.0: Allied Force, developed by Lead Pursuit. They are now the owners of the IP, and reworked the entire game to become more stable, as well as a vastly improved campaign if you look under the hood. It doesn't really look different from ol' Falcon 4.0, but there's a lot of stuff changed that you won't notice until you play. For the ultimate experience, have one of each, depending on the occasion!
  20. Inkompetent

    New beta build 70313 is up!

    Tried using -exThreads=3 as a shortcut parameter?
  21. Inkompetent

    ACE Wounding system

    Just open the modules browser in the editor (F7) and create a ACE Wounds module on the map. That's it. No syncronization needed or anything.
  22. Sure is quick! Until I want to see if I actually added six or seven rifle magazines. Then it starts getting troublesome! :p
  23. Inkompetent

    Arma2 beta builds 1.05.6xxxx

    Well, that's some good news at least! Really nice if it's really fixed :)
  24. Thanks, oktane! "Oktane. Making ArmA2 playable with postprocessing enabled since 2010." :D
  25. Inkompetent

    Arma2 beta builds 1.05.6xxxx

    Maybe they've fixed the beta patch uninstaller in that case? Tried to play a mission with an Apache in it / see if the EW campaign works?
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