Inkompetent
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Everything posted by Inkompetent
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Ohhh, I must say that all that GL3-stuff looks nice! And I'm all for AI mods. Scripts are nice, but stuff as big as GL is really appreciated as mods. Keep the work up, and I hope to see the next version soon!
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Estimated Min. Computer Requirements
Inkompetent replied to dkraver's topic in ARMA 2 & OA - GENERAL
Wow. Only 1GB of memory needed for an optimal rig? That was under my expectations. Looks like they are finally making use of multiple CPU cores too. Hopefully not only to spread out the load of the core game engine and extra scripts, but also that the FSM is included in that spread-out. Probably needed with the improved AI and stuff. Glad to see we don't need astronomically good computer though! But then again... the specs that ArmA came with was odd... "Minimum" meant "10-20FPS" on lowest everything, assuming you don't go into forests or cities where it'll be near unplayable, and "Recommended" was for running the game at medium settings with moderate view distance... -
Clarification on the MLOD release issue.
Inkompetent replied to Placebo's topic in ARMA - ADDONS & MODS: DISCUSSION
Wonderful! Now get modelling everyone! We need more new content in the spirit of 1ID marines, etc! -
Yes, it's true. And no, it cannot be fixed. XAM changes a lot of config-stuff which means that if the server isn't running XAM there'll be serious issues between your client and the server, eventually meaning you'll crash the server with your XAM. XAM is for single player. 6th Sense is a bit like XAM, but for multiplayer.
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There is no linux server for 1.09b, and I don't think there'll be one developed until the next full patch is released. Sad, but likely
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Quite nice T80. It still looks like it just rolled out of the factory though. No scratches and stuff in the paint, no extra dirt around areas where water would pour down the armour, leaving remains of dust and soot where it passes and dries, no worn out edges (sharp edges where people normally walk/climb on the tank would get worn out), dents and scratches from tools and so on. Even if one takes care of the tank properly it doesn't look all too great unless it's newly washed or painted. I'm in complete love with the model though
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Totally agree that putting additional weapons in the type 4 (launcher) slot would be nice. Let's say you want a sniper rifle with two magazines, an M4 with six magazines and a few hand grenades. Makes for nice possibilities that might be needed for the actual missions ^^
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Are Hellfires etc really this innaccurate?
Inkompetent replied to TheReddog's topic in ARMA - GENERAL
FC = Lock On: Flaming Cliffs -
Completed claymores, need testing.
Inkompetent replied to _Pingu_'s topic in ARMA - ADDONS & MODS: COMPLETE
Ohhhh! Wunderbar! Thank you! And as for making a timer... You could always make a while-loop that depends on a variable set by the "Set timer for X seconds" (maybe 30 second increments like the satchel), and make that loop run once every second, so it looks like something like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">_x = 0; while {_x < _time} do { _x = _x + 1; sleep 1; }; Blow claymore and shizzle Thus one can increase the time pretty much any time during the countown without fucking it up. Probably some even smoother way to do it, but just giving the general idea ^^ -
Completed claymores, need testing.
Inkompetent replied to _Pingu_'s topic in ARMA - ADDONS & MODS: COMPLETE
Timer can be very useful if you haven't had the possibility to properly mine your position and have to retreat in a hurry. Say your position is getting stormed and you need to get the hell out of there. Drop a claymore where you were with a maybe 30 second timer and then run. Even if you don't hit anyone with it they'll sure be more careful in the pursuit. -
Completed claymores, need testing.
Inkompetent replied to _Pingu_'s topic in ARMA - ADDONS & MODS: COMPLETE
There are both infrared sensors, audio sensors (listens for footsteps), seismic sensors (registers vibration of the surface the claymore is standing at/is attached to), light sensors too I think (so that it detonates if you aim at it with a flashlight for example) and the list goes on. I think they've came up with all possible detonators imaginable. Questions are how likely it is you have one such detonator, and if it serves your purpose better than another. But yeah, it'd be a cool feature if one could link several claymores (an option for "Attach to claymore X" or something), letting you electrically blow off several at once. That way it's easier to especially set up defense in several directions since you only need to remember two different claymores for two directions, rather than maybe eight. And I'd say... let the tripwire be up to ten to fifteen meters or so. I can't imagine one would use a longer one even in forested area since it'd be hard to set up, and there's a great risk something is in the way so that the wire might not touch the charge off, simply because it's partially stuck. I'd be happy enough if we got three ways to detonate them: Manually with clacker, with timer or with trip-wire. All else is excessive and pure bonus. Oh, and as for aiming. Since it has such a wide cone both horizontally and vertically I think you can increase the increments for how much up/down and left/right one changes the direction. *That* great accuracy isn't needed since it hits nearly everything in front of it anyway, but the time it takes to aim it in steep hills or such might kill you as operator simply because it's slow. Really like the addon though, so keep up the good work! -
Completed claymores, need testing.
Inkompetent replied to _Pingu_'s topic in ARMA - ADDONS & MODS: COMPLETE
Oh, and one more thing I came to think of. Time delay. If you need to cover your retreat you should be able to (like with the Satchel) just set a timer on the charge and run. -
Completed claymores, need testing.
Inkompetent replied to _Pingu_'s topic in ARMA - ADDONS & MODS: COMPLETE
Not completely sure, but to detonate the Swedish Försvarsladdning 21 (essentially an M18A1) you have either a wire or an electrical fuze. You insert the detonators into the mine itself and thus I assume it is disarmed by simply removing the electric/wire-detonator. Or Swedish defensive charges comes with a 50m electrical wire (usually we use both the wire and electrical detonators at the same time as failsafe precautions). And as for big filesize. Cut down the resolution to 1024x1024 or 512x512, and also.. .ZIP the .pbo file! The .pbo is an UNCOMPRESSED format, and by making it to a standard .rar file I got it down to 19% of it's original filesize. -
Autumn (recolored) plants
Inkompetent replied to Przemek_kondor's topic in ARMA - ADDONS & MODS: COMPLETE
Sweeet! The autumn is the most beautiful time of the year! -
Sweet, sweet wonderful day! Wunderbar skins! Time to dig out Sakakah al Jawf and do some raid missions ^^
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1st Infantry Division
Inkompetent replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Wonderful, awesome units! They look incredible in game! Marry me! -
Oh, typical me and misreading Well... uhm... Good question how one could add that in the game. Maybe let the real gun fire dummy ammunition and trigger a script with the Fired event handler, that after half a second starts spewing out shots?
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Well, it is a gatling gun, and all gatling guns need to speed up their rotation before they can fire, so what's so odd about half a second delay before the electric engine has gotten the cannon to rotate fast enough to actually fire?
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As an update on the "see through fallen trees" thing. Why not just make them solid objects after the fall animation is over? If that would make passing through fallen woods too tricky, in that case just add view-block to them.
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Finnish Conscript/Reservist pack & RH_RK95
Inkompetent replied to Von Rundstedt's topic in ARMA - ADDONS & MODS: COMPLETE
Glad that stuff is sorted! Would have been sad to see the addon withdrawn because of lacking rights. -
Completed claymores, need testing.
Inkompetent replied to _Pingu_'s topic in ARMA - ADDONS & MODS: COMPLETE
Sweet! I like the attention to user friendlyness in this one. -
It's in this tricky place: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">C:\Documents and Settings\<username>\Local settings\Application Data\ArmA\MPMissionsCache
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1st Infantry Division
Inkompetent replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Well, I know the M14 is primarily a marksman's rifle since it's incredibly accurate and has a better range than an M16, but at the same time the M16A4 and whatever heavy-barrel versions of it together with an ACOG scope has a very good reach and accuracy as well. But what would the reason be to issue M14s (not the EBR versions, but the standard ones) if not to achieve some form of penetration, since the 5,56mm round is very good at downing soft targets? Oh, well. This is about the 1st Division dudes, and I just want to say I can't barely wait until Monday! Me waaants these mofos! -
1st Infantry Division
Inkompetent replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
The M14 is actively used in the current "Conflict zones" USA are in simply because it packs more punch than the puny M16. They dusted off their old guns from the storage rooms and started issuing them since they needed something that could actually hurt someone after having penetrated a wall. Something a 5,56mmN round is very, very bad at. Thus it's actually quite good they train people with that rifle imo, since they aren't unlikely to be issued one anyway. -
Finnish Conscript/Reservist pack & RH_RK95
Inkompetent replied to Von Rundstedt's topic in ARMA - ADDONS & MODS: COMPLETE
Sweetness! Nice to see some real custom content, and it's really nice to see something that's not hyper-modern super-duper troops of X nation, but something more held back, undergeared and down to earth. Thumbs up for nice project!