Inkompetent
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Everything posted by Inkompetent
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And how about a pilot getting their tail rotor shot, or a pilot that have to try to escape AA fire from UAZs (after all the DShK is made for shooting aircraft), manages to land with everyone getting out, and then get shot so the helicopter explodes with the others so close they die in the explosion? Should that pilot too be penalized so badly he leaves the server?
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CSM Beta v2 quick teaser preview
Inkompetent replied to chammy's topic in ARMA - ADDONS & MODS: DISCUSSION
Overall it's nice! I think some sounds were a bit weak though, like engine sounds on the UH-60 Mi-17, and the DShK sounded odd. Other than that it was pure sweetness though! I love what you did with the Ka-50! -
So can anyone tell me why everyone is playing coop
Inkompetent replied to Tigran's topic in ARMA - MULTIPLAYER
Smoother would be really nice, since now once an animation starts you are locked to do just that. Definitely DON'T make things faster though. A soldier wearing 16kg of Interceptor plates, helmet, a camelback, weapon and ammunition can't move as fast if he was a gymnast wearing a nylon g-string. -
Just started the first mission of what until that point (intros and general conversation in the mission) seems to be of very, very high quality. One warning though: Do not use TrueRange AI in this. It hurts. A lot.
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Yes, please remove that stupid penalty. Add civilians if you want us to be careful with what we shoot, but if I see a guy running with a Strela on his back and shoot his head off, why the *beep* do I get -30 score because he doesn't have an AK? He's still armed! Maybe do it so that you don't get any score at all for shooting "unarmed" opponents, but you go tell those soldier in Iraq that they should be put to trial for shooting enemy rebels, just because they hit the person after that person ran out of ammo? Idiotic! So, as others have said. Add civilians if you want something to make people be careful with what they shoot, but friggin don't make someone lose a silly, insane, dumb amount of points for shooting a uniformed soldier that happens to be without an AK. Most shots are done at such a distance one couldn't even distinguish if the person has an AK or not. Not a good idea, because then you won't have a single person ever driving you or flying you anywhere, since crashing with a helicopter counts as teamkilling all inside.
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So can anyone tell me why everyone is playing coop
Inkompetent replied to Tigran's topic in ARMA - MULTIPLAYER
Sectors are placed near each team's spawn, and then two parallell in the middle. You have to capture them in order (i.e. the closest before you can take the middle ones, and both middle ones before you can go for the last), and you will be able to respawn at any sector your team owns. The two middle zones aren't even 500m from each other and even though there are some trees in between you can see from one to the other, thus snipers and machinegunners can wreak some havoc) to support the attack/defense of the other middle objective. Good idea about increasing respawn delay the more your team dies. -
Not time for a final LINUX dedicated ?
Inkompetent replied to Apache-LOL-'s topic in ARMA - MULTIPLAYER
It's in the planning stage after 1.09 is out -
So can anyone tell me why everyone is playing coop
Inkompetent replied to Tigran's topic in ARMA - MULTIPLAYER
Heh. Well, I both got tired of the bitching between COOP/PVP players and inspired by it. I think more people should take the opportunity and try to find mapstyles that fits both sides and make something out of it, instead of just saying "Well, play ArmA your way then! I'll play it my way! Shoo!". Oh, and if one side likes respawn in their maps and the other side do not, why not add the option to choose which you want when starting the map? -
So can anyone tell me why everyone is playing coop
Inkompetent replied to Tigran's topic in ARMA - MULTIPLAYER
I do wonder. How would the interest for Battlefield-series Conquest-like missions be? I suppose that seeing that it's almost only EVO running the general base of players want something easily accessible to play. Then how about easily accessible PvP (without making it like Berzerk where everyone and their mother have the heaviest weapons they can find) that's pretty much Sector Control and where you can choose to spawn at any of the controlled zones? At the moment I'm tinkering with a 17v17 mission where there are some jeeps, a truck and a light armoured vehicle for each side, then three four-man squads, only one sniper and medic per side, and only two guys with AT weapons. On top of that only the two crew members can drive the armoured vehicles. With gear-whoring stripped away and some level of cooperation greatly beneficial, mission area being about 2x1km with four sectors to control, how does this sound to people? Would there be any interest in this from both sides, or is it not... uhm... ArmA-ish or arcadeish enough but a bad in between? Or is it a good idea? -
1st Infantry Division
Inkompetent replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
Cant. Tried it It can't be done with the setObjectTexture command, or does that only work for the custom profile logo? -
And why is Evo the only map you think of when anyone say "COOP"? Sure, it's the one played the most on public servers, and that is just because it is a run&gun, brainless BF2 mission that you can rambo yourself through. You can join in progress in Evo without fucking everything up for the others since you weren't there during the planning. It doesn't require you to play more like a real squad, only do what you are told and stay in formation. Yes, Evo is the BF2-COOP of ArmA, but there is shitloads more to COOP than just one single map.
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Just a small update. I've uploaded the INKO.bikey to OFPEC. As for the progress with the addon it's quite much stuck. Made a little progress thanks to the guys at OFPEC but not much. If I get the teensy weensy little workaround to run the scripts properly you'll very soon see a beta release of v2.0 though. I'll try to work out some inventory issues for the full release and add some nice cosmetics. Oh, and on top of that it seems like it was really easy to get the machineguns + launcher weapons done though so if someone for some reason want to run around with a M240 and two AT-4 launchers it'll be possible (although you'll get very little MGun ammo, but hey! That's up to you).
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Nice campaign. A bit hard to know what to do sometimes, and a few things seem to not be perfect (like that I died three times in a row in first mission in the explosion, but when I lied down I did at least not die). Overall a nice story though, quite good missions and nice with Russian voiceovers. Thumbs up! I'm at mission 8 now I think, and it's been enjoyable this far.
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Nope. That doesn't work either. As soon as I kill the guy patrolling the church (even with silenced pistol) I get troops that start getting up to the church. Probably since it is impossible to shoot him without him discovering me (no matter how sneaky I try to be he always hear me)
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I'm kind'a curious here. How am I supposed to finish the first mission? I can't move ANYWHERE without SLA spotting me. I can't shoot the first guy with my silenced pistol without him spotting me. And the armoured column races into Tiberia like it was the Dakar Rally. On top of that I start just a couple of hundred meters from Tiberia with a rifle with too much magnification, and with no silencer, so I'm sure that the whole town will hear me if I shoot from within 400m. And if I move further away I won't see anything because of the fog of sand and because of all buildings blocking my view. How can I possibly finish this within 100 attempts?
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Best idea I've heard in a long time.
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1st Infantry Division
Inkompetent replied to CameronMcDonald's topic in ARMA - ADDONS & MODS: COMPLETE
If you mean for replacement it's easily done to write a replacement config, although I agree it'd be nice to see one coming with the addon when it is shipped. -
Okay, done the multiplayer testing at it all got messed up badly and doesn't nearly work properly for the clients (servers works perfectly). I'm quite sure it has to do about locality and that the init eventhandler can't run stuff on clients. I will be trying to get some workaround in place to get this to work, but if that fails I will have to turn this into a script that will have to be added to each manually. Possibly I can have it as an addon, but with a call command in the init.sqf file of each mission (in which case having it as a script only seems more convenient since it only is 5kB at the moment anyway).
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Tank Fire Control Systems
Inkompetent replied to NonWonderDog's topic in ARMA - ADDONS & MODS: COMPLETE
Manzilla, check your arma.RPT file for the error log. If an error message shows in game it'll sure show in the .RPT. It can be found at "C:\Documents and Settings\<username>\Local settings\Application Data\ArmA\arma.RPT" -
Nearing beta release of v2 now. All I'm missing at the moment is the machine gun/M136 compatibility and multiplayer testing. AI uses it perfectly and I've tweaked usability. For convenience there is no automatic dumping of the spent tube, but I have added an action "Dump empty tube" that ditches the old one and if you have any extra tube it goes onto your back so it is ready to use. I also think I'll make it possible to carry an RPG-7 and a machine gun to balance it out, although Javelins, Stingers and Strelas will still be blocked from that kind of use.
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Making some real progress again. The placeholder works and is at the moment a 4-slot item in the inventory. By an action in the action menu you can (assuming you don't carry any other launcher (only accounts for the launchers in my mod and stock launchers. I can't find a way to check if there is something in the launcher slot, so I have to go by item name)) equip the launcher which puts a launcher in the launcher slot and a rocket in the inventory. Yep, you got it right. You do not need to carry any extra rockets at all. So if you want to carry two launchers all you need is six free inventory slots. That's the sum for one M136 AT-4 in the launcher slot, one rocket to use with it, and a 4-slot placeholder that can be quipped and when that happens spawns its own ammo. At the moment I'm struggling with getting a .sqf script for the action menu to loop properly without locking the computer with memory/CPU overflow, and after that I'll have to make a prettier placeholder.
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Nothing in Arma2 Seems much Different
Inkompetent replied to Dogtags's topic in ARMA 2 & OA - GENERAL
The eye candy is useless? I'd say I have a far higher degree of immersion in CoD4 than I have in ArmA, despite the arcade gaming style. One of the big reasons are suppression. I can't recall when I last felt suppressed in ArmA, no matter the amount of rounds fired at me. It's more of a "Oh, fuck. Here we go. Head down so I don't die..... *yawns*". In CoD4 it's more of a "Holy crap and macaronies! *dives in behind a wall with dust and concrete fragments flying everywhere, loud cracks sounding as bullets penetrates the concrete*" ArmA is very, very plain in my eyes. Still, it's the only game we have in this genre until OFP2 is out, so I appreciate it for it's tactical large scale aspect. -
Sad to say I'm at a standstill at the moment, when I finally started getting things to work as they should. I get the very interesting No entry 'bin\config.bin/CfgWeapons.Inko_M136'. error, even though I removed the changes I had done to the file before the error. Can anyone possibly see a problem with my: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class CfgPatches { class Inko_Real_M136 { units[] = {}; weapons[] = {}; requiredVersion = 0.108000; requiredAddons[] = {"CACharacters","CAWeapons","Extended_EventHandlers"}; }; }; <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">class Default; class LauncherCore; class Launcher; class cfgWeapons { class M136 : Launcher { displayName = "M136 AT-4 (Reserve)"; type = 2 * 256; useAction = true; }; class Inko_M136 : M136 { displayName = "M136 AT-4"; type = 4; useAction = false; }; class Inko_M136_Used : Inko_M136 { displayName = "M136 AT-4 (Used)"; magazines[] = {"FakeMagazine"}; }; }; All the class calls before cfgWeapons is a vain attempt at getting the stuff to work, but no... And the .RPT hasn't been of any real use either as it all boils down to the above error.
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Yes, there are modifications for it. I will look into them, but my main concern at the moment is getting my placeholder item to work as intended. After that it is to get the action menu to work well. Then I'll look into how to get that to work. Doesn't sound too hard to fix though. Oh, btw. Do you other coders recommend the waitUntil command, or should I use a looping .sqs script with between a 0.1 and 0.5 second sleep time to update the action menu (if the player carries a placeholder or not)?