Inkompetent
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Everything posted by Inkompetent
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Considering the weight of those I can agree on that. But rest assured. I still can't override the built in function of blocking use of a launcher if you carry a machinegun. At the moment they would have to dump the MG to be able to equip the launcher, or simply toss it to someone that only has a rifle/smg and can use it freely. Unfortunately I can't at the moment get it to work properly with carrying an extra launcher either. I'm trying to make the default M136 a dummy weapon (so that people won't have to specifically add the Inko_M136 to their missions) and make it possible to "Equip" that placeholder and turn it into the Inko_M136 that is the useable weapon. Unfortunately making the default M136 a "type = 2 * 256" makes it invisible in the inventory, and thus not tradeable. It works well to equip it though, so that's less of a problem. I'll see if I can find a solution to the above (going to check that script that let you carry two main weapons at once).
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Unreal to carry an extra tube? At least in the Swedish army it isn't uncommon that the AT gunner carries 2x PSkott 86 AT-4 (same as the M136), and when needed the automatic riflemen carry them as well. Our ranger troops often carry up to an AT-4 per person on more loaded missions, including the automatic riflemen, just to have enough AT firepower on longer missions, and to not have to carry something as huge and heavy as as Carl Gustav. Personally I'd say it is more real that the troopers in ArmA lacking backpacks carry a SAW, 3x ammo boxes, 2x hand grenades and an AT-4 than it is that they'd carry SAW, 5x ammo boxes and 2x hand grenades
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I haven't checked the data for the addon yet, but maybe bring two configs with it? One for custom sounds and one that inherits sound from the stock M4 and M16 rifles so that people can use their own sound mods?
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I could make it possible to carry several M136s by using some placeholder item (would probably make it take as much place in the inventory as a rocket). What I cannot do however is to build the rocket into the weapon. All ammunition in ArmA requires a weapon to be fired. That even includes hand grenades which use the built in weapon "Throw" that all humans in ArmA have. It works halfway to do so with the M136 (making it a built in weapon and making the ammo use the launcher slot). I can make the soldier carry it on his back and so on, but when shouldering the weapon it is invisible since I can't have both a weapon and a rocket model on the same item. I think I could make it spawn the missile when fired (so that you do not need to carry the ammo), but that would however not make any kills register for the player with that weapon. But yes, I could make a placeholder launcher with an action "Deploy Launcher" that would turn it into a normal M136. That way you could carry two launchers by using up the launcher slot and 6 normal ammo slots. (2x2 for missiles and 2 for launcher), which would still make you able to carry a couple of hand grenades and six rifle mags. This way people with machineguns could carry M136s too, although they wouldn't be able to use them while still holding the MG. @andersson It will be the same problem with that as with the automatic deletion of rockets, if it can be done at all. Once rockets are type 0 there is no direct way to put them back into an ammo crate or drop it on the ground to share with others. @Ryankaplan I could either do that, or not make it drop at all so that you'd manually have to throw it away. What are people's view on the above? Should the used tube be discarded automatically and in that case how fast, or should it be up to the player when to dump it?
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You must be using the broken version because the path to the script is wrong. It says "Real_M136" in your picture, but the new path is "inko_real_m136x". Remove the mod completely and make a check that the .pbo is named "inko_real_m136x.pbo". If so you have the newest version.
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Nothing in Arma2 Seems much Different
Inkompetent replied to Dogtags's topic in ARMA 2 & OA - GENERAL
Since AI is getting more accurate and more advanced a slightly better CPU might be needed. We'll also get volumetric fog (not only fog for max view distance) and better rain effects (if I remember correctly) as well as shadow-casting smoke, so that'd need a bit better graphics card if you want it to look good. I can't see any need for any big upgrades though, since as you say, it is the same graphics engine. -
Please PM sickboy instead of opening a new thread or write in the existing thread for the mod/addon. Notifying moderators to remove/lock this topic /Inkompetent
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Download link is now fixed.
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More complex (ie realistic) air
Inkompetent replied to LtCmdrBoon's topic in ARMA 2 & OA - SUGGESTIONS
Yeah,thing today is that planes aren't built to fly CAS, other than with fairly long distant weapons like Mavericks. Bombing is done from 8km up with JDAMs or GBUs, on rare occasions or in case of pre-planned CAS there can be units on the ground marking targets with laser designators. Air to air fighting is done at BVR (beyond visual range) and at speeds over 300+ knots. 40x40km isn't much maneuver space when you missiles have 16nm reach... -
Seems I screwed up when packing the files. I supplied a version that I knew wasn't working, but hadn't removed. Repacked and uploaded the addon, and I also added another change: I removed the automatic removal of excess rockets. I figured that since I can't get it to work as intended (put the rockets back to where one picked them up, or prevent the unit from acquiring excess rockets at all) I should remove the feature instead. Saves people the gripe of disappearing rockets for when they don't get time enough to put them back into the crate. Also sorted the missing .bikey, which is added into the download since I can't seem to upload it at OFPEC at the moment. It will pop up there as soon as possible though.
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Yes, You can put the items back in the crate. The script to remove rockets is on a ten second loop though, so you might be unlucky with disappearing missiles. You can remove that part of the init.sqf script if you want to, but of course the bikey won't work then (only needed for secure servers). I'll see if I can duplicate your error with 1.09 beta. I haven't tested it with that.
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More complex (ie realistic) air
Inkompetent replied to LtCmdrBoon's topic in ARMA 2 & OA - SUGGESTIONS
Problem with realistic airplanes is that all planes but the A-10 and Su-25 will become worthless - simply because the map is too small for their method of operation. I wouldn't mind that though. Keep the slow CAS airplanes and and the helicopters and make them more realistic in use. That'd be really, really sweet. -
The game has never took exactly three rockets from a box But yes, it still fills the inventory with rockets. There is nothing I can do about it, I'm afraid.
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Mod is updated and uploaded at Filefront! I also changed the readme as per request. Now let's just hope BIS adds support for single-shot weapons in ArmA2, or at least gives us script capability to track item transfers (i.e. picking up missiles, and from what?)!
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This mod does not cause any crashes because of that stuff. If you friend fires an M136 it is reusable by him and everyone else. However if you fire an M136 it'll be a disposable one and tossed to the ground. Since mod in practice deletes the old M136 and replaces it with a dummy the other players won't see anything. You have created an object on your computer only that no other player not having the addon can see, since their client can't identify the object itself.
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Ohhh.. Wonderful! I'm trying to get enough small updates to justify another release, and well, since that's a bug that needs to be fixed I think I'll toss out a fixed version of the addon, and with a bikey to it, so that those wanting this on secure servers can use it. Thank you andersson!
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Screen shaking,screen blurred while shoting a...
Inkompetent replied to DaV!d Armstrong's topic in ARMA 2 & OA - SUGGESTIONS
I don't know what variables are accessible for vehicle movement, but to relate the amount of screen shaking to the acceleration (both positive and negative) of the helicopter would be nice. Sure, it could be done with a script that checks for the helicopter's coordinates and calculates acceleration, but it would be smoother to just be able to borrow the numbers from the game. Light blur around the screen from firing weapons would also be nice, as the body tension to counter the recoil and the movement of the body would make it hard to keep perfectly focused. -
Haven't looked much to ArmA the last couple of months, but here we go. I did a double-check and for me the soldier drops the weapon as intended when I use the Extended Event Handler version. What other mods do you run with the mod, and did it happen in single player or multi player?
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Cold War Rearmed v0.36 released
Inkompetent replied to raedor's topic in ARMA - ADDONS & MODS: COMPLETE
How do you dare doing this when I'm over 700km away from my gaming computer?! I won't be at it until at Friday! Now I'll have to sleep away all Christmas so I don't long myself to death -
Woah! That longer, detailed version of the patch log made me drool! Wonderful stuff! Gonna try this out asap!
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Woah! We get working HARMs with those?!
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Gameplay improvements (and others) sugestions
Inkompetent replied to ricnunes's topic in ARMA 2 & OA - SUGGESTIONS
...unless you are a Brittish or Swedish soldier doing bounding overwatch, where you are encouraged to time reloading to running since it means you can shoot when you are supposed to shoot and cover the other advancing team -
Well, ArmA doesn't model glancing hits on people very well and so on. A large part of the hitbox should be clothes, gear and just lightly glancing shots, bruising the soldier, reducing the number of kills significantly. Then it's the fact that the AI sucks at using cover. Thankfully this will be improved in ArmA 2, but as it is now, when they lie prone in the open, I don't think it'd take much more rounds IRL to hit them than it does in ArmA. I also think weapon sway is a bit too small. At least when aiming down the iron sights. It's only due to not having an easy time seeing where my rounds land I can't shoot people at 500m with the M16 without using a while mag. IRL the soldiers would have to manually make sure that their aim is straight, which isn't that easily done with an ironsight. In ArmA we got that done for us automatically, so we know our round go where we aim. A real soldier has to try to get his rounds go straight. That's the hard part at shooting at distances, since I don't think they have more trouble than us gamers at making out how high to aim to compensate for bullet drop. Of course, we don't have any wind either. Long range shots IRL in windy/rainy conditions are much harder because of irregular scattering of the ammunition. I've never fired anything but a shotgun, so I wouldn't know by first hand experience. As for the suppression. I think one should look at CoD4 and games like that. Lots of dust when bullets hits and dirt from grenades. The player has to be more immersed. Feel more like he is the one under fire. ArmA is so clean that we don't see much effects at all. Blackouts from explosion or pain. Getting red-eyed when hurt and tense and strains oneself. The view shaking/throwing around when near explosions or when taking hits. Maybe a strong, panting sound after getting hit by a round or a strong shockwave as you just got the air knocked out of your lungs. The view shaking and yourself getting temporarily slowed if you sprint into a wall (collision detection for upper body?). The effects in CoD4 that slows your movements and reduces the mouse-speed GREATLY if hit by a stun grenade or flashbanged is also really nice, since you are pretty much temporarily disabled. Heck, the mechanics of a flashbang is partly to disorient with the loud bang since it gets you off balance. I'd guess the same applies to blast waves from near explosions? Simply we need more effects, feedback and player limitations when "hit by shit". Since that'd work both ways (and hopefully well against AI) people wouldn't mind hauling a few extra rounds or grenades downrange to reduce the amount they get back. "The wall of lead we push before us is our best protection"
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Ohhh! Nice looking Hornet! And is that an AMRAAM I see under the wing, or is it a HARM?
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You mean they are penetrated by handguns, or just that they are very open?