Jex =TE=
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Everything posted by Jex =TE=
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Does anyone know where I can find a detailed description on what each of these Waypoints do? I searched both here and on the Wiki but found nothing. Thanks,
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Great thank you
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Thanks for the response but I don't see where it gives a description of the waypoint types i quoted in my OP. For Instance, what do the waypoint types Hold, Sentry and Guard do - can you point out where they are listed in the links you provided (apologies if I'm being blind here). Thanks
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It was one of thos fences with the low brickwork. Anyway I touched down at a safe rate as I couldn't see the fence below me and I kind of bounced a bit and that was it - the engine wound down and the blackhawk was dead. I know it's been said before but it needs to be said again - make the choppers a little tougher. If it can't be done in A1 then please make sure it gets addressed in A2 (and smooth transitions between stances too please i.e standing to crouching and back again whilst walking - i don't need to stop )
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That landing damaged the helicopter. to what extent?
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http://uk.youtube.com/watch?v=RMFmdi4qi_k Check out exactly how hard you can land a BH - skip to 3:30
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The point of the post is to highlight how feeble the choppers are in Arma, not landing tips.
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If you're looking for some coop play with a good group of players, check out www.tacticalgamer.com. You don't need any experience, just look for the PW on the server and join in - coop, team orientated players only though
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Yeah great it looks nothing like N Korea
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I always find it kind of funny that the tank crew are better trained at shooting than regs or spec ops...
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After 17 pages it looks as though we have a winner
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I'm trying to get to grips with scripting here and I'm already suffering. I have placed 2 civilians and using the "init.sqs" I have made them unfriendly to West - works fine. I have placed 1 civvy and used; [islandCiv1] exec "CivWeapon.sqs"; This sqs file contains this addWeapon "m16a2"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; this addMagazine "30Rnd_556x45_Stanag"; Works fine. I then add a second Civ called IslandCiv2 and use; [islandCiv2] exec "CivWeapon.sqs"; Now when I preview it only gives civ2 an M16. So I thought, OK I'll just make 2 .sqs and give them the same code as above (this addweap..) and name the file CivWeapon2.sqs. So now I have [islandCiv1] exec "CivWeapon.sqs"; [islandCiv2] exec "CivWeapon2.sqs"; But only Civ2 has an M16 still??? Help!?
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I know we all want better AI but how complex are the current subroutines to how complex they'll need to be to give us what we want? In other words, AI skill uses CPU cycles. Up those cycles for each individual unit x number of units placed on the map and will we start to see a slow down in performance?
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For some better gameplay involving teamwork and tactics, try www.tacticalgamer.com. We play coops working together to conquer the objective. Lonewolfs and idiots are not welcome. It's not a clan, there's no affiliation or commitment and you only need to register (free) on the forums and read the rules.
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I decided to take a quick Google search and found the following - bear in mind it's date - early 90's http://www.astronautix.com/lvs/hellfire.htm - however this info could be wrong but the author does provide sources though no direct source for this quote. Other than that the search will need to continue if only to just finally have an answer to this. I have had a look for Vikhrs data but found nothing of any use as of yet and I'm not prepared to take quotes from what people say unless they can back up their claims with actual data. Remember, Bruce Lee can do flying Kicks but that doesn't mean he has an air-to-air capability
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Perhaps if we could see some actual Air-Air statistics (i.e. Real facts) then this argument would cease. So far (and correct me if I'm wrong) we've seen one website and one pamphlet say that the Hellfire can take on A-A targets. Actually get some facts and this argument then becomes dead, does it not?
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The missions currently submitted lack information and the format is a mess. For this to work, we need to be able to see the specifics of the mission (like the template exampled above) - and I think it needs a check box to be ticked to say the mission has been play tested. One of the most frustrating things about OFP/Arma is that a lot of missions suffer from the following - Too many mods and no description say what they are or where to find them - None play tested mission (don't work) - Missions that suck - Poor naming of file Armaholic does a good job with this but I think that this stuff needs to be forced on those submitting missiosn so server admins that are required to download and test missions have an easier task ahead of them. Without information available about the mission, submitted into a clear format that's easily understood, would put me off wanting to use the site. For every 10 missions I used to download for OFP, perhaps 3 or 4 would actually work off the bat and then only 1 or 2 were actually worth playing. So an hours work to essentially get nowhere which I'm sure most people don't really want to have to go through.
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I've fallen off once after many trips and ridden the bike for 5 minutes and not fallen off (X-countyr and on roads). In 1.12 it was fixed, in 1.13 it was back again and now it seems fine to me.
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A while back some guy called andy made a mod so that dropped items appeared as they should instead of as little satchels. I've searched about but cannot find it - anyone know where it is?
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Thanks that helps a lot
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BF2's fm is the epitome of arcady. It doesn't hold altitude. it stops on a dime. it defies gravity. The collective power is way too high. Bf fm lets you do absurd things. BF2 FM??? What FM??? LMAO!!
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Yeah I quite enjoyed Janes sims F-15E, F/A-18E, LB, LB2 etc The only sim that was better was Falcon 4 but that was not until later on when F4s mods were released. BTW Janes were supposed to do a new sim after Janes F/A-18E which was going to involve lots of addon aircraft and merging flight sims with ships etc but changes to their company resulted in it never happening. Still flying LB2 today as it goes on XP. Can't say it doesn't have it's quirks (works better on Vista) but it does work and we're having a blast - did some front seat/back seat last night. As for the discussion here - lot of people talking about nothing they know about - wow there's a suprise
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I'm looking for a way to make the ai completely blind and deaf so I can literally run around them and into them without them reacting to it - can anyone help me out? Thanks, J.
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How to make the AI Deaf and Blind?
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for the help - will they still follow waypoints this way? I have them set Opfor AI at different lengths going down the range (1-400m), crossing back and forth on 2 waypoints set to cycle. As i am previewing the mission I am using RACs set to friendly everyone asnd the AI follow their WP's as they should. When I set RACS to friendly only to blue and go back into preview, they just run and keep on running, totally ignoring their waypoints (grrr...). I set set their skill level and ammo to zero but they can't even see me before they're running away?? -
How to make the AI Deaf and Blind?
Jex =TE= replied to Jex =TE='s topic in ARMA - MISSION EDITING & SCRIPTING
Thanks for the help but that didn't work. What I'm trying to acheive is a way to make the ai ignore incomming fire as I want to use them as a moving target range moving at 2 different speeds (walking and jogging).