KiwisDoFly
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Everything posted by KiwisDoFly
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I made a video about russian troops and stuff. Falken helped me with it
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Nice to finally have a politically unbiased campaign in ArmA Still, the missions are nice and I'm enjoying it.
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Actually, the first one was the PMC one. Then came another one which name I forget, and then there is this one. I'll check this one out. It sounds sweet.
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First of all, Spec-op stealth missions suck. All of them. They are over-done and they are so not fun. Secondly, the whole KILL THIS CONVOY AND THEN KILL THIS TOWN AND THEN KILL EVERYTHING thing is getting old. We need missions with proper objectives like destroying a bridge, or securing a briefcase - things like that. Thirdly, missions need to be hard. They need to be absolutely teeth shattering difficult. However, there is a difference between idiotic difficulty and perfect difficulty. Idiotic difficulty is when you are supposed to say destroy a bunch of tanks and you don't have any AT weapons. Perfect difficulty is when the mission places you in a difficult situation - like being surrounded, or being suddenly shot down in the middle of the enemy territory and having to somehow survive, but at the same time it has a weakness which might or might not be visible to the player (hanging the ol' proverbial carrot just out of reach) - maybe sort of a hint at a weakness. Basically you have to "tickle" a player's brain - make him formulate plans. I noticed that the best multiplayer missions are the ones that make you think up plans and try to execute them - these are the ones you play for hours at a time, over and over again. Kinda like a difficult puzzle with a few solutions you need to reveal. EDIT: Forgot to mention something - don't over complicate missions. Every mission needs to have a basic idea behind it, onto which you can add layers of complexity, but at the same time that basic idea must shine through. Don't add too much scripting either.
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Hi Vilas, We are preparing to install your packs onto our server, but we first need to know if there have been any reported bugs, glitches or other nasty stuff online or offline? Any conflicts, etc? Also, is there a PBO that has all your weapons only?
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Authentic sound & weapon Mod
KiwisDoFly replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
Will the sound-only mod be a stand-alone PBO or would we have to do the same thing as before? I really wanted to install it on our server, you see. I am willing to use my server to beta test the MP performance of your mod -
Authentic sound & weapon Mod
KiwisDoFly replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Will the sound-only mod be a stand-alone PBO or would we have to do the same thing as before? I really wanted to install it on our server, you see. I am willing to use my server to beta test the MP performance of your mod -
I'm not usually one to complain, but I don't think BIS is handling this pretty well. So right now we have the UK release at 1.04, the downloadable version from Sprocket which is 1.05 and us Ger/CZ are still 1.02! They should have either waited with 505 and just released it at 1.05 together with the patch, or patched us to 1.04
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I don't know about you guys, but I want bang for my buck when lugging a huge rocket around that takes up half my precious inventory space. I don't want to drag that stuff around just so I can miss when some flying jock goes flying overhead. I say we leave it as it is.
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Well look, there are two big cities for South Sahrani, a slightly smaller town for North Sahrani and a shitload of villages for both. In terms of comparisons, both Paraiso and Ortego are about 2-3 times the size of Nogova's capital, and Bagango is about the same size as that capital. The average size of the villages are about the same size as the largest town in, say, Everon or Malden - and there are like 20 or these villages scattered about. It's a pretty big place and with the streaming technology ArmA uses we should see even bigger towns. I wouldn't be surprised if someone makes a huge city that takes up the whole 400km squared area.
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Like I said before in that 505 thread - we are definitely getting the the patch that will add the 505 features and I'll bet you money that we'll be playing the updated versions before (I'm talking a few hours here) the people who will buy the english release. Think about it - it's not in Bohemia's best interests to have a discrepancy in versions for too long, and considering they probably have been making those 505 improvements as a patch anyway (working off the german/czech build) there is nothing stopping them from releasing the patch instantly.
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We've been playing your CrCTI for the past week on our server and actually had no problems apart from the bugged Join In Progress and the various false starts. Also people from the opposite team being able to see our markers. Otherwise it's been stable and kept up a very good framerate.
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The cool thing is I bet that we (ie people with Czech and German copies) will be playing with the new 505 features sooner than people who would buy the actual 505 release - because the patch that will bring us to the 505 will most probably be released the moment the release starts being sold. The only thing is that we'd have to wait for the language patch to be compatible with the new release and judging by the last patch that could take a few hours
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That was my point exactly. There is way too much of this incredible nit-picking and it's quite annoying.
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Ooooooh goodness! Call the senator! CALL THE PRESIDENT! THE TIGHT ROLLS ARE WRONG! Believe me, everyone except an unfortunately large group of neckbeardeds to which you belong either not notice or won't care about such a non-issue. And please explain to me how having correct tightrolls would add to realism?
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No, not even as a courtesy patch. As others have said, this is a bad idea from a business point. And no, BIS didn't create this situation, YOU did. BIS released the game to various specific countries and only them. If they openly said "Well if you english people want to play then buy the game" then yeah since they would have encouraged importing. But they didn't, did they, so there is really nothing to discuss.
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Wait wait wait... Is this it? Is the official ArmA campaign only has like six main missions? On the pre-final mission, we got to the refugee camp and were told that it wasn't SLA that massacred the populace, but it was indeed the royal troops you were on the side of. Then the game kinda hints that you have a choice between helping the refugees or continuing to kill SLAs. In reality, the mission ends right after that cutscene so you never get to actually make the choice. Then you go onto the final mission and suddenly the royal troops turn on you and start shooting. Then you kill them and continue towards liberating other camps. When you do that, you get a cutscene saying that basically you've beaten the SLA's ass and now this will all be one kingdom. The End. They never explain anything, like why would the royals attack you? or why the whole war started in the first place. I've pretty much finished the entire campaign in about 8 hours.
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This is just radical. When I go back to work this monday I'll print this map out in A0 format and hang it on the wall beside my computer. Thanks for this. EDIT: Come to think of it I'll kill two birds with one stone: I'll be able to navigate without having to switch to map view while in-game, and I'll also be able to practice navigation.
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Authentic sound & weapon Mod
KiwisDoFly replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
The enemy skill setting in the options menu is for a LOT of AI settings, not just dispersion. Modifying the actual config will allow you to adjust just one setting. (just a clarification - no offense) I'm not talking about the difficulty options screen, I'm talking about precisionEnemy and precisionFriendly values in your <profilename>.ArmAProfile file. It looks like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skillFriendly=0.850000; skillEnemy=0.750000; precisionFriendly=0.600000; precisionEnemy=0.350000; Atleast thats what I have it set to for me. Try it for yourself. That way everyone can adjust it to taste and not have to complain to the mod maker to adjust the values. -
Authentic sound & weapon Mod
KiwisDoFly replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
The enemy skill setting in the options menu is for a LOT of AI settings, not just dispersion. Modifying the actual config will allow you to adjust just one setting. (just a clarification - no offense) I'm not talking about the difficulty options screen, I'm talking about precisionEnemy and precisionFriendly values in your <profilename>.ArmAProfile file. It looks like this: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">skillFriendly=0.850000; skillEnemy=0.750000; precisionFriendly=0.600000; precisionEnemy=0.350000; Atleast thats what I have it set to for me. Try it for yourself. That way everyone can adjust it to taste and not have to complain to the mod maker to adjust the values. -
Authentic sound & weapon Mod
KiwisDoFly replied to ThePredator's topic in ARMA - ADDONS & MODS: DISCUSSION
Actually I'd rather you didn't change the AI dispersion. You can modify precisionEnemy and precisionFriendly values in your profile file and that is an easier and better way of making firefights last longer. -
Authentic sound & weapon Mod
KiwisDoFly replied to ThePredator's topic in ARMA - ADDONS & MODS: COMPLETE
Actually I'd rather you didn't change the AI dispersion. You can modify precisionEnemy and precisionFriendly values in your profile file and that is an easier and better way of making firefights last longer. -
How to have players respawn when they die?
KiwisDoFly posted a topic in ARMA - MISSION EDITING & SCRIPTING
I'm making a co-op mission, but it's quite big and long. I have to make players respawn but I don't know how. I thought having AI soldiers in the same group as the player make the player replace them if he dies, but I tested it and it doesn't work. Can anyone help me with this, please? -
The most effective way of commanding the troops is by giving them as much information as possible. Use your binoculars and use the "reveal" button to call out targets - and you are most effective at that because the range at which the AI (even enemy AI) calls out targets on its own is not as large as the range at which you yourself can. In reality, as a squad leader you won't even need to use your gun that much - you have to rely on your AI as much as possible. Oh and in response to any future "hurr, rely is stupid you can't rely on it", but with proper control your squadmates are actually very effective at taking out target. You just need to learn when to use proper commands.
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It's quite a simple mission with no fancy scripting. Really, I just made it because I wanted to play a Serial Killer-type mission without having to do all the hard work I've tested it intensively and it's quite fun and works pretty well. Remember that when either the soldiers or the civilians die you get notification and music, but you won't get an actual end. So yeah. http://files.filefront.com//;6443848;;/