Lumamorod
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Lance Corporal
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I hope there is a streamlined editor that makes add-on management and unit choice easier and flexible. And something like the JAM mod implemented.
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Terrain and geographical features of islands / map
Lumamorod replied to colt's topic in ARMA 2 & OA - SUGGESTIONS
Forests and grass if they could be like the ones in Elder Scrolls: Oblivion and of course, provide adequately modeled cover... Bliss. -
As much as it is reassuring reading the bove quote, it is safe to say that OFP2 is out of the radar outside its own community. Â This in itself is not a problem, i guess, because when OFP came out it caught almost everyone by surprise. One would expect that a "Game of the year" that has a sequel in development would have a little more buzz around it, but i guess BIS or codemasters like to do things diferently. What really annoys me is logging to the BIS forums every now and then and still see that VTV forum post from 2003 about the war scenarios in OFP2...
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I run 2 computers with OFP. One is a 2.4 P4, the other a 1.7 P4. I can't really tell how fast they run but both givevery playable experiences, unless i (or my friend, wh tends to do that) goes over the top on adding units to our little coop missions.
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Now THAT'S a good idea. Big JA2 fan here. Probably one of the coolest games ever made, IMHO.
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New release date worldwide: Spring 2006?
Lumamorod replied to TheLemon's topic in ARMA 2 & OA - GENERAL
Being a Gamer makes you age quicker... thats the terrible conclusion i came to. You find yourself finding things to make time pass quicker in order to get the game you are waiting for... Oh well... Spring 2006... that only means Rome Total War has to last me 1 1/2 years, instead of 8 months... I hope CA are aware of that. -
I was just reading the Gamespot review. They make all the review comparing it to BF42, which places it in the right field, in my view, but then they say things like "new realistic day/night cycle" as if it was unheard of before. If i remember correctly Gamespot awarded Game of the Year to Flashpoint, so they must have some short memories there....
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Funny, Euro 2004 ends with the same match it started with. I can only hope for a diferent outcome. Greece ressembles that Italian team from Spain '82. They won the World Cup by playing a tough defense, eliminating one of the best Brazilian teams ever, in the process... Everybody believes Portugal improved a lot since that first match, lets hope they (we) improved enough.
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Hi. Am i the only Portuguese around here? Well, i'm hoping on a victory tonight against Holland, obviously. But, whatever the result, it's been a great tournament. The results have (mostly) favoured the teams that take initiative and don't give up till the whistle blows. Portugal vs England was absolutely nerve wrecking, but beeing emotionally involved i'm naturally biased about that game. England was having one of the best performances i had ever seen from them in a tournament, so Portugal had to play at 150%... which they did. Congratulations to all that have got this far. And the others too. If we make it tonight it will be our best international performance ever. High hopes. If not, go Czech, great football!
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OFP 2 If it was any more real, you would bleed.
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I know very little about addon making but i was wondering if there is some sort of rule Add-on makers use to keep the field balanced. After downloading some os the most reputed Addons around, i decided to pitch them against each other when possible, all AI. East vs West as the game kind of forces you to do. Both were supposed to represent tough, well equiped troops. One of the sides consistently creamed the other. Was it the difference in troop toughness? Weapon letality and accuracy? Does it remotely represent reality? Is this important? Well... when building a mission i like to think i'm seting a somewhat believable scenario. So do add-on makers when seting out to make their favourite units tend to make them super-soldiers or do they keep them human?
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I tried creating such delay using "get out"/"get in", making the choper pilots leave the choper for a while (with a timer) but still in MP with another player in control they would take off right away. I may have misused the timer, because it was the first time i tried using it... i'll try "talk" later...
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I posted about exactly this kind of problem in a thread bellow. Still couldn't find an answer... could it be a bug in the latest patch? (1.96)
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Waypoint behavior changes?
Lumamorod replied to Lumamorod's topic in OFP : MISSION EDITING & SCRIPTING
ok, i may have made a bit of a mess trying to explain what the problem was... Anyone knows of circumstances where units don't respect the assigned wp order and sincronisation? Because it makes no sense to me that they work fine when i lead the group or i just leave it to the AI, and if a client is leading the group the AI cjhopper doesn't wait for him to load. -
I made a simple mission where a bunch of spetznats is droped by a Hind, attacks a base neutralizing the Vulcans, and then calls back the Hind from base in order to deal with some armored forces that come to rescue the base. There is a second group of snipers near the base providing support. I played this COOP with a friend on a LAN. What happens is that if i (who made the mission) play with the group that goes on the chopper, it behaves as predicted. If it happens to be my friend on the other computer to lead theis group, things start to behave strange: first the chopper wont wait until its loaded with the group... then it proceeds directly to the last waypoint bypassing a trigger (radio Alpha) and attacks the base, being subsequently shot down by the Vulcans. I tried using the other computer (my friend's) as server. This time the cjhopper waited for the group to load, but after release, it still bypassed the trigger and attacked the base imediately. Everything works fine if i lead the main group, or even if it is just composed of IA, and on my computer. Any idea what may be causing this?