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Markov

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About Markov

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  1. Markov

    Gun alignment - infantry

    I would like to thank all of you that presented constructive views on this matter. BTW, I happen to need left handed weapons IRL. Hehe.
  2. Markov

    I splurged......

    MOHAA, Patterned after popular mainstream video games such as Quake and Doom, the game turns intraracial violence into "entertainment." The swindlers that own these game companies are clearly trying to spread their hate-filled vision to a wider, computer-savvy, younger audience through the violent body-strewn world of shoot-em-up computer games while hoping to make some money along the way. HA HA HA!
  3. Markov

    Missle camera?

    Think of the sniper missions. You work for many minutes getting to your position. Then when the time comes to take out the target officer, you fire, immediately the bullet has a camera on it's tip, the splatter of blood strike your attention and the fall of the officer is a now sucessful memory! Sniping is a more "movie like" application for this feature, but once added/scripted, it's excellent for real or unreal usage.
  4. Markov

    Gun alignment - infantry

    I'll state a specific example. You are a Machine Gunner for either West or East. You go prone to fire on enemy infantry. You see the PK or M60 in front of you, and it looks too far to the right. You don't want to alter your field of vision by going to the extreme iron sites mode, WHICH ELIMINATES THE CROSSHAIR AND DOT. The dot indicates the round kick perfectly in cadet mode with crosshairs on. So you think, I wish the M60 or PK was more to the center of my vision -- closer to the crosshair and dot -- as to not be so distracting, placing valuable tracking attention of center field onto the M60 or PK muzzle flash at the RIGHT. Gee'Golly, I do not know how to state it any clearer!
  5. Markov

    Missle camera?

    Time is a problem. But 3 seconds or more is usual for a 2km + target. It is a worthwhile addition regardless of the time length or quality of vision used in the function.
  6. Markov

    Gun alignment - infantry

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (DeathShrimp @ April 20 2002,10:47)</td></tr><tr><td id="QUOTE">I think the optics view simulates aiming quite well <span id='postcolor'> You either can’t read cogent English or you accidentally misinterpreted my words. Too bad. This is a thought that is merely a dwarf among greater improvement ideas and concepts.
  7. Markov

    Gun alignment - infantry

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (GFX707 @ April 20 2002,12:01)</td></tr><tr><td id="QUOTE">or how about a 'gently cup scrotum' function<span id='postcolor'> You are so damn funny. And furthermore.. I don’t know how I could have suggested more realistic weapons firing in 1st person. What I stupid nimroded idea that is. It would take a truly off-brand human to think that having a head move into a better position when firing is a low grade idea.
  8. Markov

    Missle camera?

    You know what made me think of this: Sound. Satchels sound mod added a clear whizz-laser sound to shells zooming past, and I thought if there is a sound attached to that, the same as all other ballistic and missle entities, why can't the good BiS team add a camera as well? And it would only require a higher end system if the user set the viewdistance to more than his or her current system could handle! If you can handle 4000m and you camera track a tank shell to a target at 3500m you wont get any slow down, for example.
  9. Markov

    Gun alignment - infantry

    Weapons can be held left/right/center, is it possible to have a selectable weapon position? For First Person view only of course. If you wanted the mg in the middle of your view or a rifle in the left arm. Or how about adding a head-lean function, so when firing GPMG's you lean to the right every time you fire, in order to simulate aiming. This would bridge the gap between, the third, first and optic/aim views, because it would add tilt of the head to weapon firing...just a thought really.
  10. Markov

    My cargo boat

    Why can't someone use the LST model to make a troop and APC transporter landing look cool and possible. This object gluing sucks...at least the LST would be a ready made ship model.
  11. Markov

    Missle camera?

    I think the ability to watch hellfire and tank shells fly towards the target would be cool. It would also make the limited 1km viewdistance (as infantry) seem less .. er bad. But really the point is having the ability to watch a supersonic missle or cannon round hurtle towards its destination in game, but clicking scope twice or whatever.
  12. Markov

    Ai's stupidest moments

    Recently on C01: Convoy (My jungle everon edit (I also did Desert) I ordered my MG Jeep gunner to shoot a Soviet 5m away with the 50 cal. He fired nonstop for 15 seconds missing every time, all rounds went to the left shoulder of the target soldier. I had to drive around to get my gunner to hit the soldier. Aiming bugs.
  13. Markov

    Bis: age-old tank glitches everyone hates

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote </td></tr><tr><td id="QUOTE">-One thing, which is rather unlikely due to the engine I have to admit, but still an idea I want to bring up, is to give tank commanders an top mounted machine gun to shoot with. I know that there can't be more than one gunner right now, but I'm wondering if its really that difficult to implement a commander controlled, top-mounted weapon. I mean, commanders already control the rotation of the cupola. Adding an mg to that cupola could really be interesting. Tank commanders should only be able to use this machine gun when turned out though, kinda balancing this out. Only exceptions would be the M60 tank which normally has a machine gun mounted directly into the cupola which can be operated from the inside, and the bmp apcs, which should not get top mounted machine guns at all. Of course only tank with commanders will be given an extra machine gun.<span id='postcolor'> "MACHINE GUN" "COM MACHINE GUN" Is the problem more that only the gunner can switch weapons? Â Even if you add it, the gunner will still control the cupola gun. Â It will look strange that's for sure. What's needed is the ability to allow other units than the gunner in vehicles to use the vehicles weapon systems. Â "Manual Fire" mode is a good example, why not add another switch, "Crew Select Fire", to choose which crew member has control. Â Then this could be refined to code which made the "Crew Select Fire" switch part of the "COM MACHINE GUN" which will result in the commander having the cupola cannon/mg ...and now the external/internal COMG is added! One other thing, this new COMG should also switch the tank crew to Turn Out. Thus when the commander has access to his coaxil/cupolaMG the main turret block is locked. This might be temporary but it is how this could work right now, with the current set of code.
  14. Markov

    The comprehensive ofp tank bug list

    Don’t underestimate the BiS team. They included “Side Channel, Group Channel, Vehicle Channel†etcetera. What they need to do is make it more OBVIOUS to newbies how to lock channels, so you can command tanks and APC’s without taget call interjection. But I digress that perhaps this cannot work easily, without scripting. So they need to fix it so the player when acting commander, can select what channel he wants in order to avoid nonstop chatter, which costs lives and armor.
  15. Markov

    Installed mods

    </span><table border="0" align="center" width="95%" cellpadding="3" cellspacing="1"><tr><td>Quote (Albert Schweizer @ April 17 2002,15:53)</td></tr><tr><td id="QUOTE">I use all Mods and I am realy impressed by the work people have done! But screw the sounds, I dont need them. The existing ones already are great!<span id='postcolor'> It's like, I strongly disagree. HeHe. If you don't know what you are missing then I won't bother telling you amigo.
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