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Metal Heart

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Everything posted by Metal Heart

  1. Metal Heart

    What sort of physics do you want for the heli's?

    If the view distances would be realistic and aircraft would have realistic AG armament, it would be required to have AAA, SAMs and fighter jets to balance things. This would lead to adding counter measures, like chaff, flares & jammers, air-to-air radar and ground radar to aircraft. Anti-radiation missiles and everything... I'd guess it's safe to say that we are not going to get all this in ArmA, for one the map and view distance are likely going to be way too small for this kind of air action, not to mention the huge amount of work needed. So, I'm presuming well get the same dumbed down arcade style again in ArmA, since it's mainly a ground forces game, and that physics will be better but definately not an aircraft sim.
  2. Metal Heart

    ArmA Progress Updates

    Hell, I wish they made ArmA so ugly that you will puke just by looking at it for more than 2 seconds, like no texture mapping and no soldier animation except posture . That should scare off the gfx whores, cs kiddies and other #&%holes for good And after they're gone, stealthy release the patch to make graphics back to where they're now
  3. Metal Heart

    Some neat idea

    Ewwww... Why the hell would you wan't to pee & take a dump in a game? I'd prefer, let's see, for example a better simulation of aircraft before going any deeper with the human simulation.
  4. Metal Heart

    Next-Gen CTI

    I think in KICTI the reinforcements arrive by air transports, I tried to play it once but only got a bunch of noobs joining in, disconnecting 2 minutes from start. Also the armies are much bigger. http://www.ofpec.com/yabbse....d=23097
  5. Metal Heart

    Addon handling in Arma

    What's wrong with mod folders? I think it's a great way to organize addons. Though it would be handy if you could choose the mod folders in-game without restart.
  6. Metal Heart

    Next-Gen CTI

    Where'd this 200km^2 bs come from? That'd be "only" 14.1km x 14.1 km.
  7. Metal Heart

    ArmA Progress Updates

    Has the community made shadows addon? How about water-addon? How about addon that enables greater view distance without huge fps drop? Streaming terrain addon? Not to mention JIP and all the other non-graphics related updates. I mean, sure, if you're just in for the combat photography, OFP1 is enough, as you can just add the stuff that's missing in Photoshop or whatever.
  8. Metal Heart

    Strategy MOD!!! General_MOD

    It's not even supposed to be realistic, but fun & potentially strategy-based game, not a simulation of war, a game. I do get what you're saying but I don't understand why does it bother you that some folks like cti, since it doesn't take anything away from you, but adds a game type to some who like it and who might not even play ofp without it. Sure, I don't like ctf at all, but I don't mind if some people like it and play it.
  9. Metal Heart

    ArmA release date leaked out?

    4th quarter starts October 1st and ends December 31st.
  10. Metal Heart

    Strategy MOD!!! General_MOD

    Well it's better than hello Operation Corridor-Shootout or hello Operation Battlefield. And it's going to happen and might lure lots of new players to ofp, especially if some reviewers mention this game type (that is quite unique combination of 1st person war game & real-time strategy).
  11. Metal Heart

    Strategy MOD!!! General_MOD

    CTI/RTS game type was not in OFP it self, it was scripted into user made missions. And yes, it will definately be in ArmA too, most likely the same way.
  12. Metal Heart

    New Sounds (sry if i omit some old sounds topic)

    So the hardware accelerated audio really works properly in OFP... I did thought it's just this piece of *beep* Terratec card but now I'm sure of it. Damn...
  13. Metal Heart

    ArmA release date leaked out?

    31st is saturday, maybe they figured that friday would be more likely. Anyway, they're just guessing so who cares.
  14. Metal Heart

    Release Thread 2

    Whee-haa, no need for ArMA when there's such great games coming. I really wish you'll enjoy those very exciting titles. <span style='color:white'>Maybe you'll enjoy them so ****ing much that you can stop whining here, threating to take your money elsewhere. What, like 30 euros, I'm sure BIS is devastated about this information.</span>
  15. Metal Heart

    Lack of Action

    Dude, you gotta be f*****g joking
  16. Metal Heart

    OFP Voices

    You need to save the samples in ogg format into mission folder, define them in description.ext and voila, u got them visible in the mission editor. Also, use wav2lip to generate lip sync files for animation (optional). Here's a tutorial (select Sound Tutorial by Bloodmixer): ofpec tuts
  17. With description.ext. Example: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">onLoadMission="Mission name"; titleParam1 = "TimeOfDay/Intro:"; valuesParam1[] = {1,2,3,4,5,6}; defValueParam1 = 3; textsParam1[] = {"03:00 play intro", "13:00 play intro", "17:30 play intro", "03:00 no intro", "13:00 no intro", "17:30 no intro"}; titleParam2 = "Settings:"; valuesParam2[] = {1, 2, 3, 4}; defValueParam2 = 1; textsParam2[] = {"West vs East", "West vs AI", "East vs AI", "More AI for both"}; The corresponding variable names are Param1 and Param2 in-game. For example, trigger condition Param1 == 1; And no, you can't have more than two of them, but you can combine them like Param1 in the example above. Values don't have to be 1,2,3... for view distance you could use values 900,1200,1500 for example, then do setviewdistance Param1; with a trigger or init.sqs.
  18. Metal Heart

    OFP Voices

    Buy a decent microphone and learn some voice acting and imitation. You will also need a sample editor, for cutting, to apply dynamic compression and to normalize levels. Or, if you have Windows XP, try control panel-> speech. Just type in the lines and record (select "stereo mix" or "what-u-hear" for recording from sound card mixer) There are better voice synths out there but they all have the same problems, namely lack of emotion and charachter. I have yet to hear a synth that can scream "Nooooo!!!" or "goddamnit!" believably.
  19. Metal Heart

    Visibility

    Well, that's where we're different. I don't care that much about flashy graphics, like detailed soldier models with straps on their helmets that wave in the wind and stuff like that. But I must disagree once again that >5km would automaticly mean CWC-esque graphics. Not today and especially not in the year 2007, or whenever Game2 is coming, and if the engine is designed for the task. See Söldner for example, it wouldn't be that big step up from there. I just tried OFP on an island without objects out of curiosity, it runs perfectly on my old pc with 5km view distance.
  20. Metal Heart

    Visibility

    They would with proper sights and possibly even a fire control computer. And with AT missiles, like the ones on BMPs, not to mention aircraft. I don't really see any reason why >5km view distances wouldn't be realistic, useful and possible.
  21. Metal Heart

    cross hair

    I'd like it so that the crosshair is replaced with a larger circle, so it would be usable only for shooting from the hip and as a guide for throwing hand grenades and aiming grenade launcher. And of course, the gun shouldn't be accurately aimed in the centre of the circle in this scenario.
  22. Metal Heart

    Addaction for player only

    I don't think that there's a way to prevent this in single player, since everything is local in SP. Maybe you should use some other method to execute those scripts. Another problem that you should be aware of is that if you're in the area where the action is visible and board a vehicle, that action stays visible even if you leave the area. To counter this you should add something like this in the beginning of the script that the action executes: ?player distance object_that_action_belongs_to > 10 : hint "You are too far away."; exit;
  23. Metal Heart

    Set player scores to 0

    It can be done like this with a server-side script run from each playable units init line: init line: [this] exec "score.sqs" put game logic named "server" in mission save this in the mission folder as "score.sqs": <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE"> _player = _this select 0 ?!local server : exit #loop _score = score _player ?_score > 0 : _player addscore (0 - _score) ~2 goto "loop" The problem is that you can still see the amount of kills (how many infantry, soft, armor, air, player kills). edit: got bored so I fixed the script
  24. Metal Heart

    cross hair

    You can aim, shoot and walk at the same time in ofp and it's quite accurate too. Most accurate directions are forward, left+forward, left+backward and right+backward. And in most missions you have a team, so you don't need the 3rd person view to see the models. And IMO third person crosshair is always a compromise, it cannot be 100% accurate. I could try to make a drawing to explain this. Using a laser sight would work in third person too but that's not a crosshair is it.
  25. Metal Heart

    cross hair

    Disable 3rd person view and crosshair in difficulty settings. There, problem solved
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