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Metal Heart

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Posts posted by Metal Heart


  1. Quote[/b] ]Im just trying to figure out a way to get it back to where it was with the newer stuff and fixes included.

    @wgl5\addons\wgl_wep_config.pbo\cfgweapons.hpp

    Increase the AI dispersion values defined in the beginnig.

    @wgl5\addons\wgl_wep_config.pbo\cfgammo.hpp

    Decrease hit values of all bullets. Don't worry, there's only like ten different bullet types.

    I guess that'd would be it pretty much. Not quite sure what would happen if someone with the unaltered file would join in MP, guess the AI would still shoot less accurate but the player would suffer the original damage from bullet hits.


  2. AI controlled Cobras and Apaches will fire their AGMs (not cannon or rockets) and Warthogs will drop LGBs (they won't use cannon or Mavericks) at a laser target. You don't need any waypoints, scripting or commands, the AI just needs to see the target and it will attack.

    Tanks won't shoot laser targets, they don't even see them. You'll need some addon invisible armored targets or invisible infantry targets and some scripting for that.

    If you have a player pilot using manual fire in a chopper with AI gunner, laser target can be used to guide the cannon. Player needs to lock LGBs on target or they'll just free fall. Mavericks won't lock on to laser.


  3. AI controlled Cobras and Apaches will fire their AGMs (not cannon or rockets) and Warthogs will drop LGBs (they won't use cannon or Mavericks) at a laser target. You don't need any waypoints, scripting or commands, the AI just needs to see the target and it will attack.

    Tanks won't shoot laser targets, they don't even see them. You'll need some addon invisible armored targets or invisible infantry targets and some scripting for that.

    If you have a player pilot using manual fire in a chopper with AI gunner, laser target can be used to guide the cannon. Player needs to lock LGBs on target or they'll just free fall. Mavericks won't lock on to laser.


  4. That's not how it works. What does the game logic do?

    If it's for some script, you could execute that script manually (look into the game logic's config for the path) or createVehicle the game logic on the trigger's onActivation (you'll need the class name).

    If it sets some global variables that are supposed to control other scripts at startup, it won't work.


  5. Quote[/b] ]Fork, EMTs and fire fighters are proffesional life-savers. They don't give SWAT bullets to save lives. Bullets don't save lives, simple.

    Following that logic, they don't give fire fighters water to save lives either, as if putting out fire was their main objective, not protecting the lives or property it might destroy.


  6. Top one is 0m, second is 1100m, third 1200 and fourth 1300.

    Bullet shot from such long barrel have very flat trajectory, they start to drop quickly after specific range (about 1km in SVD).

    Now why would anyone zero a sniper rifle, or any rifle for that matter, at 0 meters? Would you really have to aim through the scope to hit a target at 0 meters?

    No. According to that manual the second chevron would only hit 1100m when the "knob" is set at ten (1000m). So if it is so in ArmA, first chevron should hit at 1000m.

    Quote[/b] ]The sight angle scale is provided with ten divisions (from 0 to 10). The value of the scale division equals to 100 m.

  7. Quote[/b] ]making stupid excuses for bionic-eye zooming mode.

    Would you rather take a constant "zoomed in" view that seriously limits your field of view or a constant fisheye effect which prevents from seeing detail you would see at distance in real life then?

    There's no need for excuses, it's a simple mathematic fact that on an avarage monitor stuff appears way too small compared to real life and on top of that the resolution is usually too coarse to compensate this by sticking your nose right on the display surface.


  8. With ArmA and join in progress a mission might last for days. I think it would be very unrealistic that a soldier that has fought for days without food and water would perform just as good as a well-rested and nourished soldier. Malnutrition would only add to the immersion, just like the damage effects (hands or legs hit, bleeding, losing control when hit) and exhaustion after sprinting. Also, it could make surrounding an enemy force a more effective strategy as they'd eventually run out of food (of course this wouldn't work against players as they would probably rather charge into their certain death than hold defensive positions for hours with next to no action whatsoever).

    Of course it shouldn't be a factor if the missions you play generally last less than say four hours. Except for water but I guess you could just use a game logic or a variable to disable dehydration if you can't be arsed to take a quick sip every now and then.


  9. That would be awesome... ly useless, just like the trigger finger animation. Now if the MFDs and other displays could actually serve some purpose such as radar, RWR, AGM guidance, HSD and such, that would be pretty darn nice.


  10. Quote[/b] ]That's some harcore physics calculation.

    Nah. You would just see if there's a chopper nearby the particles and apply force to them according to distance and angle. Just like the wind affects particles in OFP, only a bit more complicated. It could even be scripted if you can control the velocity of a particle after it's been dropped (or have short lived particles that create new particles where the previous dissappears (possible in OFP) and give it a new vector).


  11. Quote[/b] ]You can zoom in without a scope or something? If that's so, I'm not liking this too much. That's not realistic, that's BF2 "realism". Now people will use this zoom thing and use the crosshair, without using ironsites. I'm pissed now..
    Uh... there was zoom in OFP too and it actually makes the game more realistic. Normally the field of view is too big to compensate the small area of display so everything appears way too small, like looking through binoculars the wrong way. Think of it as a way to focus further away at the cost of your peripheral vision.

  12. Quote[/b] ]What you call realism but playable i call it unplayable.

    With all these gimmecks or whatever theyve fucked up the dynamism OFP could achive in CTFS.

    This amount of Sway is toooo much for a game.

    I don't think that they "fucked up", they just weren't making a corridor shooter but a first person game about war, not flags and small confined spaces.


  13. Quote[/b] ]Why pack launchers, when you can take carl gustav with you, and 1 or 2 carl gustav ammo bearers with each 2-4 rockets with them... more than enough..

    Why have three guys doing what one could do alone? I'm not talking about doing a 20km march with that load out, just the 300m-1km walk from the transport to your tactical tank-pwnzoring position.


  14. Vehicles with madar (Magic Detection And Ranging, aka "ofp radar" smile_o.gif) always see waypoints. Even tanks.

    You could disable the map and replace it with a picture you can view ingame but that's not a very nice solution.

    I'd remove the waypoints, you can use other means such as triggers to replace any special funtion they might serve in your mission. If they're there for a possible AI group leader you can replace them with doMove command.

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