mx maximus
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Everything posted by mx maximus
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Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
That is absolutely true. But the thing is, I play ArmA 3 offline (seldom play coop missions with my friends). I also like playing as the guerilla faction (and that's why I tested the fatigues against pistols), it's really rewarding to get the better guns from AI soldiers only using pistols, so yeah, mission design is an important aspect but game improvements is another thing. I want be able to outsmart a reasonable amount of enemy AI units and now, using this new armor system, it's a possibility (eg. headshots in close quarters). That's what I tried to say in my last post. -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I did not experiment with 6.5 or other caliber rifles. :( As for realistic, I'm not really sure what things will change/improve(?) until 2030 (armors, bullets, weapons etc.). Anyway, I understand your concerns of the system and maybe saying that it's realistic was not the right word. Maybe I should have said it's more believable. All I know is that emptying clips in close quarters into "unarmored" soldiers just to avoid getting shot was certainly not the right way to improve gameplay IMHO. Anyhow, I think it's important to find the balance between realistic gameplay and playability and this system is another right step. Just to have the right amount of challenge so that we can all enjoy the game. I'd love if the game could more authentic (eg. states between living and dying with ragdoll) but unfortunately I'm afraid it's impossible that it'll happen in the near future. And I honestly want to think I'm wrong! :) -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
FYI: It seem the armor rating of the CSAT fatigues have been lowered. It takes two shots with the P07 pistol to kill a soldier wearing only that. Seems much more realistic! ;) Cheers! B) -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I see! Thanks for the info, guys! Much appreciated! ;) Yeah, 6 shots seems extreme. I've been playing the scenario called Survivor by ffredyk [CZ] and the difference really surprised me. :) -
Soldier protection (dev branch)
mx maximus replied to solzenicyn's topic in ARMA 3 - DEVELOPMENT BRANCH
I've been testing how smallarms fire (in this case the NATO P07 9mm handgun) worked against unarmed soldiers wearing only fatigues, and noticed something strange: NATO recon fatigues: 1 shot NATO combat fatigues: 1 shot AAF combat fatigues: 1 shot CSAT recon fatigues: 2 shots CSAT fatigues: 6 shots I don't know if this is intentional, but it certainly seemed strange. Can you confirm this, solzenicyn? Got these results without mods. Other than this, the system is a really good addition to the ArmA series! I love it! ;) -
Okay! Thanks for the info, Robalo! Much appreciated! :)
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Hi Robalo, First of all, thank you for this lovely mod, I use it everytime in singleplayer and coop. It's a must have! :) For some time tho (and I don't really know since when), I've got a problem and I couldn't find it posted in this forum (sorry if it's posted already, really tried searching). In recent dev builds (didn't try stable build) I frequently see scripting errors in the game. At first I thought it's a bug in the dev build or conflict between mods, but then I disabled the mods one by one and found out that somehow ASR AI is the cause and I still get this problem using the CBA and ASR only. Without ASR AI, no problem. Usually this happens when a bullet hits an AI soldier and then I get this message (it's from the RPT log, but it's basically the same message): 19:04:18 Error in expression <x select 0; if ((_priors select _cause)>_priorCur) then { _dangerCause = _cause;> 19:04:18 Error position: <_priorCur) then { _dangerCause = _cause;> 19:04:18 Error Undefined variable in expression: _priorcur During a firefight this shows up in the RPT log quite often and it drops my FPS dramatically. Here's the RPT log: https://www.dropbox.com/s/rll9bedomgkcj7s/arma3_2015-02-24_19-03-00.rpt?dl=0 I've also checked if I have the latest version of CBA and ASR AI and reinstalled them to the appropriate folders (userconfig, keys, and the mod folder to the game's root folder). Maybe I'm doing something wrong, but I have no idea what's the problem. Could it be something that changed in the dev builds?
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A not so ordinary helicopter training session. Gotta love AFM! Enjoy!
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Well, I noticed the difference but I got fooled by the still working in house reverb and distant sounds and convinced myself that it was like that. Shame on me... :dead: Anyway, once again, thanks for the awesome mod! ;)
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My god... That's... embarrassing... :D Sorry bout that! I knew something was wrong! :p:D Thanks for the quick reply tho! :rolleyes: Ps.: That just shows I never really used the vanilla sounds, right? :-D
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Deleted: My bad! Sorry!
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I can also confirm this. Unfortunately it's not working after reloading a save. :( Other than that, it's an awesome addon! Thanks! :)
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"ArmA 2 is Game 2." http://community.bistudio.com/wiki/ArmA_2
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"Radio Rebelde broadcast the first reports that Guevara's column had taken Santa Clara on New Year's Eve 1958." From wiki
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Che Guevara Mausoleum in Santa Clara, Cuba http://en.wikipedia.org/wiki/Che_Guevara
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ARMA 2: OA beta build 79122
mx maximus replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Thank you Dwarden!! :) -
ARMA 2: OA beta build 79122
mx maximus replied to Dwarden's topic in ARMA 2 & OA - BETA PATCH TESTING
Same problem here. :( -
graphics bugs with ATI 4800 series (4850/4870/4890)
mx maximus replied to fjaekel's topic in ARMA 2 & OA - TROUBLESHOOTING
A few days ago, I got my system upgraded. When using postprocessing on medium or higher I get annoying blur effect on the aiming sight itself especially with NV goggles (even have problems with the laser). I didn't have this problem with my previus system. System: Sapphire HD 4890 1GB GDDR5 ATI Catalyst 10.10 Win7 64bit Tried it with latest beta and stable and got the same results. No mods used. IbbManAV8q8 Can anyone help me? Sorry if it's been posted, did search for this but with no luck. :confused: -
Time for Bis to allow language change to English - agree?
mx maximus replied to Richey79's topic in ARMA 2 & OA - SUGGESTIONS
I've copied the English version pbo and nothing happend. When I compared the pbo-s, it turned out that they are all the same. :eek: I've unpacked them, and it contains all languages. :butbut: I think it might have to do something with the key. Just guessing though, but I really can't think of anything else. :confused: -
Time for Bis to allow language change to English - agree?
mx maximus replied to Richey79's topic in ARMA 2 & OA - SUGGESTIONS
/signed -
Language mod for 'locked' language versions
mx maximus replied to wiper's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I think I've found a little problem Wiper. I'm not sure if it's only on my dedicated server, but the bisign files were not accepted until I renamed them (for example): from: language.wiper.bisign to: language.pbo.wiper.bisign I'm using the Hungarian mod, but I've noticed that the German has the same bisign filenames. Can you confirm this problem? -
I'm experiencing the same problem as osmokv. I'm using Debian 4.0r3 Etch linux. The installation went fine, the tolower worked, all the files got converted (no upper-case letters). When I started the server I got the same messages and the dedicated server stoped at "Reading mission..." and used all the resources that the processor allowed to. ArmA said "Wait for server" and nothing happened after that. I don't use any mods, extra addons, tried using a config created accordingly to the BI wiki and tried the default. I had the same issue with every misson and every configuration. Is it a major bug, or it's a compatibility problem with Debian based linuxes?
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Well, that's true, but not completely. What happens, if the enemy is looking down from a hill, or from a higher place? Or what about checking the high grass area from a short grass area? The tall grass will disappear if your away and you can see the enemy? That sounds silly. I could only agree with you, if Sahrani were a flat place with the same grass everywhere.
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Hey, is that guy with the military jeans doing what I see? It looks like he's checking the butt of that blue shirt guy! The graphic is awesome by the way!
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I think every solution for a custom thing can be used for bad and good things too. I think it should be put into the game, like custom sound. In OFP I use it for signaling, since it can be anything (like a beep). But it can be turned off in the server setup. So I think adding it won't be a problem, but of course, a solution for turning it off would be the best. I think custom faces are good. Me and my clanmembers are useing our own faces, sometimes with camo. I think it gives a good feeling to the game. (and of course some cover too, for eg.: check my avatar ) The banning of custom things are not the solution, but the option to turn it off. (It's only my opinion of course)