My Fing ID
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Everything posted by My Fing ID
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The holo sight drives me nuts too. I tried to engage a guy about 150m out and the sight covered him. Maybe irl that's how they are, I dunno, but irl a M68s dot is supposed to be just bright enough to see and is accurate to 300m. As for ballistics I dunno Marines (I'd assume its the same unless their M16 are different) but army zeroes at 25m and sets iron sights to 300m. The M68 stays the same but hits to 300m. I think the M4 may be zeroed at 300 as well rather than the zero notch like the m16 but I can't remember. Anyways the bullet goes up when fired, so if this is modeled, aim low at close range. Should be aiming center mast anyways, the points to take them out of the fight not necessarily kill them, so hitting the enemy is more important than where you hit them. I also ran into a problem in game where the sun blocked out my m68. Don't remember this ever happening irl but if it did I'd of taken it off and used my backup irons. Wish this was modeled, backup irons are pretty sweet. Never tried it but I'm sure you coukd use them with the 68 attached as it just flips up. Also wish the PEQs were modeled. Have the breath button function like a pressure switch and it would be awesome. ---------- Post added at 09:11 AM ---------- Previous post was at 09:07 AM ---------- That's something I dislike with AA. IRL a qual course is a mix of 1 and 2 targets. You also shoot foxhole and prone, but since foxholes aren't modeled I can see why they changed.
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The dot is way too bright imo. I wish we had either an option to turn it down or to take it off and use irons
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Ok so you don't want America acting as the "knight in shining armor" and don't want to play in eastern Europe. You think the scenario of U.S. Marines being sent to a country which specificly asks the U.S. For aid in fighting rebels apparently supported by Russia is unrealistic, but that the U.S. And Russia allying against China for oil on a small island is realistic. Personally I find the first much more plausible, especially given that China and Russia are more likely to support each other than ask for US assistance in fighting each other over an island. I'm just curious what plausible scenario you are looking for. I mean they could have down 2 factions in Africa fight it out. Hell they could have made the player the UN, but the game would suck because you would spend all your time getting shot at and trying to get clearance to fire back. They could have done the Korean conflict but the US would be involved again. Columbian drug lord then? Anyways I just don't see what the problem is. The U.S. makes sense imo due to their ability and willingness to deploy. Russia makes sense because they, like the US, have supported rebels or governments they believe to be favorable. That both would meet at the same field and fight army to army seems a fluke and would make for some interesting politics given the history of the two nations. It makes sense though. If the US sent soldiers to aid a country right on Russias border I can certainly see them providing a presence. I'm sure the U.S. Would do the same! This doesn't make Russia the 'bad guy' or the US the 'good guy,' it just makes the two countries engaged in a conflict over the a third nation. The scenario is just set from the U.S. point of view. Don't like it, use the editor! Hell I've barely scratched the campaign myself, the editor is far more interesting. I'm especially happy they chose Russia because I have been interested in playing with their gear for some time. One last thing, if you want this game get the PC version. I can say with near certainly you will be missing out on some great mods if you get the 360 version. Who knows, maybe you'll find the perfect units to make the scenario you want! I'm sure FDF will be back, a number of WWII mods, many more European countries. The community will provide more than enough different armies for your sandbox. In conclusion, don't worry so much.
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ArmA 2's Artillery Module
My Fing ID replied to headspace's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
EDIT: This works. Needs improvement but it does function. Here's what I've been working on. It doesn't require secops and let's you set up custom fire missions in the function call. You would call it like this: Nul=[bat,type,ord,delay,rnds,disp] execvm "FireMission.sqf"; Bat = name of artillery game logic Type = timed or immediate fire, can use t for timed Ord = type of round used like HE, WP, etc Delay = time between rounds fired. If timed then how long rounds fire for Rnds = total rounds fired Disp = dispersion. The rounds are shot from the weapons so don't stand infront of a mortar tube! This script was only tested with US mortars but has at least 1 fatal flaw, I can't get the mapSingleClick command to work properly. Due to this the artillery will always target the player. I tried turning the code into 2 blocks so the mapSingleClick would call the rest of the code, but then my vars went bad. So I changed the vars to global but then mapSingleClick stopped calling the rest of the script. Hope one of you can fix it. Got to be honest I can't remember which version of the script this is so it may not work at all. Also the splash over and such hints don't work well. Also I'm at work and had to post from my BB so if it doesn't look pretty, sorry EDIT: K I think this may work. I'm using the marker (ty Wiper) to store the pos and then transfer that pos to _tPos. Hope this works. If anyone would like to test it here's a quick instruction. Make a map with you as a player. In your units 'INIT' field put this radio code: 1 setRadioMsg "Fire HE"; 2 setRadioMsg "Fire WP"; 3 setRadioMsg "Fire Illum"; Next make some artillery. Don't worry about adding ammo, it'll work as long as you use the right name. K. Now add an artillery Game Logic. Name it Battery1. Synchronize it with the mortar team leader. Finally were going to add 3 triggers, one for each ammo type (HE, WP, ILLUM). Make the three triggers, set them to repeatable. Then for activation select the radio codes Alpha, Bravo, and Charlie. Next on the On Activation line enter the following: under the Alpha radio command: Nul=["Battery1","I","HE",2,10,50] execVM "FireMission.sqf"; under the Bravo radio command: Nul=["Battery1","I","WP",2,10,50] execVM "FireMission.sqf"; under the Charlie radio command: Nul=["Battery1","T","ILLUM",6,30,500] execVM "FireMission.sqf"; Finally cut and paste his code into notepad. Then save it in your mission file (my documents/documents/Arma 2/missions/ I think). Name it FireMission.sqf If everything worked you should have a radio on the map screen with 3 options. -
Figured I'd share this experience with you guys. So I decided to make a mission with no enemies, just the game logics and friendly units. I set myself as a Squad Leader (cpt rank). I then gave myself a 1st sergeant, 2 MGs, 2 corpsmen, 2 Javelins, and a designated marksman. I then linked myself to a commander game logic. Then I made 6 squads, changed a few men (added corpsmen, 240B, etc) and tossed them into subordinate logics. I then added the secop function which generates random missions, Finally I added generator logics for civilians, civilian vehicles, and war. I started the mission. There I was in control of all 6 squads, waiting for the first mission. I didn't have to wait long until I got the call over the radio. I was asked to take out an enemy outpost. I accepted and check the map. It was near by. I sent my squads out, 3 to the west of the objective and 3 north with a hill between them for observation. I moved with the squads and went up the hill. I spotted the enemy and pulled up my binos. Russians, 5 of them with a fuel truck, camo net, some barrels and cargo containers. I had just lifted my finger to push the map button when we were spotted. The Russians fired over my head and suddenly my 240s opened up. 3 of the russians went right down. I went prone and pulled up the map. I then sent my meb from the north down south to sweep through the objective as the guys west would have no cover if they assaulted. I ran with my men, stopping on the objective. The russians were dead but the mission didn't end. I grabbed a russian rifle with the russian version of a 203 and blew up the truck and barrels. Nothing happened so I aborted the mission. Other than that I did a few more missions, good variety. At one point I was moving through a dirt field (I know) when from the other side of a nearby town a firefight erupted. The enemy had some vehicles which my Javelins took out quickly. I sent my men into town to clear it out but found nothing. The war generator seems to generate one to two enemy at a time. Anyways just a quick look at the game logics. They're fun and the mission generator does a good job on some missions, but others it don't seem to end so you have to abort. I hear they're going to improve the command logic as well so you can link squads to a platoon, the platoon to a company, then move the platoon by using just the platoon commander rather than the whole platoon. The civilian car generator does a really good job though. They're all parked but it puts cars in realistic spots in town, very nice. Civilian generator only generates a few people as well. Ill have to mess with parameters and see if that helps. Too bad the artillery logic isn't as easy as these are!
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This is driving me crazy because I can't find it but; Is it possible to call a block in a script? Example Block1 { [parameters] call Block2; doStuff; } Block2 { _var= _this select 0; doStuff; } So as you can see I want to call block 2 from block 1. Also I want to end the script after block1 ends. Is this possible? If not what's the best way to go about this? Change call to exec and run Block2.sqs or whatever? I'm working on an artil script and ill post if I get it done, but what's going on is I want the radio command to set some vars, let the user click the destination (using onMapSingleClick) then pass those vars off to a FireArtillery block which runs a check list then sends the fire command. The point is to make this user friendly so all you would have to do is add a radio function, play with a few variables and BAM instant artillery (not Secop). Ty for any help
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call blocks
My Fing ID replied to My Fing ID's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok next big Q, anyone know how to spawn, name and link the new game logics? I'm seeing if I can code in a mortar team that can be placed by putting a marker on the map and naming it. -
call blocks
My Fing ID replied to My Fing ID's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm trying to generate a script that will let the user enter the bare minimum and get a decent fire mission without using secop. I have a fee ideas on how to go about it but right now I'm just putting to paper and seeing what comes up. Problem is I don't know the limits of the engine, like can users name their own type of round and then pass that as a parameter or will that generate an error, etc. In the end I want to make it as easy to use as possible, yet powerful enough to allow users to do what they want. -
call blocks
My Fing ID replied to My Fing ID's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ok so block={ }; names the block? Ty. Also what code is good for a break? I've made a scopeName and break out of that but I'm sure there's a better way ---------- Post added at 10:14 AM ---------- Previous post was at 10:12 AM ---------- Cool tyvm guys. Hopefully this works, if it does ill post it. Hell I may make a quick vb program that generates it and let's users input options all nice a easy like. -
4 years Army, 1 deployment to Iraq and went through 4 units in 4 years. Day I was supposed to goto the promotion board was the day my stop loss ended lol. Needless to say I didn't make sergeant. 3rd time I was almost promoted. If I didn't move units so much I'd of gotten my stripes.
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That's not what I'm saying. These are random missions generated by a new game logic object. It creates and ends them. Its just that some don't seem to end. I'm not making the mission I'm just tossing logics in there and letting them take the game where they will. It was interesting
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Only prone, crouch still jumps way too much
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Who's going to resist buying on the 19th?
My Fing ID replied to charliereddog's topic in ARMA 2 & OA - GENERAL
HD 4800 series, 512 I believe. Worth every penny. -
Who's going to resist buying on the 19th?
My Fing ID replied to charliereddog's topic in ARMA 2 & OA - GENERAL
I was running ArmA with all settings on high to very high, though I think it defaulted to normal. Anyways I'm running Arma2 on normal and everythings fine. Most intense scenario so far that I've ran had 3 platoons (3 squads on 10 each) vs about 80 russians including 4 small patrols and 4 squads with 3 vehicles for QRF as well a few guns guarding a small town. Ran without any problems. I have some PoS gateway dualcore with 4 gigs ram. My saving grace is the 200 dollar ATI card I shoved up its butt. -
Who's going to resist buying on the 19th?
My Fing ID replied to charliereddog's topic in ARMA 2 & OA - GENERAL
If you liked ArmA you'll like ArmA 2. Don't let the negative reports turn you off too much, just don't expect the world when you get in game. I'm still impressed so far. Urban combat is very improved and I can't wait to learn more about the editor and the new game logics. Funny, I never beat OFP or ArmA, I just spend most of my time playing my own scenarios. The campaign in 2 seems more interesting though so I'm going to give it a shot. -
Fade, please tell me what to do (legit copy)
My Fing ID replied to okarr's topic in ARMA 2 & OA - GENERAL
You'll know when fade is affecting your weapons. Take an ACOG, aim at a target 50 meters out and if you miss continuously fade is active. I mean there is no doubt, you will know. -
Fade, please tell me what to do (legit copy)
My Fing ID replied to okarr's topic in ARMA 2 & OA - GENERAL
Make sure you entered your serial correctly and use the download utility to download the files. Make sure you do not change any files that came with the game. Run any mods as mods. I think you'll be fine if you do this. You'll prob need to re install at the least -
Can functions be linked to buttons already designated? For instance flares could be added to the hold breath button. Hell if you really wanted to get into it you could use the same button to hold breath, drop flares in planes/helo, laz in armor (model fcs), turn on a PEQ2 laser at night, I mean it could be real useful if these mods were made. Got to admit, I'm disappointed the PEQs were modeled but not used.
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Grab an M16 with am ACOG (team leaders have em). Look through the sights and shoot something (building or guy) about 50 meters out. If your bullet is way off fade is active. Yes it sucks.
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The grass sucks, especially since I like my 240B. Can't see anything in the prone and can't shoot anything unless prone. Anyway hopefully they fix the AI not seeing grass or whatever. I'm pretty happy with the engagements so far. The AI and I now seem to compete for corners in cities and while the field doesn't seem that different I haven't been hit with a magic bullet from 500m through the trees yet. If anything I've taken more injuries than fatal shots. The grass is the biggest complaint I have so far. I'm pretty impressed. Also its really cool to see Russian gear. I've wanted to toy around with some and hope its as accurate as the US gear is.
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Morphicon (petergames.de) ArmA 2 Download Released
My Fing ID replied to OChristie's topic in ARMA 2 & OA - GENERAL
You may luck out, got mine today (sunday) -
If someone does get around to making the PEQs work please link them to the hold breath button so we don't have to run around with them on and make them bright. My old PEQ2 could practical light up a room.
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The big difference between the A2 and A4 is the rail system and detachable carrying handle. Other than that they are the same, though IRL an A2 is older so probably more worn out.
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if they're all going to be the same I may as well get the german version. I was afraid it would screw me in the end. Any reliable source that the patches will make all versions the same? Don't wana miss out on blood effect or some other localization stuff.
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Hey you guys get in from Germany? They didn't put anyone in the condemned barracks by 1-16 did they?