merlin
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Everything posted by merlin
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Setpos problem (teleport to roof)
merlin posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm using a setpos script as a workaround for the non-functioning ladders of the hotel in chernagorsk, using the 'elevator' (flagpole inside by the elevator and flagpole on the roof that the player can teleport to and from) i'm using Weasel's setpos script _dir = random 359; player SetPos [(getPos teleportDestination select 0)-1*sin(_dir),(getPos teleportDestination select 1)-1*cos(_dir)]; exit; the script teleports me, however it teleports me to where the roof flag is, but at ground level. i think the scripting that moves the player away from the flagpole is responsible for this, could anyone help me out here, or if there is like a buildingpos command that i can use to get around the flagpole method. thanks! the roof is 39m up if thats any help -
There are two ladders in Chernagorsk that dont work, the ones on the international hotel.
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A.C.E. Advanced Combat Environment Mod 2
merlin replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
As far as the role of medics in ACE 2 it might be interesting to use the "check status" feature (if included in ACE 2) to give medics an exercise in triage, medics would have to read out the injuries of the victim and determine if the injuries are treatable or if the case was hopeless (internal bleeding, severe head injury, etc.) as a consequence for not checking the injury the treatment animation would just stay on a loop for an indefinite period. this suggestion might be too radical for ACE 2, but it was worth a shot. -
I finally had an amazing time with ARMA 2
merlin replied to haberman13's topic in ARMA 2 & OA - GENERAL
I didn't have quite the experience you guys did, traditionally i've been a PvE player, however last night i went to a "hold" server with a friend of mine, which was of course PvP. my main turn-off with this was it seemed way too artificial, everything was dialogue based, for example my teammate couldn't carry extra m136 rounds for me unless he himself had brought one (which would not let him use a sniper rifle). it seemed like most people just hogged the long range weapons and guided weapon systems, i.e. grabbing a javelin and hiding in the treeline waiting for enemy armor. however i did have one entertaining moment where i backed an LAV into a church and brought down a Hind and mi-8 with just HE rounds, it was great to see the pilot panic and swivel around looking for what was shooting at him, unfortunately my spree ended when i got hit with a Metis round from nowhere. so far my pvp experience in ArmA 2 has been pretty similar to that of my BF2 experience, choosing weapons, respawning, repeat. one pvp mode i would welcome would be some kind of VIP escort, in which both teams consist of human players, blufor would start at the LHD or airfield. The opfor would spawn at a random town and would be given an assignment to travel with a VIP to another town. the blufor would be responsible for using UAV's and aerial recon of the island to locate the opfor convoy. once spotted the blufor would have to set up an ambush ahead or attempt a dangerous aerial assault on the moving convoy. blufor would have a tremendous incentive (incentives could range from more assets in the next round, or if the blufor and opfor rotate teams the ability to choose the starting location of the VIP) to capture the VIP (this would allow the convoy to be disabled, allowing a firefight, instead of just hitting it with AT weapons). i imagine over a period of a few hours we would see tactics take serious adaptations, the opfor might start taking consideration into their formations, or even using decoys. the blufor might place satchels in the road to lead the forward vehicle into a minefield. anyways, my whole idea behind this type of mission would be that strategy would be taken into mind instead of just charge, respawn, change weapon, charge, respawn, take vehicle, charge, resppawn, ... -
I'd rather see some kuwaiti/iraqi maps, featureless desert terrain with small settlements and a modern highway system, it would be a great place for combined arms warfare. the expansive terrain would do great justice to the workhorses like the c130, and the V-22 (which really has no place in combat). urban sieges would be common and preceded by artillery barrages (the massive scale of any desert terrain would finally put the MLRS to good use) and aircraft could finally operate in areas large enough to suit them. not to mention the lovely tank battles that would ensue.
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Animal Auto-Population May Need an Adjustment...
merlin replied to An-225's topic in ARMA 2 & OA - SUGGESTIONS
I believe you can place a trigger with something along the lines of "no animals" in the int. to disable the presence of animals in a given area, i'm not sure if thats the exact text but i saw something like it in some of BIS's missions. -
Some genuine patch 1.03 information
merlin replied to {SAS}Silentkiller's topic in ARMA 2 & OA - GENERAL
Full supported analog throttle, fuck yeah -
Desert/Urban style map in ArmA2
merlin replied to POTS's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I think a gulf war map would be great, especially the area around the Kuwaiti border, i would imagine statics for burms and various trenches would make for some interesting gameplay dynamics, you could even use them to recreate the iran-iraq war (huge trench battles with modern equipment). Fans of the A-10 such as myself would just have a ball ripping through T-72s in the middle of a huge desert environment with miles of visibility. oil derricks could be used as control points to generate income in warfare. and the 'endless' terrain would be almost seamless because of the flat, empty nature of desert terrain. -
whats sad is that i would trade any sexual reference in arma, or any videogame for that matter, for just one functional Ch-53, with slingload capabilities. :cool:
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Deployable security checkpoint?
merlin replied to Kyrah Abattoir's topic in ARMA 2 & OA - SUGGESTIONS
i'm sure the attatchto command can be used move around road signs and concertina wire, and using RKSL's vehicle storage system you could store the elements of the roadblock in a vehicle, the result would pretty much be a less polished version of VBS2's checkpoint system. as for ziptie cuffs you could just script something that sets the civilians to a 'hostage' animation and have them join your group. both would be a welcome addition to any MP mission. -
hopefully arma 3 (???) will be able to implement really nice collision meshes for vehicles hopefully to the point people could walk around inside moving vehicles without any awkwardness, bf1942/joint operations had a nice system, however it bugged a little in multiplayer. something about being part of a crew on a vehicle where you're actually moving around on the vehicle makes really memorable gaming experiences. i remember in the Desert Combat mod for bf1942 i would get on a fully loaded AC-130 and watch the devastation from the lowered cargo ramp, loading DPVs, onto the hercules was also a fun way to get behind enemy lines. i think we're getting to a point where processors can handle complex physics and i'd like to see more natural (albeit less system friendly) ways of doing things in games. i think the only real limit would be in multiplayer where these things would have to be simulated on the clients machine which could lead to some continuity issues.
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A.C.E. Advanced Combat Environment Public Release!
merlin replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
thanks, also to the ACE team fantastic work on the crew served weapons, the range tables on the AGS-30 are incredibly useful and can make it a devastating weapon at even long ranges. setting up a sandbag nest and maintaining a stationary weapon is really a unique experience in a genre flooded with run and gun shooters. could i make a request that you guys add sight adjustment and range tables to the D-30, and m119 as well? -
A.C.E. Advanced Combat Environment Public Release!
merlin replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
Quick question, what are the classnames for the disassembled crew served weapons? particularly the AGS-30 AGL. thanks! -
i've spent most of my evening setting up a dedicated server on my computer, I set up the server.cfg/basic.cfg, got the profiles working and i can see the server on the server list. however whenever i join i just get "wait for host", when i log in and use #monitor i get the following i really don't know much about this kind of stuff but i think it could have something to do with blocked ports on my router. i set port 2302 to be forwarded but i still get the same 'wait for host' and 0kps up/down like i said, i dont have much experience in this field and for all i know it could just be the server.cfg written incorrectly. heres the server.cfg just in case i screwed it up thanks!
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this worked, the server is now working flawlessly. thanks a ton
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i'd like to see the priority be on the ch-46 and the ch-53, just so we can see fully functional AASs in missions and have finally have a good set of equipment for the marines.
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I don't play multiplayer too often (usually bogged down with IRL stuff and if i'm playing ArmA, i'm usually just playing around with newly downloaded vehicles in the editor) however on one particular game of domination me and another player, i believe his name was Nadok, decided to form a sniper team and branch off from the 20 or so other players hitting the main target. we decided to make an attempt on the secondary target, which was a bank in Bagango. we started at the airport and as the two blackhawks with the other players flew off into the distance to hit Pita me and nadok gathered satchels and sniper gear and loaded into the mh-6. I was flying and set us down on the hill to the north of bagango (with the radio tower) he took out his rifle and i pulled out a laser designator to gauge the distance of the troops guarding the target. for the most part they were out of range and we were grossly outnumbered. a few moments later a GBU harrier pilot came over the comms and asked if anyone in Pita needed GBUs on targets, when no one responded i asked him if he could hit the secondary target in Bagango, he obliged and said he'd be there in about 45 seconds to observe the target. I marked the target and let him make a couple of passes to get a feel for the bomb run, after the second pass he let me know he was dropping the bomb from 2000m, i acknowledged and waited a few seconds then from the view of the laser designator i saw an explosion envelop the bank and take down all the nearby infantry, i smiled and got back in the chopper. another memory i had from that game was doing a similar operation against some transformers in some northern sahrani coastal city, we called in the same guy to drop the bomb, it hit right on target and the transformers just remained intact. we sat on that hilltop for about 15 minutes watching bombs drop on the transformer and the infantry and armor guarding it, after a while an A10 got airbourne and just began dropping load after load of unguided mk-82s , after the entire city was flattened we decided we had to take it out with satchels, so i got back in the mh-6 with my partner flew down the slope made a quick landing, my partner jumped out, planted some satchels and hopped back in and blew the transformers. i kind of have a thing for airstrikes
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i know the mi-24 needs a short runway in order to take off fully loaded, so it would certainly make it more realistic to have ground handling for helicopters. But i don't know if they'll implement it or not.
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What military equipment and vehicles do you want?
merlin replied to WARFIGHTER989's topic in ARMA 2 & OA - GENERAL
I was really pleased to see the AAS with crew and the aircraft tug however i think the CH-53 and CH-46 (might be a little outdated) are necessary to making it authentic. The V-22 is not suited for a combat role and the UH-1 cannot fulfill the role of heavy lifting and logistics, the AH-1z and AV-8b are both well done and fulfill their intended role but i'm really disappointed in the lack of a good BIS quality CH-53. below are some AAS helo configurations 12 - CH-46 Sea Knight helicopters 4 - CH-53 Sea Stallion helicopters 2 - UH-1N Huey helicopters [3 on 11 MEU WestPac 01-1] 4 - AH-1W SuperCobra attack helicopter 6 - AV-8B Harrier attack planes [none on 11 MEU WestPac 01-1] OR 12 - CH-46 Sea Knight helicopters 9 - CH-53 Sea Stallion helicopters 4 - UH-1N Huey helicopters 4 - AH-1W SuperCobra attack helicopter 6 - AV-8B Harrier attack planes OR 12 - CH-46 Sea Knight helicopters 9 - CH-53 Sea Stallion helicopters 6 - AV-8B Harrier attack planes OR Assault 42 - CH-46 Sea Knight helicopters also whether or not a well deck is included it would be nice to see an LCU or LCAC (probably not suited for operations near the black sea, might be hard to animate too) LCUs might make for good beach landing missions (maybe a "defend the coast from an endless onslaught of American amphibious zombie forces" mission?) so essentially what i want to see is a fully functional and detailed AAS; elevators, staff, tugs, especially a well deck, perhaps air defenses (could be scripted i could care less if the CIWIS has perfect animations or not) but essentially a good launching ground for a wide variety of missions. from what i've seen this would require -CH-53 -CH-46 -LCU -engine supported logistics, i.e. slingloads for the CH-53 and some kind of collision mesh for the LCU also i could care less of the AAS could move or not, odds are it wont and even if it did it wouldn't do any good, try hiding a huge ship from an SU-25 patrolling the coast with a huge viewdistance. -
This is just my personal opinion, but i prefer to use my GAU-8 as a multipurpose "anti-everything" gun, and keep my AGMs for high priority targets and nasty shilkas. as for FFARs i don't really use them unless i'm completely dry and a soft skinned vehicle absolutely HAS to die.
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I understand that you need to have a good playable game in order to make a profit, and that 'gimmicks' like walking inside vehicles is a waste of time and money in the eyes of the publisher. however you emphasize that the modding community is key to the success of OFP and ArmA, personally i think it's more important to create a SOLID and bugproof (as you stated), engine so that the community can produce more content, better looking models and postproccessing effects can be added by the modders, but serious engine modifications are still difficult if not impossible for even the best of modders. I would love to see walkable collision meshes inside vehicles in ArmA II, it would greatly improve the immersion if you could load a supply truck into a C-130 or lower the ramp on a V-22 and storm out, however i dont think we'll see it in this game.
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http://www.armaholic.com/pfs.php?m=view&v=4-1153_arma2-2009-04-previewversiongameplay_015.jpg looks like a destroyer or something in the background, nice to see the LHA wont be alone. hopefully we will be able to use the gun or at least use the cruise missles as a support option.
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Hesco Bastions? also, if they're transferring content from VBS2, why not transfer the CH-46 and CH-53? I'd much rather have those two than the old blackhawk from ArmA I.
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So far i haven't encountered any bugs, however i did have some trouble aiming the SSMs, perhaps you could try a mapclick system like the JSOWs on Franze's F/A-18 so we could strike targets deeper inland.
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I'm very pleased with the introduction of the MLRS, nice to see the US with some long range rocket arty, great job BIS! my only problem with ArmA 2 is the lack of the Ch-53/46, unfortunately we have yet to see either of these in mod form, which is really disappointing considering their importance in ye olde air cavalry operations.