PitViper
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Everything posted by PitViper
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They are also not making the server and client code/files openly available meaning they have a defacto monopoly on servers which allows them to blackmail potential players out of money just to play on said servers.
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There's been alot of talk about visibility requests. On that matter, I'd like a toggle or variable which limits the visibility of the units by the zeus to what its associated team can see. It would give the zeus more imperative to use UAV's creatively as well.
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This is precisely what I'd like to see.
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On the create tree portion of UI, I'd like a new top branch which could be called "favorites" or "shortcut" or "quicklist". Units from the master tree could then be added or deleted from this branch. This would be for speedy and efficient placement of new units by the GM. If the GM only intends on using an infantry squad and a tank during the mission, it would be much quicker then clicking through the massive master tree list.
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Would like to a shark occasionally out in the sea. Doesn't need to be lethal.
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1 part of ragdoll which I feel they must eliminate is the ragdoll effect when someone is shot out of a helicopter at a decent height. The ragdoll looks horrible. They should add a check to see how high off the ground the corpse is and use a real "falling" animation if its over 12-15 feet.
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I really like the ragdolls but they could be tweaked a little. They could perhaps be just a touch more rigid. The only glaring problem is when we see knees or elbows hinging in the wrong direction. I don't know if BIS could add one way hinges at those locations on the jelly man.
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Why use nationalities in a video game?
PitViper replied to BeerHunter's topic in ARMA 2 & OA - GENERAL
The combatants in Arma 2 are fictional. They just happen to resemble the situation with Russia/Georgia/Ossetia. -
Don't know if I'll get slapped by the admins for resurrecting this, but I wanted to add my opinion: All good mentions, but I especially like Gettysburg and Tora! Tora! Tora!
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Has anyone else stumbled upon this? Sin329's videos in hi-res
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like I was saying before, perhaps after the soldier completes the jump, he automatically drops into the prone position... that would keep people from hurdling with him..
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hmmm.. How about 7950 GX2 (1gig) vs. 8800 GTS (640mb)? Given Maruk's post, I'm guessing the 7950GX2 "plays" better with Arma but the 8800 has a bit more muscle. I'm a bit scared reading about all the 8800 issues posted on most arma forums. Is there still the 8800 fog issue? Maruk, Do you think the 8800 issues will be resolved for ArmA? or are we talking about fundamental design issues?
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There should not be jumping. What there could be is a climb/roll movement over fences or sandbag walls. Once over, the player drops automatically into the prone position. That's how we did it in my training.
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I'm going to be building a system specifically for ArmA and I'm wondering if the SLI situation has improved with the latest 1.08 patches and the newest drivers from Nvidia. Has anyone noticed any improvements? I will be running XP not Vista. Also, I know the 8800 series has had problems with Arma, would it be better to go with a 7950GX2 SLI (quad GPU, 2gig vram) versus a single 8800GTX? Opinions and recommendations welcome.
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Has anyone received the hi-res version of the BHD video from sin329 yet?
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Someone needs to track down this sin guy and get the hi res version!
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Where's "Trespasser"? The whole 'limp arm' thing and the hyper physics made that quite the difficult game!
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ArmA Rated one of the HARDEST GAMES OF ALL TIME
PitViper replied to Kevlar2007's topic in ARMA - GENERAL
Where's "Trespasser"? The whole 'limp arm' thing and the hyper physics made that quite the difficult game! -
AAHALO: Armed Assault HALO - OUT NOW!
PitViper replied to ManDay's topic in ARMA - MISSION EDITING & SCRIPTING
I think there was a HALO animation in the 'Blue Sky' vid by Havoc for OFP. Perhaps you could find that and convert it to ArmA. -
There's something about that first pillar of smoke that isn't quite right. I don't think there is enough dispersion near the top. anyway, looks pretty good so far
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wow.. I think you're on to something! I think it is a bit big for 40mm, but would be just right for 60mm or 80mm mortar impacts.
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nice work on the smoke/dust for the grenade. Shouldn't there be a small, instantaneous flash for the grenade also? like a foot or so diameter? just curious.
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Evolution V1.0 Large scale respawn coop
PitViper replied to KilJoy -SFG-'s topic in ARMA - USER MISSIONS
Perhaps there could be a "multiplier" effect for rank points for something as simple as the number of teammates within certain radii for kills. Think concentric circles. for example: the new rank scoring system could be something to the effect: factor of 1.5 x ( number of teammates within 30m) x kill points + factor of 1.25 x (number of teammates within 100m) x kill points + (solo kill) kill points This would cause tighter knit teams to rank up quicker. (naturally, those factors and distances would have to be playtested) Then, the promotion system could be adjusted so that a person relying on solo kills only would have to work much longer to get promoted. perhaps the mission could track the first two columns and if the player ALWAYS scored a zero in them, the mission could harass them occasionally with messages like "Hey Rambo, why don't you go find your teammates for a change!" Only problem I see is that the mission would have to maintain a fairly large matrix of all the players relative distances. That could be alot of overhead. There could be a less precise shortcut or 'quick and dirty' method to cut out the overhead though. -
hey now.. don't force us to deploy the Rhode Island National Guard to the border! The models look very good so far. Can't wait for the release!
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yes. BTW, I'm looking forward to seeing your continued work on this pack.