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Pierrot

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Posts posted by Pierrot


  1. if Placebo said this feature (Walking On Moving Vehicles) would not be part of ARMA projects why this thread still open?

    Did they changed their mind?

    To be sure, Placebo said ArmA will not support this feature. But at the same time BIS exhibited the elevator movie in which a soldier was carried in the moving elevator. So that the community completely gets confused whether ArmA supports Walkin on Moving Vehicles or not.

    Someone said the elevator just moves only upword or downword so that this has nothing to do with Walking on the Moving Vehicles. The others said the elevator is opperated with full scripts, so that scripts might realise Walking on Moving Vehicles more or less but it would cosume a lot of CPU resources.

    Anyway unless BIS makes mention of it, it will remain to be seen until DEMO is released. notworthy.gif


  2. Hopefully we won't be firing "SABOT" rounds from all the guns. in OFP there were no proper bullet weights, not to mention that bullets acted like laser guns without ballistics. Guess what, bullets don't fly in the straight line until they hit something...

    Galileo threw two balls which have different weights from a top of Torre di Pisa. The two balls landed at the same time then he concluded the weight of matter doesn't affect its ballistics. smile_o.gif

    BTW, OFP already has a propper ballistics. No bullet in ofp acts like laser beam. pistols.gif


  3. hopefully there will be size (height, width and density) variation possible for grenades ... so it gives "more variations" with minimal perf impact ...

    I hope not only size variation but also assignment of patterns and colors for each explosion.


  4. ArmA is said to simulate a recoil more precisely but I couldn't find a difference between ArmA and OFP in the recent videos: A sniper lays a sight on his target and fires. After a while, the sight gets back to the VERY initial point automatically. Is this a realistic recoil simulation? wink_o.gif


  5. Does ArmA support changing armaments of vehicles in the mission?

    OFP doesn't allow changing armaments so we have to prepare several addons according to its armaments, e.g.

    F/A-18(LGB)

    F/A-18(Mk82)

    F/A-18(AMRAAM)

    F/A-18(AIM-9M)

    etc...

    It's a quite ridiculous approach. huh.gif


  6. Quote[/b] ]But if I stop walking while the carrier is in motion I fall thru.Like I said earlier I believe it has to do with keeping the object active.

    Really? So how about shaking people on the deck with scripts? Keep him shaking a bit and he will never fall down even though he stops moving. tounge2.gif


  7. How abount making aircraft carriers as a moving object and covering a transparent layer which belongs a static object onto a flight deck of the aircraft carrier? You can walk around, sit down and lie down on it without any script except only one; a script which keeps the transparent layer always on the moving aircraft carrier.


  8. With all the new Arma commands I can't see why you won't be able to script some form of walking around on a moving Carrier.

    Is there any method to walk in the air using ArmA scripting commands? When you press 'W' key, you walk straight ahead at a certain altitude. When you press 'S' key, you go back at a certain altitude. The altitude can be set freely in the scripts; in most case it is set as high as a flight deck of an aircraft carrier. So that you seem to walk on the aircraft carrier. biggrin_o.gif

    Quote[/b] ]It's easy enough to get carriers based on static building classes to move and not that much harder to land aircraft on them. The only real issues is doing it all in MP.

    Sounds a nice idea, but is it difficult in MP? wink_o.gif


  9. We also noticed from the new videos that the soundengine seems to be the same as in OFP. Sound repeating interval/speed in full auto differs depending on background rendering/activity. Kinda kills the experience.

    Yep. Full auto sounds in the latest video are completely as same as in OFP. It's not a matter of sound sources but a matter of a sound engine. Even if you prepare a realistic AK47 fire sound, the sound engine in OFP or ArmA cannot make realistic full auto sounds.

    I hope BIS will refine the sound engine.


  10. It's also unfair to state the "XYZ game" does this why can't OFP?  Do posters on the forums for "XYZ game" say "OFP has 400 sqKM's of terrain and 500 units of AI on the screen at once, why can't this game?"  Probably not, as they are different types of games.

    So, you mean not only AmrA but also Game2 will never be possible to support walking on moving vehicles? wink_o.gif


  11. A collision detection has much to do with movable in vehicles. When you transport objects on vehicles, you always have to calculate collisions between objects and vehicles. If this calculation is too simple, objects behave unrealistic: drop through the floor or start bouncing unstably.

    If ArmA doesn't support movable in vehicles, I'm afraid the collision detection is also still as simple as in OFP.  huh.gif


  12. I hope thats a proper lift and not just something that looks like a working lift. If it is functional, then good news for Aircraft carriers smile_o.gif

    Yeah!

    Why does the lift work fine but not for the aircraft carrier?

    Why can you shoot rifles in the lift but not in moving open trucks?

    I'd like BIS to sophisticate ArmA more. People want to have aircraft carriers and want to shoot in moving vehicles.


  13. @ July 29 2006,01:24)]I agree with tankieboy as I to am happy with the reload system as it is now in OFP.  I to would like to see LRFs (laser range finders) and thermal sights implemented in Armed Assault.  Perhaps this could be accomplished by creating an additional LOD for all objects called the “temperature LOD†that would be visible only when the vehicle you are in has the appropriate equipment present.  It would be great to have thermal sights that can allow you to view objects through some types of smoke.  However, something like this might be a way to cheat in a multiplayer environment if not carefully implemented.

    The temperature of a vehicle depends on whether its engine is on or off. Moreover the temperature varies not discretely but continuously. Like this -> icon_redface.gif


  14. Guys, do you think you can simulate LOAL (Lock on after Launch) in AmrA with the new scripting commands? notworthy.gif

    LOAL is very common in modern combats; an IR air-to-air missile, a sound homing torpedo, an IR homing cluster bomb, laser guided bomb and missile and etc.


  15. Btw, I 've found another new camera command : SetAperture

    Aperture is an optical word, which determines a size of hole on a slit. If the size is small, all range comes in focus. And if the size is large, only small range comes in focus and you have to select the range adjusting a camera lens.

    Here are examples of the aperture.

    Small Aperture

    Three figures are all in focus when the aperture is small.

    Large Aperture

    But only middle figures is in focus when the aperture is large. Of course, you also have to choose which figure to be in focus by adjusting the camera lens. smile_o.gif

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