RedStorm
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should you be able to move and shoot in ARMA?
RedStorm replied to --DST-- HIGHLANDER's topic in ARMA - GENERAL
You may not want to, but you just did. Â Nope, it was (like I said) an obvious deduction. I'm neither form the Coop party or from the CTF party, though I can see both sides of the argument. I just flicked through this thread and that was a very obvious point that sprung out to me. -
should you be able to move and shoot in ARMA?
RedStorm replied to --DST-- HIGHLANDER's topic in ARMA - GENERAL
Now, I don't want to generalize here - and I'm not going to give my opinion on this thread (enough of those floating around as is), yet I can't help posting a quick deduction I was able to make out of the replies in this thread; Note how most of the constructive and intelligent sentences are posted by the 'coop-camperz' and the more elementary abbreviated and often more insultive posts are by the 'ctflolz-only' people. Also note how a lot of these 'ctflolz-only' people seem to have a warning level which is near maximum. Just a healthy deduction. -
1. In real life you can single fire the Minimi after a few hundred rounds practise with relative ease. 2. Sometimes takes about 5 RPGs to take out an M1. 3. The sniper rifle hits above the crosshairs because it is zeroed in at 300 meters.
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I think you might have to change the unit's 'Init' line to read the following: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setbehaviour "careless";removeallweapons this;this playmove "testsurrender"; Alternatively, if that doesn't work, try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">this setbehaviour "careless";removeallweapons this;this switchmove "testsurrender"; And if all else fails and both these command codes don't work, create a trigger anywhere on the map, change both 'Axis a' and 'Axis b' to 0, change the trigger's Condition field (the field located right above the 'On act.' field) from 'this' to 'true'. Then create the soldiers you want to run the animation on and give them names, for example 'man1', 'man2' and 'man3'. Then in the trigger's 'On act.' field type: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 setbehaviour "careless";removeallweapons man1;man1 playmove "testsurrender";man2 setbehaviour "careless";removeallweapons man2;man2 playmove "testsurrender";man3 setbehaviour "careless";removeallweapons man3;man3 playmove "testsurrender"; Again, alternatively you can try: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 setbehaviour "careless";removeallweapons man1;man1 switchmove "testsurrender";man2 setbehaviour "careless";removeallweapons man2;man2 switchmove "testsurrender";man3 setbehaviour "careless";removeallweapons man3;man3 switchmove "testsurrender"; One of these is guaranteed to work. Good luck! !!!<span style='color:red'>EDIT</span>!!! I just tested it in the editor and you indeed need to create a trigger as explained above with the following in the 'On act.' field: <table border="0" align="center" width="95%" cellpadding="0" cellspacing="0"><tr><td>Code Sample </td></tr><tr><td id="CODE">man1 setbehaviour "careless";removeallweapons man1;man1 switchmove "testsurrender";man2 setbehaviour "careless";removeallweapons man2;man2 switchmove "testsurrender";man3 setbehaviour "careless";removeallweapons man3;man3 switchmove "testsurrender"; This will make the soldiers start off with their hands behind their head. Have fun!
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Shameless 24 hour and 53 minutes bump! Keep us posted on that model, skin and sound work you're doing there, xnodunitx! It's looking absolutely amazing!
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Oh right. I never really messed with the BIS apache..far too innacurate,had they called it YAH-64 that would be different. @ RedStorm Thanks,its taken a good amount of research and several images to get it to look the way I'v wanted it to,though this ones moreso the US Longbow,the Dutch one would require the sensor on the wingtips,which it will of course have once its done. http://img295.imageshack.us/my.php?image=880457sw5.jpg http://img215.imageshack.us/img215/3275/874463pm6.jpg http://img215.imageshack.us/my.php?image=869947of6.jpg Although I'd like to have an Apache set for every nation that uses them,at the same time I don't want them to be exactly the same,UK getting all the extra sensors all over the body. http://img184.imageshack.us/my.php?image=1002789tt0.jpg http://img184.imageshack.us/my.php?image=0777061cs6.jpg http://img206.imageshack.us/img206/9291/1064343zy0.jpg However the WAH-64D may not be done as our friends at RKSL will have one. And of course the other most notable change,the AH-64 Sarif or somethin like that..I forget the exact name. http://img215.imageshack.us/img215/2213/1058347ww5.jpg Images relinked to be visible. There is one more thing I was wondering RedStorm,does the Dutch AH-64D variant have an FCR? So far I haven't found one with the radar. Hey xnodunitx, I seriously can't wait to have a crack at flying those Apaches when they're done! Seeing as there are technically only four countries flying the AH-64D (as far as I know, United States, United Kingdom, The Netherlands and Israel? Correct me if I'm wrong) so I think it's a great idea to portray all the unique features of the individual countries' Apaches! As to your question about the FCR, no, at the moment we do not have any Longbow configuration Apaches though any one of them can be fitted with an FCR at any time. Well, as soon as we decide to spend the ~3,500,000 Euros for any one individual FCR unit. Our Apaches depend upon other Longbows to acquire targets for them (British or American Longbow Apaches) so our Apaches can support theirs. Ours have slightly more sensitive sensors mounted and are sometimes even used by police forces to track criminals when police choppers have lost track. The thing is, factory created two types of AH-64D roll off the Boeing construction line, the Longbow AH-64D and the regular AH-64D. The regular AH-64D does not have the engine upgrades or the FCR, but is otherwise on par with the Longbow. The Dutch AH-64D without the FCR, however, does have the engine upgrades and even the FCR mount. It is really quite confusing. Our Apaches are, in essence, Longbow Apaches - only, well, they don't have the 'Longbow' bit. In the pictures of Dutch Apaches, note the sensor display mount on top of the rotor head. This allows an FCR to be mounted and is part of the sensory upgrade. Again, as far as I know (and that is not nearly as much as you know about Apaches) this is unique to the Dutch aircraft. Also, the wingtip mounted sensors are a very nice touch for the Dutch Apaches. I have to be honest here and tell you I've personally never seen them mounted so I'm not sure if they're unique to Netherlands Apaches, but they are a very nice touch! Note that those sensors are not always mounted and will (probably depending on the mission) be substituted for dual-Stinger launchers, so they're not fixed permanently in place. That's all I know about them, as I've personally never seen the sensors or how they operate. I presume they're part of the sensory upgrade Dutch Apaches received over the factory ones to make them a valuable asset to British and American Longbows. Your work really blows me away. The attention to small details is amazing... even the rotor grips are done true-to-life and look exactly how they should! Keep up the great work.
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Thanks for the replies everyone! Here in the Dutch airforce at least the Mi-24 is seen as the closest equivalent of the AH-64D as far as usage, combat history and combat action are concerned. If you don't agree, feel free to give our ministry of defense a ring and tell them to take a serious look at the way they are training their helicopter pilots. xnodunitx, that's an amazing AH-64D model there! I've had the priviledge of having some cockpit time (no flight time yet unfortunately, just cockpit time ) in a Dutch Apache Delta and it is amazing how you got the cockpit to look so accurate. The external model is, as far as I can tell, also very true to life. Can't wait to see it in Armed Assault! Daniel, I agree with you wholeheartedly. It would really be rather useless to put an Apache in this game if it'd just be another Cobra or Ka-50 with a different skin. I strongly believe that all helicopters and other weapon systems in this game should have their unique quirks. The Apache's would be that it's a heavily armed, silent (nighttime) stalker/killer. The Cobra would be a brilliant 'sledgehammer' aircraft and the Ka-50 an accurate aerospace penetrator. PS. Thanks for moving this thread, Placebo. I wasn't sure where to put it, so I guessed General would be good enough. I'll try and guess more accurately next time.
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Let me start off by saying this is not ann add-on suggestion, though I did contemplate posting this in that forum section. If a moderator feels this would be more at home there, feel free to move it. Thing is, lately I've heard a lot of people gripe about the exclusion (for the time being at least) of the Mi-24 attack helicopter. I, like most people, find it is sorely missed from the weapons arsenal we have in Armed Assault. It is a lovely helicopter and really does deserve to be in the game, but we shouldn't forget its Western "counterpart"! Right now I'm going through pilot trials for the Royal Netherlands Airforce, in which I hope I'll fly an AH-64D Apache in the not too distant future. The Apache, more specifically the Delta, is a phenominal aircraft with amazing recon and attack capabilities and really does overshadow the AH-1 we currently have. I remember there being an AH-64A in the original Operation Flashpoint and I loved buzzing through the skies in that baby. I am pretty confident a form of Apache will be added to Armed Assault, much like it was added to the original Flashpoint. However, there are a couple of things that need to be addressed in my opinion to make the (Longbow) Apache a worthwhile addition. First of all we will need (semi-) accurate sensor displays and sighting devices. Just having "night vision goggles" will not cut it anymore. We need to whole nine yards, IR-displays, NV, motion trackers, the list goes on. Not all of these can be added to Armed Assault, but I'm pretty confident at least NV and IR are not too difficult to do. This would make the Apache a more deadly fighting machine as you will be able to track heat signals from quite a distance while keeping a low profile, striking at the most oppertune moment. Right now initiating a Hellfire attack with a Super Cobra at night involves flying right over the convoy, hovering in front of them, turning on your lights so your targeting computer can identify the targets, hitting 'TAB' about twenty times in short succession to get a lock, fly away as quickly as you can before the enemy gunners can swiss you and then returning to fire a hellfire. Rinse and repeat. This shouldn't be what a Hellfire surprise attack should look like at all. If realistic AH-64Ds were to be implemented in Armed Assault, we'd need two different models of Delta Apache. First of all we'd need the AH-64D Longbow Apache, the second would be the AH-64D Apache. Longbow Apaches are equipped with the millimeter-wave fire control radar target acquisition system (FCR in short) which enables them to hover low behind cover, while the FCR paints targets for other AH-64Ds to attack. One in every three AH-64Ds in a squadron is a "Longbow" Apache, and the only way they differentiate from regular AH-64D Apaches is by their FCR, mounted on top of the rotor head. These domes are interchangeable in between 'D' type Apaches, so any AH-64D can be a "Longbow" Apache. Let's sketch a situation where four Apaches are assigned with taking out a convoy of about eight T80s. One of the Apaches is flying the Longbow configuration, and all four are armed with Longbow Hellfire missiles (Hellfires specifically designed to be used with the FCR, in essence they are 'fire-and-forget' Hellfires). The Longbow Apache takes up position on the flank of the convoy behind some trees while the other three Apaches hover out of sight behind a hill, shielded from any sound or sight by the slope of the hill. The Longbow Apache pops its FCR above the treeline for a quick scan. Immediately, target information is downloaded to the Hellfire missiles of all four Apaches and they all interchange target data and target priority, assigning different targets to each Apache as the FCR scans. All that has to be done now is allow the Hellfires a clean line of fire, deliver the payload and while the Hellfires are on their way to their targets, turn back to base. Also, for detail's sake, a new helicopter pilot model would be nice if the Apache is ever to be included. The integrated combat helmet used by the Apache is very different to the standard helmet used by a lot of other helicopters. It is called the 'Honeywell M142 intergrated helmet and display sight system' (or IHADSS for short) and is probably the heart of any Apache. For Armed Assault all it'd probably add is the 'nice looking' factor. I hope a more accurate representation of the Apache can be achieved in Armed Assault, as in Flashpoint it was pretty rudementary. PS. Also imagine how nice it would look having the AH-1N we have now fly in formation with the Longbow Apache. As far as I know, the AH-1 we have in Armed Assault is also equipped with Longbow Hellfires, which should make it possible to lock on to Longbow-assigned targets. One can only hope... PS2. Thanks for bearing with me. PS3. Oh yeah, and merry Christmas in advance.
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While not seen personally, my grandfather had a little encounter with a russian tank that tried to run him over multiple times in WWII on the russian front. He escaped by jumping to the side in the last second again and again. Ended with the tank driving a few meters, elevating and lowering the main gun in a kind of salute and driving away. Left him with many sleepless nights till quite some time after the war... Many soldiers died that way in their foxholes with a tank driving on top of them and then start spinning on the spot   No Russian tank could turn on the spot. No independant track rotation.
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Well, you guys are good at making them... have a crack at 'em!
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HH/MH-60G "Pave Hawk" two 7,62mm miniguns mounted in the cabin windows and two additional .50 machine guns mounted in the cabin doors. Would make a great 'bigger brother' for the MH-6 we have in Armed Assault at the moment...
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Definitely don't take this as my "first impression fever". I've been playing this for nearly a full week now (got this gem last tuesday) and I must say, I'm still BLOWN AWAY. I really am. I got a very, very special feeling when I first fired up the OFP demo more than half a decade ago... somewhere Q1 2001 if I recall correctly... it was so new, so -- well, 'great'. The feeling I got when I first checked out Armed Assault was, staggering. It even surpassed the feeling I got when I first played OFP. Guys, if you LOVE realism and simulations, this is THE game for you. The realism and attention to detail FAR, FAR, FAR surpasses OFP's. To make this thread of actual practical use, I'll list the things that blew my away about this game: 1. Graphics. Obviously. Extreme detail, very polished. 2. Animations. No longer feel like an empty shell in a weird stick world. You feel like a soldier. Very solid. House-to-house fighting is 100% better. No more clipping through buildings, walls or whatever. In fact, I'd say the city fighting feels more polished than in games like BiA, CoD, DoD or whatever. 3. Tracers and ricochets! Brilliantly done! You fire a round, it impacts with a big puff of dust, then it arcs away from the ground and impacts 30 feet further leaving a smaller puff of dust, because it lost kinetic energy. Rounds penetrate thin sheets of metal, wood walls and anything else really, and loose energy accordingly. They'll even come out again at odd angles! 4. Sounds! NO - and I mean NO game has better (realistic I mean. If you like Hollywood 'boomy' gun sounds, you'll be disappointed) sounds than this. Rifles have sharp cracks, the higher the calibre/shorter the muzzle, the more bass you hear. Sounds echo in valleys, off walls and buildings. They sound more loud and snappy when you fire inside a house and sound cracky when fired in massive open fields. Sounds get blocked by hills, buildings, walls and trees and bushes muffle sounds. A helicopter about a mile from you in open skies is very loud. When it passes behind a hill or mountain, the sound all of a sudden loses power and gets muffled and will pick up in volume again once its past the hill/mountain. BRILLIANT and extremely immersive. Distant gunfights sounds very nice. The loud cracks slowly turn into low snaps the further away you get. The game obviously kept the time it takes for the sound to travel to you, but added another dimension; sonic bullet cracks. These make the fights so much more realistic and enjoyable/tense. You walk across a field. nothing going on, weapon slung at your side, regular patrol. All of a sudden right over your head you hear *CACK CACK CACK* and then in the distance you hear a muffled *bang bang bang* - a DShK opening up on you from 500 meters away! The sounds have so many more cool effects I can't even name here - I'll just leave it at this. You'll have to experience it for yourself. 5. Immersion. No other game immerses you like this game does. When the bullets start flying, you really hold your breath and start searching for positions to return fire from - and there are plenty of those! This game is so extremely atmospheric it is just on a whole different plain compared to 'easier' shoot 'em up games like RO, CoD, DoD and BiA. You feel like you're there. 6. Diversity. Same as in OFP. Unbelievable openness and battlefield accessibility. You know the feeling from OFP. Well, that times 100 is how you feel when you play this. There is so much more, but I'm out of time now. Please, if you have ArmA and LOVE it like I do, post additions to what you love about it here. And guys, believe me. You WANT to get this. I wasn't sure about it after hearing some of the bad reviews and some of the guys saying they weren't really pleased with it. To be honest, I cannot name ONE flaw in this game. I've joked with my RO clan on TS that this is the 'perfect' game. I really think it is. It -will- blow you away. If you love realism simulations, you'll want to have intercourse with this game. I kid you not. It far exceeded even my wildest expectations
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Im talking reality. People are not real soldiers following they are geeks behind a computer screen u must take that into account. A lot of people will love the setup Grayace mentioned. You don't have to play it if you don't like it. There's always CTF etc. to play...
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Brilliant review! Thanks a lot, mate.
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To the people who are playing ArmA, how is it?
RedStorm replied to evilnate's topic in ARMA - GENERAL
Then look a few posts further where his theory is completely discredited... -
To the people who are playing ArmA, how is it?
RedStorm replied to evilnate's topic in ARMA - GENERAL
I wonder if the guys spouting all this "buggy" nonsense have even played the game? After one and a half weeks of playing in ran into two bugs. 1. Non-silenced MP-5 does not have any recoil modeled yet 2. a BMP drove into a house and killed me on the roof. Happened once. What are "all" these bugs? -
2. THIS IS ArmA, TAKING COMMAND. I SAY AGAIN...
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You consider that spec to be low? ffs I wonder what high spec is then. Dual core 4800+ for a game??? jesus. My rig is Athlon 64 3400+, 1024mb ram, Audigy 2 ZS, ATI radeon 850 Pro... and here's me thinking that was high-end too ] The system itself is almost 2,5 years old now. In no way is it "new" and both our systems are using first edition shader 3 and new tech cards which have been improved upon in leaps and bounds with later versions. Yes, our systems are rather outdated for gaming platforms.
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'Island Wide Conflict' A Persistent CTI War
RedStorm replied to Enigma's topic in ARMA - USER MISSIONS
Can't wait to give it a shot and ferry guys about the battlefield in my UH-60! (If you're thinking about fixed classes for one entire battle, sign me in as pilot! ) Great idea, hope you can make it work! -
That review is silly in so many ways... 1. It is still easy enough to fly helicopters. True, it became harder. Not any noob can jump in and be a master "pwnage" pilot now. It takes practise. 2. If you go fast enough, yes a tank will plow through a forest. If you go too slowly, you'll have to slowly push every individual tree over. 3. Bollocks. Utter and complete codswallop. Controls have not changed at all from OFP to ArmA. Standard is jogging, then you get the slower walk and the faster sprint. All that has been done is smooth them up a bit animation-wise. 4. I love the new lighting. Really makes you feel like your eyes are adjusting to the changing conditions. When you step into a very dark room from bright light, it'll take a few seconds for your virtual eyes to adjust. This is down to taste, though. He hates it, I like it. 5. I run this game at 35fps consistently on medium settings on probably the lowest end computer around. Athlon 3500+, 1024DDR, GF6800GT. The game looks great on my PC as well. 6. Voices could've been better, but there is at least more emotion in them as compared to OFP. Not brilliant, but better than what we had. 7. Err, yes, well might that be because he was TURNING THE TURRET? In ArmA the vehicles with gradual speed turret traverse will have to rev their engines to turn the turret. This is done automatically and plays as a background noise when you turn the turret. The faster you turn the turret, the higher the engine will rev. It's a realistic game feature, not a bug. 7. I have not noticed any mouse lag. Probably client side.
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Because it's quite obvious that a machine gun fired from a prone supported position will be very accurate? EDIT: But just for the unbelievers apparently; here is the FN MAG in real life: and another one (bad placement in this one... not leaning into the bipod): http://www.youtube.com/watch?v....search= And in ArmA, as the M240: http://www.youtube.com/watch?v=zWZeN_meLN8
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Quick video to show that the people claiming the MGs to be sniper rifles are just plain wrong (and have probably not even played the game and are just spreading rumours), and some other cool stuffios. http://www.youtube.com/watch?v=noqb_-i5slM
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Nonsense, you can't compare ArmA to OFP 1.96 (with mods) in 2006. Yes it looks pretty but the potential has yet to be realised. Your talking as if its been out for years! E Ofcourse I agree with you there! Content-wise it doesn not compete yet. Not even close. In fact, I daresay ArmA at the moment has less content than the original OFP. But you (as a fellow player ) will have to agree that how it is executed - the little details and the engine limitations that have been lifted - make the game feel so much more amazing than the current OFP, however heavily modified, can ever make you feel. But I agree, it does not have tons and tons of content *yet*.
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For me OFP 1,96 with all the best mods, FFUR, FDF, I44, all the effects packs does NOT compete with ArmA's feeling. There's a reason all these mods are moving on to ArmA. It is simply MUCH, MUCH better. I think the main problem what we see here is what you get with many games. A new one gets released and people afraid or apprehensive of moving on will always swear by the old, however good the new is. Nostalgia is what is making most people here say OFP is somehow better than ArmA. I think any modder would agree that with all the engine limitations lifted, ArmA simply blows OFP away. Big time.
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oh fuck up will you Cheers for making my point!