RangerX3X
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Everything posted by RangerX3X
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When it comes right down to it, it takes too long to get a bead on a target at range. Laying perfectly prone without exhausting the breathing getting the aim spot on is beyond difficult - it is almost as if it is completely random. IMHO, the game suffers because of it.
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Because with the coop in this game the mission can be created, played and modified on the fly with everyone connected to the server. The scenarios can be as basic or complex as the evening warrants giving tons of replayability. Truth is on human vs human you rarely if ever get two "realistic" teams employing "realistic" tactics and strategy against each other. It is almost always pukes with sniper rifles and AT weapons running around ad hoc. Not even fun the first time through.
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Taking one step to the right or left, front or back changes your location in the game world. A few meters one way or the other can be the difference between an AI pathing problem and responding as they should. It sucks, but that is the game engine.
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I'll try to post an example later.
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I'll try to post an example later.
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1.) Create the player and name them – example p1. 2.) Create a trigger to cover the empty object. Condition = this && alive p1 On Activation = Destr=true; p1 addrating 2000; "1" ObjStatus "DONE" Type = Switch NOTE: Make sure that the trigger is set up as a "not present" trigger with "timeout" selected (no need to set a time.) Then group the trigger to the empty object (use F2). The add rating is whatever score you want to assign to destroying the object (shows in SP not MP).
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1.) Create the player and name them – example p1. 2.) Create a trigger to cover the empty object. Condition = this && alive p1 On Activation = Destr=true; p1 addrating 2000; "1" ObjStatus "DONE" Type = Switch NOTE: Make sure that the trigger is set up as a "not present" trigger with "timeout" selected (no need to set a time.) Then group the trigger to the empty object (use F2). The add rating is whatever score you want to assign to destroying the object (shows in SP not MP).
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Destroying a convey (the first single mission)
RangerX3X replied to LovingSpoonful's topic in ARMA - OFFICIAL MISSIONS
It gets shot down by the 2 tanks on the island as with patched Arma version tanks do engage helicopters. Adapt to the situation and take out those tanks before you head for extraction. The mission seems to fail for you because the enemy units get to close to their destination. I would place my bets that there is a trigger covering the region that fails the mission as soon as they get there. Easy solution, attack them where they have little space to evade. Talking about real life, it would be very stupid to attack a convoi that close to an enemy base if you have the chance to take it out in a decent distance. If you use the village to attack you have them all in the sack at once. A bridge may be nice for an ambush but in real life bridges are in most of the cases a valuable thing that you are not supposed to destroy unless you want to achieve something special with it. Thanks for the tip on the tanks - items not mentioned in the briefing and appearing nowhere on the map, so I take it I have to huff it for miles just to find them, if they are not back it the convoy origin/base. Craptastic mission design. Did anyone beta test these missions before ArmA went gold? -
Destroying a convey (the first single mission)
RangerX3X replied to LovingSpoonful's topic in ARMA - OFFICIAL MISSIONS
My visibility slider is set to 1200 if that is what you mean. -
It is the best $39.99 I have ever spent on gaming.
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I'mAI fireteam does not follow me on bridge.
RangerX3X replied to BF2_Trooper's topic in ARMA - GENERAL
I think it was with the Resistance add-on for OFP back in 2002 that introduced the long bridge on the new island called Nogova. The AI had lots of problems with that bridge. Kind of sucks to see almost five years later (after Resistance) that quirk gets brought into the "new" game. -
You have to create one. I strongly suggest using the BAS-f for creating MP games (it will come with the required description file). I started using it three days ago never having before attempted MP with respawns and it works perfectly.
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ArmA 'lone wolf' mission are highly unrealistic
RangerX3X replied to HXC's topic in ARMA - OFFICIAL MISSIONS
This is a longstanding balance attempt between realism and gameplay. If the US Military wanted a convoy taken out on an island devoid of civilians, they could do it in a matter of seconds without placing a boot on the ground. But there would be no fun in that. The mission would be over in less time than it took to load the mission. I don't mind 15-30 minute missions either, but I agree that it is very cheap and unrealistic to put UberSoldier up against an armada of objectives and AI. -
Destroying a convey (the first single mission)
RangerX3X replied to LovingSpoonful's topic in ARMA - OFFICIAL MISSIONS
I have played OFP since 2001 and find this mission hard, unrealistic and poorly done. There are so many quirks in the US version that it is completely frustrating to try and complete, and I have not finished it yet. The bridge as it is completely unguarded is the tactical choice for this undertaking. Blow the lead vehicle with a mine on one end and seriously cripple the rest with well spaced satchel charges. Then clean up with an M136 and/or M4 as necessary. But noooo...take out the lead vehicle at the bridgehead and immediately fail the mission. OFP/ArmA should be wide open letting the player determine how to attack an objective, not some linear piece of trash this mission is. There must be some kind of countside condition for the trigger, because sometimes I get the objective complete with some vehicles left. At any result, no matter what I do in the US version, the helo always is either shot down or crashes or lands 1000 meters away. Very poorly done for the lead-off SP mission outside of the campaign. I am scared to think what the campaign is like based on this effort (or lack of). Quite frankly, I have beta tested community missions that were miles better than this mission. -
The outer box sleeve for the US game in the flap clearly shows: 1. US troops in woodland camo. 2. Soldiers fast roping out of a blackhawk. Am I missing something here? I can find no woodland camo soldiers in the game and how do you work the fast roping without the use of scripts? No one seems to have the answer for this on several forums. This is a pretty serious misrepresentation of the game if: 1) It isn't in the core game as released and/or 2) Atari/Bohemia were expecting the mod community (aka BAS) to take care of this for them. I know Atari has a history of this - just look at the blatant advertising used on their 2600 console games back in the 70's compared to what the game actually looked like. But this is 2007, and to put something on the box that is not even in the game is pretty bad marketing IMHO, if not false advertising. If this is buried in the game as something you have to unlock, then the documentation is pretty lacking to say the very least.
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man, you don't even know what you want  . you say you want ACUs, but in the next line you talk about MARPAT. you DO realize that those are different patterns for different branches, right?  since the guys in ArmA are Army, they are using the correct camo (ACU). what is your point anyway?  they are not Army! they are Marmy! Marines + Army = Marmy!  I was wondering that the other day, just what exactly are these units. It seems like some generic blend of Marines and Army.
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Thanks for the responses above, and I understand the points made. It is not like I am dying without it or the game is ruined for me, I just thought it was pretty shoddy of the developer to allow their product to be packaged as such. While there is some amount of artistic license, given the fact that fast roping was a popular component of one of OFP's most popular mods, throwing this in the box art is a bit like baiting.
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I am building a new gaming rig with the following major components: Intel Core 2 Duo E6400 Conroe 2.13GHz Mushkin 2GB PC2 6400 DC RAM EVGA GeForce 8800GTX 768MB PCI-E I have stumbled upon this comment from Ondrej Spanel: "...Armed Assault is still a 32 bit application and there is no specific 64 bit support. On the other hand, current video card drivers often contain significant dual core optimizations, and as a result the framerate can often be 20-30% higher on dual core CPU." Will my Core 2 Duo be able to run this game because it is currently "not optimized for dual core processors" according to the Atari site? "2 GHz or better Intel or AMD processor, or equivalent of. Currently not optimized for Dual-core" I would like to get the US version when it comes out May 1. Any feedback from a Core 2 Duo user of the overseas versions would be appreciated.
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A brown paper bag as the box, and a manual on tissue paper; I don't care, as long as it is released in the United States.
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I am disappointed that there is not a US publisher for this game. There are a lot of fans here in America that want this game and should not be forced to buy a foreign copy just to play. The sales numbers may not be there only because it seems the majority of FPS players want Counter Strike game play and couldn’t handle something trending towards realistic, however there are many US players that love OFP and want the game.