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Rak

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Everything posted by Rak

  1. Maybe BIS should have 2 tanks in the game because the current ones are just jokes modelling/simulation wise.
  2. Well I can't wait for this mod. Hopefully it'll be picked up by the community.
  3. Rak

    Insurgency

    Is there an ACE compatible version of the latest release yet?
  4. Rak

    Warfare BE: ACE Edition

    Any servers running this?
  5. You'll just be playing the MP Maps with bots though. It's won't be full fledged, story driven campaign.
  6. Rak

    Editor improvement suggestions.

    Yes there are templates available, but adjusting all those code to your liking is still rather tiresome. You have to learn HTML coding(i think?) as well. Someting like a WYSYWIG would be ideal. I don't have the knowledge, nor the time. I'm your average customer. How about BIS themselves provide proper documentation for their games?
  7. Rak

    Editor improvement suggestions.

    I've just been getting deeper into the editing and there's lots of points that make me scratch my head, thinking "This shouldn't be that hard . . . " some random points that I remember now; Make an in-editor animation browser. Finding the animation you want and then MAKING the soldiers etc do that animation is such a pain. Make an in-editor gear browser. Ability to take a look at ammuniton boxes through the Gear menu just like in-game one and being able to decorate soldiers in seconds. Now we have to find the command to add weapons, ammo; then find the right class names, spam them a few times, control that you didn't make any spelling mistakes in your 5 line code etc . . . this shouldn't be this hard. Implement an in-game editor working in conjunction with the normal editor, so that unit placement is not such a time consuming process. Just going through setPos commands is a perfect recipe for madness atm. Make an in-editor briefing editor. I make quite complicated missions but have never bothered to create a "proper" briefing because it's so much work for such a low-priority thing. Create a help tool in editor so that we can access scripting commands and examples easier, rather than googling trying to find the right command. Hire Mr.Murray so that we will have a complete editor guide. Bohemia wiki is incomplete and Mr. Murray can't keep up with your games in his free time. Easier custom sounds through editor. Basically stop making people leave the editor and put everything an novice/advanced modder will need into the game. I could make 3 missions in the time currently it takes to make 1 mission, if these were implemented.
  8. Rak

    New Details on Russia’s T-95 Tank Emerge

    Sounds awesome if this is true. Finally a "Westernized take on tanks" from Russia.
  9. Rak

    Classes of A.I.

    I really like this idea and though this one before. Making different "AI Behaviours" would really add to the gameplay.
  10. No, nobody wants that. It's just that the sounds should be satisfying and "awesome"(just like Bad Company 2 sounds). To compare, ArmA sound engine sound quality is like tiny cellphone speakers while Bad Company 2 is your THX certified 5.1 audiophile gear.
  11. Great script, but I want the AI to explode the IED right when a car passes by without delay. At the moment, there is 5-10 seconds of blowing delay and it misses most of the time. Edit: Found it, nvm :)
  12. Rak

    Military Humor

  13. Oh so you're just trolling this topic. Happy trolling, I'm out.
  14. How are they sacrificing uniqueness? The BF formula is there, just more awesome with more destruction and better graphics.
  15. One lacking area always bothered me in ArmA series is the lack of features/attention on vehicles. Especially ground vehicles. Yes they did look nice and mostly sounded nice, but they lacked features and polish. I've been following these forums since ArmA released and before every release these suggestions were repatedly brought up: FCS for tanks and APC's: Not something ultra-complex like NonWonderDog's FCS mod for ArmA, but a simple system imitating the common FCS. eg. lase the target, let the computer compute the lead, elevation etc. and shoot. I believe ACE2 has a system like this and it works well. Though, it came very late after release. Armor calculation system: I remember the heated debates about this since before ArmA's release. Simply put; introduce a "penetration calculation" layer on top of the current hit-point based system, or eliminate it altogether. Add areas inside the tank, so when a shot penetrates it hits these areas to create specific damage to components. Improved vehicle handling: Has been a major immersion-killer ever since. Drifting tanks, tanks not being able to get up simple slopes while other vehicles even speeding up going a slope. Vehicles turning on a dime very fast etc. Vehicle AI: Currently vehicle AI doesn't act reliably in combat, turning it's back against enemy, not concealing itself, getting stuck especially inside cities(tanks inside cities anyone? Simply armageddon). The gunner AI trying to shoot while the driver AI fooling around. It feels like the vehicle AI is fighting with each other, rather than working together. Also commanding a vehicle full of AI is really hard, constantly having to tell AI what to do(even shoot), not being able to instruct the AI to switch ammunition types easily(try to tell them to switch from AP to HE, you can't). Remove Tab-Lock: Another major immersion killer repeatedly brought up. Basically remove all the "tab-lock" mechanism from the game. Implement simple FCS's instead. We all know how people can ruin PvP games getting a helicopter and just spamming "tab-shoot" killing everyone. This also makes tanking really hard, because tab mechanism makes it really easy to deal with armor. I really hope BIS considers these features for ArmA 3 this time. Yes, modders try to improve these areas after release but it's up to individuals while it should have been a part of the game from the start. Also, why make them invent the wheel every time a new BIS game gets released? Features like these are major selling points for developers(for example Red Orchestra developers constantly boast about their "most realistic in FPS" armored combat in every interview) and should help the sales a lot.
  16. Rak

    [CAMP] Blood On The Sand

    I started your campaign last night, and I really enjoyed it. I can say that it's the first time I've enjoyed a campaign in ArmA. It's faster paced, well thought, not much boring walking around but just straight business :) The story is a bit typical though. Now some feedback: Keep up the good work, this campaign is your best one yet! :)
  17. I think you're mistaking it with tab-locking. FCS DOES prevent those things from happening because you have to manually aim lock and work the systems.
  18. Oh it was the latter. Basically we go up to that tower, where you get a massive attack of zombies. After that they managed to corner us in a hangar, but they just kept wondering around without "hurting" us :D Will check the updated version, keep up the good work!
  19. Awesome mission, we were really scared ,in the end when our ammo was running low :D Please do continue making these! +Music, keeps on the edge :) +Ammo levels just right, enough to finish but have to conserve some +Dark and woods goes together really nice. +Zombies usually scary. -Zombie AI sometimes ignores the players. -Maybe some voice work? -Randomize the mission objectives so it will be more replayable. -Introduce more Zombie types? Some especially hard to kill ones would be great.
  20. Can't wait for this mod :)
  21. Rak

    Scopes

    It's much more awesome now:
  22. Rak

    AUDIO! Make it right this time!

    I don't actually care for the weapon sounds because they can be modded, but the sound engine needs a big overhaul. Get rid of the synthesized vehicle "speeding sounds" at least. Copy & Paste Battlefield BC2 sound engine if you lack imagination^^
  23. If Bohemia updates their 1990's legacy netcode, it won't lag at all. It will also probably be client side, so it won't affect the net code. I just don't understand some of the people in this forum who just object to any technology from 2000's. They love their crude interface, horrible netcode, clunky movement, cheesy campaign story, weird animations and physics.
  24. I agree with the OP. Though, I think mod-map bashing in this thread is useless. ArmA 2 lacks HUGE amounts of UI/Gameplay polish, net code optimization, performance problems and probably the worst of all; lack of strong multiplayer support from BIS. If BIS focused on making the MP experience better by publishing MP expansions, having an official MP Gamemode(something like PR) ArmA would be much more popular in public. They need to introduce the "pick up and play" feature without comprimising core game.
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