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strango

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Everything posted by strango

  1. strango

    ARMA Script: CSL_Bring_Out_Your_Dead.sqf

    Wouldn't it be more efficient to use the killed event handler instead of having a script constantly check the status of the object in question?
  2. strango

    AT/ M136 / RPG7

    Gosh, you might actually have to employ realistic tank tactics by having infantry support the tank in urban and low visbility areas. Also using tanks as stand-off weapons in open ground.
  3. strango

    TrackIR use...

    TrackIR 3 will work for the 2 axis movement of looking: right/left & up/down. If you have the vector expansion for TIR3 then you will gain 6DOF freedom. In ArmA this means being able to use it for leaning and zoom. As for TIR1 & TIR2 models, I would expect them to also support the 2 axis movement (I can't verify this, a NaturalPoint rep would need to say for sure). The older models can not use the vector expansion.
  4. strango

    Truck Viewpoint?

    Well those of us with TrackIR won't have any extra keys to fiddle with. And even the keyboard users, I would guess you'd rather have the ability to fix your view to actually see better. It's still an option to use it, not a requirement.
  5. strango

    Truck Viewpoint?

    It's simply a matter of having multiple animations for a seated man. Incorporate leaning animations for a seated driver as an example. You then could slightly change your view point using your leaning keys. EDIT: And before someone says it, the axis of movment doesn't necessarily have to be left to right. Any angle desired could be used as long as the animations tie to the axis correctly. The lean keys just move you along that axis.
  6. strango

    TrackIR use...

    My keyboard seems to be missing it's F13 key. In your profile setup you can change the key binds to whatever you like. Both F9 & F12 wouldn't be a good idea since they are both part of the command system in ArmA.
  7. strango

    Truck Viewpoint?

    If that's the case then I guess we need a "slouch" key.
  8. strango

    The Citadel Wargames Server

    With the release of WGL5 The Citadel Wargames Server is back up and running. EDIT: We've added a password to the server. The password is: wglgetin The only required add-ons are: WGL5, WGL Island Pack, Gaia and Samak Hills. Download links are available in the WGL release thread found here: WGL5 Thread Official WGL Downloads Page This is a US based server (Dallas, TX). We've got a combination of FCM co-op converts to WGL and realism oriented adveserial missions on the server in addition to the pack of missions that were made available when WGL5 was released. We'll be on most nights US time, but the server is running 24/7 and is open to anyone. Our official night to get a big turn-outs will be Wednesday Nights at 8:00pm CDT (-5 GMT). We also have a ventrilo server running and will give connection information out to anyone that comes. I'd appreciate any feedback and bug reports you can give me on the FCM_WGL missions on the server. I've made changes from the original FCM versions of the missions and the WGL dynamics change the gameplay of several of the missions quite a bit.
  9. strango

    The Citadel Wargames Server

    The server has been updated to WGL 5.12. Make sure and grab the patch before trying to join up. You can grab it off the WGL site if you haven't already: http://ofpc.de/wargames/download.php?view.39
  10. strango

    Deployable HMGs?

    WGL has M2's and NSV's that are carried by troops in pieces and can be assembled & deployed in the field. They also have the same system for mortars.
  11. strango

    Cooperative Campaign

    The prequel to this game, Operation Flashpoint, handled co-op extremely well and is easily one of the best co-op games of all time. I believe the reason they are only allowing 2 player co-op in single player campaign missions is due to mission design constraints and not hardware or software constraints. Expect to see high player count co-op missions released by the community after it's release.
  12. strango

    Scope VIEW (improved)

    No, and I won't pretend to know how the different militaries of the world teach their soldiers. I just know how I've been taught and how I've been shooting in hunting and target shooting scenarios for most of my life. Also to make sure there aren't any misunderstandings I totally agree that aimpoints work better and are easier to shoot with both eyes open than iron sites are. Since this is starting to get off-topic I'll concede that shooting with both eyes open with iron sites may not be proper in the instruction sense, but it is totally possible and some people do shoot that way.
  13. strango

    Scope VIEW (improved)

    My point is you can properly align both iron sites with both eyes open, it's just a matter of being able to mentally change your dominant eye at will.
  14. strango

    Scope VIEW (improved)

    I agree, two eyes open is the way to go and is the way I shoot. Now I'm a bit confused as you contradict yourself by saying to shoot with one eye open in the first post and two eyes open in the second.
  15. strango

    Scope VIEW (improved)

    Whether you have 1 or 2 eyes open is totally up to the shooter, not the optics. Some people can do it, some can't.
  16. strango

    Scope VIEW (improved)

    Unless they have the dot shift inside the aimpoint based on perspective this won't gain you anything in the game world.
  17. strango

    Scope VIEW (improved)

    In video games they don't serve much of a purpose. In games when you press the iron site key they always give you a picture perfect site picture when you shoulder your weapon. Trespasser is the only game I know of that made you adjust your site alignment. In real life aimpoints allow quicker target acquisition. You don't have a front and rear site to line up before getting lined up on the target. Also since it's only 1x parallax and eye relief are not an issue. They also give an illuminated dot to aim with which is useful in low light situations.
  18. strango

    Track ir

    You can use Trackmapper to get very crude TIR support in OFP. Basically what it does is assign 8 areas that you can look at as keypresses. You can assign those 8 areas to the numpad keys to get a perspective change, but it's not smooth. As you know the num pad keys give you a set angle to look at and it's not a smooth transition, just a straight to that angle. If you really want to get TIR support in OFP this is a way to do it, but it's not really that great. You can download Trackmapper off the 3rd party utilities section of the TrackIR site: Link
  19. strango

    Scope VIEW (improved)

    My point is that the player's perspective must be directly lined up with the scope and back X inches (whatever the eye relief is for that scope) in order to see through the scope. This seeing stuff through the scope while it's at the hip or low ready is unrealistic. Then again this whole concept of seeing through the scope and your surroundings at the same time gets messed up by the fact that we see with two eyes in real life and just one centralized view in the game. I thought WGL did a great job of virtualizing this with their iron sites view by making it transparent.
  20. strango

    Pilot Down - WGL Version

    I've taken the 2.26 version of Pilot Down and converted from the FCM Add-on pack to the WGL add-ons. A few changes have been made from the FCM version as WGL adds dynamics and changes gameplay from stock OFP. A difficulty selection has also been added to the lobby screen. This is mainly to help scale the number of enemy to the number of players playing in the mission. Please note this mission has been designed for a dedicated server and may not function correctly on local servers. It can also be a bit demanding on the server through both processer load and bandwidth. If you get weird results at the start of the mission do a restart as not everyone received the public variable commands in time. Weird results would be wrong coordinates for the helicopter wreckage, pilot not starting in the helicopter or all the rescue squad members not starting in the same location. The mission has a 2 player minimum. There must be at least one pilot and at least one person in the rescue squad. Mission File Download Add-ons The required add-ons for the mission are WGL5 and the WGL_IslandPack (the mission takes place on Occasus). The add-ons can be found here: WGL5 Download Page WGL Island Pack Download Page Mission Summary A helicopter taking part in a major air operation has been shot down behind enemy lines. A SF squad is already in the AO for this contingency. They must meet up with the survivor(s) from the wreck and extract from the AO by PBR. Special Features: - Random location for helicopter wreck - Random starting location for rescue squad - Random locations for enemy units - Random pick-up zone to meet up with PBRs - Random weather and time of day (although limited to day light hours) - Custom movement and engagement scripts for enemy units - Custom scripts to make use of the PRC radio. Only units with the radio will be able to communicate with HQ and view the map. It is also required for extraction as the PBRs are waiting off-shore and must be called when you near the pick-up zone. If the player with the radio is killed another player will need to pick it up. See the notes section of the briefing for more information on these features. - Custom CAS script - Scoring system. Originally being an FCM mission it was designed for competition and the players will be graded and scored each time. - A spectator script is available upon death from the computer located at the respawn area. It will allow you to view the players and key enemy units, but remember it's more fun to just watch and not give INTEL to the still living players. I've done my best to iron out all the bugs and at this time all known bugs have been fixed. I'd appreciate any feedback you guys have and also any bugs you might find. I am also in the process of converting other FCM missions to the WGL add-ons and will be releasing them as they are completed. If you wish to help with the testing of these conversions please joins us on The Citadel Wargames Server. We are on week nights US time.
  21. strango

    Scope VIEW (improved)

    If this is going to be implemented then make sure and do it with Eye Relief correctly simulated.
  22. strango

    Pilot Down - WGL Version

    Spawning is done in camps and houses with soviet flags next to them. BTW, this mission has changed a lot since the original version that was played in the league matches.
  23. strango

    Pilot Down - WGL Version

    Yes, the FTP server was changed out on our server and I forgot to update this thread. Thanks for the quick reply Q. The link in the first post has been updated. If there is any interest I have ported the mission to gaia and can upload it if any one wants it.
  24. strango

    Cone of fire

    The situations you mention are definitely valid, but you can trace other variables back to the design of the rifle. How tight is the chamber? (affects precise alignment of the bullet) What rate of rifling twist does the barrel have? (affects stabilization of the bullet) What length is the barrel? (gives more time for stabilization and increases muzzle velocity) At shorter ranges none of the above really have that big of an impact since deviation is something that gets greater over distance.
  25. strango

    The Citadel Wargames Server

    No problem Marco. You can catch up with us next session.
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