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Everything posted by Sniperwolf572
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I think they took some good steps away from ME1's irritating parts, only thing that would've made it better, for me, is if the suicide mission lasted longer. It felt like a whole lot of preparation for a very short segment of gameplay. Played with a ME1 imported paragon soldier Shepard, ended the game with the "blue" ending, and everyone alive.
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There is no coded cap for playable units on a server as far as I know, so 50+ players is certainly possible. I believe store bought boxes are not in any way connected to Steam, hence it won't accept any keys for ArmA2, except the ones actually purchased from Steam itself. Not sure 100% about that, Dwarden might know more. There is no game wide ranking or leveling, some user missions might have that implemented tho.
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Something I ran into tonight, while most of the article might not be relevant to the topic at hand (It's still a funny read), the interesting bit is the "An Alternative Solution" bit. Maybe someone needs to point it out to the guy who wrote it that such a solution isn't really non-existent. :P
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1.05 storing missions, addons, etc in C:
Sniperwolf572 replied to ladlon's topic in ARMA 2 & OA - GENERAL
It's optional. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Sniperwolf572 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Played a stock WDF mission last night with ACE, It's definitely there, it's noticeable, and I love it, even tho stock WDF doesn't have pilot player slots to alleviate it. I think it adds an extra element to piloting (especially when you're not a pilot), as it makes you have to plan on what to do and avoiding doing crazy stunts. Love the addition of the plane effects aswell. Thumbs up. -
ArmA II beats COD MW2 for best FPS of 2009
Sniperwolf572 replied to walker's topic in ARMA 2 & OA - GENERAL
At least it holds more water than mainstream media headlining MW2 as the most realistic war game evaaaaaaaaaaaarrrrr. -
Custom face textures in ArmA 2?
Sniperwolf572 replied to KaiserPanda's topic in ARMA 2 & OA - GENERAL
There are two different issues at play on those two, and two issues reported in the post are not the same. You can fix this issue (This issue causes the overall paleness on the other computers but not your own, which means you probably run an Nvidia card and the other guy runs an ATI card) by converting the image to .paa, but this issue (which causes the beard to be lighter than usual) cannot be resolved unless you change/remove the materials for the head. Demonstration with an ATI card: Face file used: http://img130.imageshack.us/img130/1204/facexxx.jpg And this is the result, on the left is JPG, on the right is PAA (and also how the face will probably show on an NVidia card): As you can see, the extra detail not in my face.jpg file is still there, except that the face is now darker. -
Custom face textures in ArmA 2?
Sniperwolf572 replied to KaiserPanda's topic in ARMA 2 & OA - GENERAL
The beard appears lighter because the materials for the custom head are set up in a way so it renders like that, i.e. a non bearded face. Since we can't change that afaik, you'll have to live with it. -
You're right, things are much easily and painlessly done in A2 than DR. For free argument can't hold any weight around here as many BIS community members have been doing things for free for almost a decade now. And yes, these kinds of missions are probably more fun in any game than non-randomized content.
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Yeah, bit less than that I reckon, I didn't pay attention really since I think Templar wanted it done in 48 hours or something.
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Well the excercise was proof that it's possible to do by anyone in a very short time. We all know what kinds of things and levels of detail are possible in A2 when you're not in a hurry. Anyways, I just spotted a thing that I'm probably gonna get called out at, SecOps objective (and only objective related stuff) spawn distances are at the default values so they'll spawn fairly close to the player, probably including in the no-go zones. Can be fixed by modifying default values as instructed here, which is a 10 second fix which I can't be bothered to do right now.
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You don't even need to do that manually, SecOps module already has that included, with variety.
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Here ya go. Taxi service - check - can take you to any place Air support for help - check - not limited to AH1 Controlling random enemy spawns - check - all three airstrips are no-go for ACM spawns Multiple starting areas - check - 3 starting areas on the airstrips, ammo boxes and two vehicles follow you wherever you spawn Randomly generated objectives - check - multiple types of objectives, not just C&H Randomly spawning enemies that do random stuff - check Randomly spawning vehicles - check Reinforcements coming to aid you - check - random Additional features present, just because they're already included in the modules anyways: Civvies and Civvie vehicles Arty support Supply drops UAV Everything done in editor, 0 custom scripts. Have fun. Anyone wants to pay me for that? :p
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"this execvm... problem"
Sniperwolf572 replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
More informations on various "this" versions, where they can be used, and what they mean in various places can be found here. -
Carrier doors
Sniperwolf572 replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
If I remember correctly: CarrierName animate ["dveremale", animationState]; dveremale = Small back door dverevelkeL = Big door, left dverevelkeR = Big door, right -
Ultimate Realism
Sniperwolf572 replied to infiltrator_2k's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Addon requests go here, political discussions go into the offtopic threads where such things are discussed. Closing. -
How remove all units from a UH-1Y Venom?
Sniperwolf572 replied to d3lta's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not sure what you are trying to do? Are you trying to place an empty helicopter to begin with? If so, you can place empty vehicles directly in the editor by placing EMPTY side vehicles. Empty side only becomes available once one player controlled unit is placed down. Moving this to Mission Editing scripting section. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Sniperwolf572 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
You have to activate the earplugs with the action menu now for them to work. Similar to headgear items. -
Just bumping this to say that ArmA: Combat Operations is 66% off on STEAM until January 3rd, if anyone is still interested in getting it. Current Euro price is at 6,79€ with the discount.
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I've got the Steam version manually patched with 1.05, it does not require Steam to be running to run the game anymore.
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I believe that's an empty shortcut you created trough Six Updater.
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No more checking if I left Steam in offline mode. :ok:
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ARMA II Beta Builds Released: Latest version/build: 1.04.6xxxx
Sniperwolf572 replied to mattxr's topic in ARMA 2 & OA - BETA PATCH TESTING
They've been doing that since the game has been out. -
A.C.E. Advanced Combat Environment - Public Beta!
Sniperwolf572 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Shift+V is the correct key combo.