Second
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Everything posted by Second
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Oh the times... This is the fact. Squads aren't/shouldn't be equiped so that some-one would be slowing down others because of his equipment. Individual who's carrying more that his team/squadmates just have to keep up with rest of them, and suffer from it later if his in bad shape, like too much vodka last night. When movement starts to get hamppered down because of the equipment we're talking about weights that usually come-along with some crewserved (heavy) weapons. And In ArmA those are moved by vehicles or can't be disasembled... Lucky bast*rds Plus In ArmA there isn't a way like military usually deals with too-much-equipment or too-much-beer-last-night, which means that guys share loads: "I'll take that laucher" or "i'll take your LMG and you'll take my rifle"... Or that superiour let's his boot swing to that poor sucker's ass. Or well player can, but at the moment AI can't, it just leaves that slower guy to be left behind.
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I have to correct one thing. SABOTs in ArmA don't have distance modifier, so they deal same amout of damage no matter what is the distance... EDIT: Oh and unlike Duffers who tested T-72 vs. M136 to point of total destruction (tank blows up), i talked about the point where crew bails out, if someone thinks that i told loads of bull*hit in previous post. EDIT": And i think that Duffers caught all the facts correctly... That is same what i've exprienced, althought i haven't tested it that compelitely. Fine work Duffers
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VBS don't have much different system than in OFP. Hitpoints infact are littlebit what is used in militarys' figures to show/calculate which weapon/ammo destorys which vehicle in what prosent. Let's say that weapon x has 50% possibily to destroy APC y ... So it's taken in to acount that two weapon's x shots are needed to destroy APC y. That is how things are calculated with HEAT. Sabot needs distance aswell, i don't know if ArmA takes this into cosideration. And BTW... You can forget ROO's system, it about ww2 and AP-rounds. Modern SABOT rounds don't deflect, they just penetrate armor compelitely or partially (gets stuck inside armor). And usual tank-combat distances in ArmA are so low that both M1A1 and T-72 (i think SLA has T-72M1 or even more modern) can penetrate each others frontal armors. Of course military don't work only with calulations, but they also (expacely with inf-AT) encourage to shoot to sides and rear as those places are more weak than front... Now some facts i've run into In ArmA: i've managed to hit T-72's top with M136: result crew adbandons their vehicle after one hit, same happens when shooting from rear, side takes two hits, hull more... I'm fine with that. It could be bit more comlicated or even randomized, but it's fine like it is (to me). And rest (sabots shouldn't blow etc...) are pitiful nitchpitching... Experts don't whine, they know the facts and let small unimportant things be
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Seems a bit over complicated. Lets give each enemy a random chance of seeking cover and another a random chance of suppressing. In this way groups will behave with some suppressing and others running for cover. (Or we could assign suppression to machine gunner perhaps). The cover seeking AI (simply) attempts to break line of sight with an enemy upon contact. It does not have to worry about hard and soft cover at all. Should a more advanced AI wish to distinguish between hard and soft cover, objects need simply be assigned a score. 1 or 0. 1 is hard cover, 0 is soft cover. So when our AI attempts to break line of sight it automatically knows if the cover it is considering is hard or soft. Same thing happens when scrpiting. You have simple idea, which you think to take only maybe 100 lines... You start to build it, and notice that you theory of that script is too simple, it doesn't cover all possible outcomes of the action. I once builded scrpit to just force squads to move in certain pre-designed formation as platoon or company of even batallion. Idea was simple and first version of it was ideed simple... And it did work only in certain almost labratory like conditions... It didn't work in field or in practice. So i needed to take into acount all possible aspects and situations where it (formation) can get or what it produces. Script does still only one thing (forces units to maintian formation and act as formation "leader"), but it's five times bigger than at start. And it's just simple script. Idea might be simple, but when you try to make it to work, it just doesn't work like you think at start. There are plenty of things to take in to acount even in your simple idea. Or maybe not... i'm not sure, i'm just simple amateurish scripter, not programmer/coder.
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Are you blind? Trees, buildings, vehicles, walls, rocks and more. There is plenty of cover and concealment. I think the main thing ArmA needs with regards to cover is improvement in the way AI uses it. Players can already use it fine. Have you ever walked on earth? There are pllenty of cover even in fields, pits, rock holes etc... where man can lie down and be compelitely covered and hidden from enemy fire. In OFP this was possible with very high terrain detail, but ArmA is at the moment too demanding (average gamer don't have powerful computer enough) that it could be used. But ArmA's map is improvement over OFP's ones, there are indeed lot's of cover, but which cover only one side of soldier so if your covered from one enemy you aren't covered from other + 7.62 NATO and 7.62x54 (russian) pierce most trees i've seen in ArmA. Sand-trap's and pits in general would enable possibilities for AI to crunch, fire and hit prone etc... EDIT: Yes i'm living in WWII trenches (as it's said in my country) and i value urban warfare zero to none, play R6 or Ghost Recon or many-many others in the line if you want urban warfare "experince". But there are almost zero to none good realistic FPSs which happens in plain nature (because it isn't media-sexy nowdays)
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Have you noticed that AI behaves differently in buildings... This caught my eye: When moving inside building they don't rush, but steadily walk and they favor to stand and not to go prone, could this be tweaked so that AI behaves in streets just like in building? Or am i halusinating
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I remeber my first shot with it... I instantly fell in Talking about bringing helichopters down: My best was douple tap with suppressed AKsu-74 (don't remeber the correct name now) Cobra's pilot when it was hovering in 200 meters away... Only two shot fired and i could hear them both hitting flesh, then chopper started to dive
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Shooting is fine, it is at it should be. In vanilla OFP weapon was way too stabile (think about stress, adrenaline etc...) it was just like in shootingrange with time to build/set bodyposition optimal and not in firefights which involves moving, stress, fear, agression. Almost every mod for OFP increased weapon sway and recoil. Here's a tip. You can stabilate your sights with consetration (right mouse) button. Just move the pole's tip on or near target, consetrate and shoot before you lose your simulated eye focus, breath holding etc... wait a bit and repeat, just like in shooting ranges. It bit more complex than before, but it is good as it requires player to think and choose (do i shoot fastly or take a bit more of time to shoot more accurately) + Player needs to consentrate more. Then again if you talking about recoil: If you use consetration weapon recoil seems to be hard, M16 burst (ingame) sprays bullets in 500 meters to about 3 meters tall pattern. I tested this just today and i think several guys in here has stated that ArmA's M16 recoil is pretty decent. AK74 i think (i've been trained to AK-47 kind rifle) has quite good too. Only that you can't reduce recoil by mildly drawing weapon from magazine with you hand in ArmA.
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Do you see pole of front sight and are talking about M240? I don't have anykind problems with it (or any other gun in game). I put pole's tip on target and and bullets hit where pole's tip points (that range between about 100-200 meters is only range i need to lower aiming.). In beaten dog mission from ranges between about 250-400 meters bullets hit pretty near to area that front sight's pole points... so i haven't noticed that i should need to aim lower, well maybe teeny-weeny little bit.
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Funny thing about Barret's sights. It's dots covers maximum distance about 800 meter. I tested it with 1km range and aiming became quessing... Well it doesn't bother me: snipers are cowardly assh*les Those SLA's sniperrifles seems to be much more unaccurate. I can use their sights right, but seems that lying target is just too small for even from 500 meters. Dragunov i understand but that KVSK...
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Nope. Sights usually are zeroed to some distance like 300 meters... It is realistic to aim lower than where you want hit is in some distances. I don't know M16, M4 or AK74 ballistics but it could be about 200 meters where bullet is at it's highest level and after that it turns to ground.
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Sniper rifles seems to have either bigger dispression or weapons stability (aka trigger-sqeeze-errors or something in english) without consentration seems to be tweaked to decrease accuracy even more than in earlier versions. It's hard for me to hit lying man with 12.7 mm rifles from over 500 meters... I need to train more not to over-use consentration.
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Do you use consetration mode (right mouse button)? If not then forget this: It feels like weapon would be in jar... Which is fine. At that point you are just about to sqeezing the trigger, and not trying to bring target to sights as it should be there already (very near atleast). I release right mouse button bring target to sights and press right mouse button again... Brings back memories I find weaponhandling in 1.05 just as i expected/wanted it to be and how i've used to handle rifle.
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'Reveal'-command does work. D30 firing infantry from 1 km... Field of mayhem (me likes much)
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I don't know where you picked that up. They work just fine, choppers and atleast Camel (dropping grenades). I don't know about jets, i don't put them to my missions usually. Try to use different combatmodes and waypoint types and speed modes (do they have enough time to target) etc... Maybe you use too low skilllevels? Atleast 0.5 should be enough to make them attack vehicles by my experience, atleast if vehicles are running their engines.
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I think he was talking about downloading ArmA again (if not having ArmA's copy on CD or DVD). There are three (morphicon) downloads permitted with same code, after that you have to ask for new code. Now my question is: Why? It should patch earlier versions to 1.05 without re-install... Right? I'm just downloading the patch so i'm not yet expert on this.
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That disableai "target" disables their will to engage, not their will to target... Bit weirdly named. with "move" it works as it says and i quess "autotarget" works too as it says... I haven't used "autotarget" much. @Bravo 6: I too put hole i his head But result might sometimes be: 2: damn 1 is down 2: this is 2, taking command. I say again: this is 2, taking command. 2: 3, engage that tank 3: Negative 2: 3, engage that tank 3: Negative 2: 3, engage that tank 3: Negative 2: 3, engage that tank 3: Negative ... And my formation number is like 9
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Your welcome. It has powerful effect indeed... Expacely in defence-formations. btw. Does anyone know is there differences between 'enableattack' and 'disableai'... I'm not sure do i remeber correctly that 'disableai' is now saved so that when mission's save is loaded it is still effective, unlike in OFP where 'disableai' didn't have effect after loaded game. And if 'disableai' is saved does 'enableattack' has same thing? That 'disableai' might have such difference to 'enableattack' that leader issues engage-commands, but groupmembers just ignore them... 1: 2, engage that tank 2: Negative 1: 2, engage that tank 2: Negative 1: 2, engage that tank 2: Negative 1: 2, engage that tank 2: Negative 1: 2, engage that tank 2: Negative 1: 2, engage that tank 2: Negative and so on... But with 'enableattack' leader understands not to issue engage orders at all.
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This should go to mission editing section not here: If your talking about editable missions, then this works. Put this to init-field of some member of group. {_X enableattack false} foreach units this If your talking about pre-made missions... Then there is nothing to do.
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Seems like they are having "engage at will"-combatmode: when you order them to target some thing, they will engage it on their own. Give them order "disengage", that way they maintain formation or their position. Then order them to target (not engage and not attack) by command-menu or right mouse button. Other useful order is "hold fire": They open fire when you say so, or when enemy is getting too near, or they are shot at. When "hold fire" You can give them two orders how they should open fire. -Either by "fire": They shoot only that target which you have given them, when target is down they won't start to shoot anyone else... but that "hold fire" thing aplies to that and most likely they are being shot at so they return fire (if they are alive anymore). I don't usually use "fire" but "fire-at-will", but when stealth is necessary and men are equipped with suppressed weapons, "fire" can be useful. -Or you can order them to "fire-at-will": That way they start from target you gave them, and after target is down (or hidden from them) they change target by their own will, if you don't give them new targets.
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Why? They wear t-shirts and shorts, not combatgear. They could be wearing them (magazine-pockets, RPG-vests and so on...). I think that it is good, now they can carry heavier load of gear. No need to find work-around by scripting solututions, if i want to do mission where i have Stinger/M16 (with sufficent amount of ammo) armed civilians. Lots of thing tweaked to better in changelog
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AK's don't have straight barrel-shoulder line. Russians favor marksmanship Just like we 7.62x39 bullet shooters also, but with 7.62x39 marksmanship has to be favored even higher. (joking not flaming)
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Do you have altrenative pixel center turned on in direct3d settings. That affect to HDR and all light-effects... If it is turned on turn it off. I have ATI card and that thing worked.
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Maybe you should stay away from hotel I chosed positions away 300-400 meters from hotel. Officer arrived, i shot him and sneaked away. One bullet spent and enemy hadn't clue about my location. Maybe AI spotted you or something and officer decided that he doesn't go to hotel as there are hostiles around. Haven't looked that mission with editor, but it might be one explanation.
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Quite true. When having G36, two types of grenades (east and west), smokegrenades (green and red) Ther is lots of "f" to be pressed when swithcing from burst to semi...