Sniper121
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Everything posted by Sniper121
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VTS3 - Live Multiplayer coop mission editor
Sniper121 replied to gonza's topic in ARMA 2 & OA - USER MISSIONS
@Gonza, Thanks for this updated version. I wonder if you've noticed that when using the Real Time Editor to place items in 3D mode, if you've noticed the items sinking/descending even after pressing the c key to raise them out of the surface/earth? For me, even after using the c key to raise the position of the object/vehicle, it still wants to incrementally go back down into the surface/earth. -
A.C.E. Advanced Combat Environment Mod 2
Sniper121 replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
If guys aren't wearing eye-protection, sure enough, they're eyes are gonna blur, but with the tactical glasses/eyeware worn by many on the ground, as seen here, http://www.esseyepro.com/Military-and-Tactical_1_category.html?utm_source=Google&utm_medium=ppc&utm_term=Military+Eyewear , I don't know why it's so important for the mod team to focus on the blurring sight effects, after all, this is modern day combat, not WW II, Korea, or 'NAM, where eye=protection wasn't worn by our soldiers as prominently as they are today. I believe and have experienced that by wearing tactical eye-protection will not blur your vision as depicted in the videos we've seen released unless you're fool enough to stand in the danger zone of the muzzle of armor and shoulder-fired AT weapons. End of that suggestion. Here's another suggestion for ArmA 2 ACE. One area I certainly hope to see implemented in the ArmA 2 ACE release, this one is for aircraft, is that the A.C.E. team will display that the aircraft have hydraulic landing gear, designed to absorb the shock and stresses of some harder than normal runway landings. With the ArmA 1 A.C.E. version, it seemed that the pilot was treated like a wheel having a hard landing, and slumped over in the cockpit like a flat tire. Please provide a little more realism in the effects of landings for pilots, after all, our backs aren't wet noodles or toothpicks, but are surrounded by muscle, they're sitting on a cushioned seat and the gear absorb the majority of the landing anyway. The cockpit surrounding the pilot of the A-10 is a titanium tub, but I also hope to see the armor value will be revised there as well. Thanks for what you're doing, ACE Team, and we all look forward to seeing the results of your tireless efforts, knowing that you will continue to make our ArmA 2 experience better than we ever imagined. -
Solomani, Thank you for the AddOn fix for it will undoubtedly put the spotlight on who knows how to conduct SEAD from the air and who does not, because there's a method to the madness of being a successful "Wild Weasel" pilot. It's a fact, that stock ArmA 2, in the interest of game balance, does not provide us with the benefit of true modern day real-time satellite imagery, or a JSTARS aircraft, explained here at http://www.airforce-technology.com/projects/jstars/ , nor does it give us the E-3 AWACS for air-to-air targeting. So, we have to utilize the primary role of ArmA 2 to its fullest to defeat threats like the Tunguska. So, those who love to fly in ArmA 2 have to "improvise, adapt, and overcome" to complete the suppression [of] enemy air defense (SEAD) missions by supporting the ground war, for it's the eyes and ears of those on the ground relaying to their air-support counterparts the locations of SEAD objectives, and the troops on the ground can, even without air support, complete the SEAD mission by destroying them with shoulder-launched AT, armor, a surreptitiously [sneaky/stealthily] placed mine or C-4, or by using the laser designator and a coordinated laser guided bomb run. So, many thanks again for AddOn boost which will not only put teeth back into the Tunguska, but that it's bite will tear the wings off any pilot who blatantly tries to prove that they can win the SEAD mission without the help of the warriors on the ground, for that's why teamwork is so important in our cooperative missions. HOOAAH!
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Hello Celery and i0n0s, I was wondering if you gents were collaborating to make the EasyFly script and an ArmA 2 version of CTF Camel Style available to work in ArmA 2, especially so because of Cyborg11's port of the BIS ArmA 1 Camel biplanes over to ArmA 2. In case you haven't had a chance to see them, here's the link to the files on ArmAholic.com, http://www.armaholic.com/page.php?id=7285 After having a good time on a mission in both ArmA and more lately ArmA II, my team mates have flown the Camels equipped with the EasyFly script. We'd much like to be able to do it again but in ArmA 2. Below, I'll provide a link to the YouTube video I uploaded almost a year ago, showcasing a multiplayer session with the EasyFly script used in a modification to the stock BIS TDM mission Camel Dogfight 8 vs. 8 at Pita. So, if you can make the time to make the script for ArmA 2, I'll definitely make another video showcasing your handywork. Realism in missions is fun to a point, but having the EasyFly script for the Camels, though some may consider it making them fly like Arcade Game planes, provides both the hardcore pilot and the novice some fun time together in a Team Death Match style of play like no other, as demonstrated in my video. Cheers! Sniper121 http://3rdinf-hq.com
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Hello Celery and i0n0s, I was wondering if you gents were collaborating to make the EasyFly script and an ArmA 2 version of CTF Camel Style available to work in ArmA 2, especially so because of Cyborg11's port of the BIS ArmA 1 Camel biplanes over to ArmA 2. In case you haven't had a chance to see them, here's the link to the files on ArmAholic.com, http://www.armaholic.com/page.php?id=7285 After having a good time on a mission in both ArmA and more lately ArmA II, my team mates have flown the Camels equipped with the EasyFly script. We'd much like to be able to do it again but in ArmA 2. Below, I'll provide a link to the YouTube video I uploaded almost a year ago, showcasing a multiplayer session with the EasyFly script used in a modification to the stock BIS TDM mission Camel Dogfight 8 vs. 8 at Pita. So, if you can make the time to make the script for ArmA 2, I'll definitely make another video showcasing your handywork. Realism in missions is fun to a point, but having the EasyFly script for the Camels, though some may consider it making them fly like Arcade Game planes, provides both the hardcore pilot and the novice some fun time together in a Team Death Match style of play like no other, as demonstrated in my video. Cheers! Sniper121 http://3rdinf-hq.com
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Gnat, I just saw your released addon on ArmAholic.com, and I also say thanks for your work. I think my only surprise is that an issue I reported through the A2 Community Issue Tracker back in June wasn't heard of by all until your release. Here's my submission to Dev-heaven.net, http://dev-heaven.net/issues/show/1828 and in it, you'll be able to see what jamie_c had done to alleviate the condition of the nosewheel steering, in particular on the C-130J as I reported it in the post on dev-heaven.net Thanks again, and Cheers!
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I enjoy the ground war as much as the next guy, and if I'm out of AMMO, I'd definitely use a knife or bayonet every chance I could, provided the enemy after having his throat cut out would be unable to report my stealthy kill to his team, as is the current case anytime you fire your weapon. But until then, I'll keep myself out of the situation that results in bringing a knife to a gunfight, and live to tell about it.
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co20 =RTY= Eve of destruction
Sniper121 replied to shark-attack's topic in ARMA 2 & OA - USER MISSIONS
Shark-attack, Great mission - very addicting teamplay. I read Seitan's post about the medic not being able to create the mobile spawn point, but I think my situation is different, because we've had nothing but success with it, until attempting to stow it and relocate it to another location, it won't stow. I believe I deployed it five times and am wondering if you have a limit set on the number of deployments of the Mobile Field Hospital spawn point? Thanks again. I also highly indorse putting AMMO crates at the spawn and RV points. Many thanks. Sniper121 www.3rdinf-div.com -
You're correct, the countermeasures are dispensed from the aft section of the main landing gear housings, as pictured in the thumbnail images Source: GlobalSecurity.org
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The GBU-32 and GBU-35 both use the MK-83 1000-pound bomb body as the warhead with the JDAM assembly and guidance kit which is why it's heavier than the GBU-12 that uses the MK-82 500-pound bomb with the Paveway II guided bomb unit.
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Here's a link to the F/A-18E/F in action, launching and landing on the USS Nimitz, bombing, and air to air combat by pilots from =dB= Clan (www.dbclan.net) this past weekend. I captured it in-game with Fraps. The youtube video shows the arming menu as well as watching the Rhino get lined up on the catapult for launch from the flight deck.
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@Matt Rochelle Regarding placing an M113 on the USS Nimitz and respawning in it, your steps you gave were helpful, except for step three. I don't know where to enter that script line because I'm learning more about editing everytime I work at it. The steps you listed are easy to follow, except for step 3. I do not know where to enter NORRNCustomExec3="Player moveInCargo spawn_carr"; Thanks, =dB=O3.Sniper121
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@mrcash2009, I'm another fan/endorser of your Mixed Sounds configuration too. Your installation instructions were right on the money too. Bravo! Thanks go out to all of the sound mod creators for their work, and your configuration of it. I figured after starting up ArmA with your shortcut, the best way to hear as many of the particular items sounds was to go to the ArmA Armory. While listening to both aircraft and vehicles, and few choice weapons, I saw one change to request that you look into as a fix in your next update. The engine sounds that were heard while flying the MiG-15bis, by Bdfy & Volksturm, available on this link, http://www.armaholic.com/page.php?id=2980 uses turbofan engine sounds of the A-10 Thunderbolt II/Warthog. Good luck, and thanks again for doing your part in continuing to keep ArmA totally immersive.
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@Fer Thanks for the reply. Now I see where I went wrong - instead of using (my licensed version) WinRAR to extract BAS_f_v1-1_en.rar to a folder, I right-clicked on your .rar file, and on the context menu for WinRAR, I selected Extract to bas_f_v1-1_en\ In so doing, it created a folder named bas_f_v1-1_en and put the 73 assorted files inside of that folder. After doing it as you just wrote, and even wrote in the first place, this was a case where I did what I thought was right and erred off the beaten/proven path. I'm on course now and it's working as designed, flawlessly. You have my praise for the help too. Thanks again, Fer and BAS2. ~S! (a Salute)
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@Fer and BAS_f team, thanks for putting this together. I just found out about BAS_f English a few days ago and for the past couple of days, I've been trying to find out how to use it. After extracting BAS_f_v1-1_en.rar with WinRAR I saw it created a folder named BAS_f_v1-1_en which had 73 objects/files in it. Next, I read the .pdf manual on how to get started using BAS Framework and created just one folder of my own in My Documents\ArmA Other Profiles\Sniper121\mpmissions\ to use to edit. I named it BAS_f_MyMissionName.Sara Then I edited the mission name inside the mission.sqm, and named it, BAS_f_MyMissionName, then saved mission.sqm and closed it. After starting ArmA, I started a Multiplayer session, and saw in the list for the island of Sahrani, BAS_f_MyMissionName. When I clicked to open it, ArmA closed and displayed the following error: "Include file C:Documents and Settings\...\My Documents\ArmA Other Profiles\....\mpmissions\BAS_f_v1-1.Sara\f\common\f_spect\spectating.hpp" So, I guess from this, I need to create more folders and put the appropriate files in each folder. The only trouble is, being new at this, I don't know what folders to create and what the contents of each should be. As it is right now, your BAS_f_v1-1_en.rar didn't come with these folders in it, f, common, or f_spect I know Fer is a busy fellow, so if anyone else reading this who has time to explain what to do, identify where I need to relocate the files to the right folder. Thank you. ~S! =dB=O3.Sniper121 www.dbclan.net
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I was just checking for that information as well, Dwarden. So far, running Evo is working without a hitch here with the 1.09 Beta for me and a few others who've played it on our www.dbclan.net server, but still, if updating Evo 2.0 is necessary for the 1.09 Beta, or if KilJoy is just waiting for the final version of the 1.09 patch to release before sending out an update, I can wait. Salute (~S~) All, =dB=O3.Sniper121
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Great work eddyD, but the pilots cannot board any of the MapFact Air version 1.08 aircraft, in particular, the AH-64A choppers which are in a MPmission I made. However the default Men\Pilot units can fly the MapFact Air without a problem. When attempting to take either the pilot or gunner's seat, you're booted out with a statement that says, "You don't have pilot skills." This occurs regardless of the settings Unlocked/Default in the AH-64 unit placed on the map in the Editor. I hope you can work a fix soon, because the pilots and chopper skins look great. Thanks.
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VTS2 is one phenomenal MPMission and I'm glad to have been a part of testing it out, reviewing the docs, and now playing it and learning how to add modifications to it in accordance with the documentation. I've even successfully made VTS2 work on the DBO_Afghan.pbo map, http://www.armaholic.com/page.php?id=1310 at ArmAholic.com. But the VTS2 modded mission on DBO_Afghan isn't available for download yet. =dB= clan is beta testing it first and I'm going to have Elgarion ( [CTR]Grimm ) check it out soon. Â There are still some things I need to discuss with Elgarion, but now we have Afghanistan, Borders2, Sakakah Al Jawf, and Sarahni to train together and fight the enemy on... it's amazing. Â Again, once he's had a chance to check out my work, he'll probably make it available for the rest of you to get it too after we beta test how VTS2 works on that map. Thanks again, [CTR]Grimm (a.k.a. Elgarion).
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At the time I beta tested with the guys from www.dbclan.net, we only tested with the Sahrani island with great success, though I'm looking forward to playing it on the new islands.
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@eddyD Are you an AMMO Troop or Armament Troop? Very nice job on this. I was US Air Force AMMO for 23 years and this looks great and even has the 1.1 explosives placards on it. Well done. I'm adding it and checking it out too! AMMO Creed! "Providing the enemy the opportunity to die for his country." AMMO makes the mission. I.Y.A.A.Y.A.S.
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Thanks KilJoy, once again for another fantastic upgrade to Evolution! Â I play on the =dB= [www.dbclan.net] server with =dB=O8.Ed, my C.O. Â I've experienced no lag from the server or on my end, and I haven't heard it from any other =dB= members either. We love the target rich environment, thanks to the enemy's resupply efforts from land and the air. Â There's still one request that's been put forth to you since Evo 3.0, for Norrin's Revive-Respawn script. Â I endorse it and so do many others I've played with, including satexas69 and Bravo6. Salute! =dB=O2.Sniper121 http://www.dbclan.net
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@ KilJoy: Tonite on the =dB= ArmA Evo Coop 3.0 server, we (four of us) decided to team up to conduct side missions with two towns still occupied by SLA on the map. After entering both the Transfer Hut and Mission HQ buildings, selecting Request Transfer, then clicking the Join button, to join a squad, we all saw the following text message: 1 (=dB=Sniper121): "=DB=SNIPER121, REQUESTING TRANSFER TO YOUR SQUAD WEST" 1 (=dB=Sniper121): "FRANCISCO MACHADO REQUESTING TRANSFER TO YOUR SQUAD WEST" Any ideas on why this could occur to all of us? We even disconnected from the server, restarted ArmA, rejoined, and it happened again. Then we did a system reboot, rejoined the server and duplicated the error of not being able to join any squad member. All of us were able to recruit AI since we were Majors and Colonels with available slots in our squad.
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@ Lee H. Oswald: I can only suggest what's worked for me; I do one of three things before capturing enemy officers and/or enlisted. a.) Command your AI to mount a vehicle and ride in back. Â They won't fire at the vehicle you're flying or driving back to base with the POW onboard. Â Ask any of your fellow players to do the same. b.) If there aren't any vehicles for them to board, then send them down range, inside a building, or as a last resort, Command them to Halt, open the map view and open the notebook to the Group page, selecting each of your AI and manually drop their weapons on the ground. c.) Don't allow any AI inside the POW Camp area back at base - they'll shoot the POW(s). d.) If any of your buddies have AI who are at the base, they'll fire on your chopper or vehicle, so make sure their AI are riding in the back of a vehicle or MH-6 at base so they won't fire. e.) I'm sure someone reading this has thought, "Sniper121, why don't you just command them to Hold Fire?" I'd respond that I did that, but when I boarded the vehicle or chopper with the POW, the Hold Fire status was gone and they shot at me. So, I'm just passing on what I've learned. After you reach the POW Camp, disembark from the vehicle with your POW(s) and capture/detain them. Â If you do not disembark from the vehicle, it will show up as an enemy vehicle (Red target box on the HUD or Map). Â I did this once and my guys shot at me when I didn't exit the vehicle after capturing a POW. Â Exiting the vehicle/chopper restored the vehicle back to a Green target box on the HUD/Map. Â In Veteran mode, the map hasn't shown my player/vehicle Icon color, only in Regular mode. Finally, when you return to the area where your troops are, select them and command them to go to Gear and retrieve their weapons and AMMO.
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I've played his mission and I thoroughly enjoyed it. Before I heard of this mission though, I played on the ]KAW[ private server in Evolution 1.5a and 3.0 with the ]KAW[ fellows. A good bunch of team players too by the way.
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To make your troop sprint/run faster than normal, find Turbo in the Control Screen. Even though Fast Forward is a listed command, in my trial and error method, I found that Turbo made my soldier sprint. Of course, the longer he sprints, the heavier his breathing is when going to take a shot at the enemy. The other answers to your questions about gear and flaps are answered imho. When I'm driving, I hold down the left shift key while moving forward for a speed boost.