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SaBrE_UK

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Everything posted by SaBrE_UK

  1. SaBrE_UK

    RKSL Studios

    Just to say keep up the good work RKSL! By the way, I doubt you remember but RockApe do you remember when you created the L96A1 and magnum version for OFP and I beta-tested them for you? I've still got them somewhere
  2. SaBrE_UK

    Spinning Prop Blurs

    Nice blur, looks really good. I always start a project and never finish one before I start 6 more, probably like you :P Do release what you can
  3. SaBrE_UK

    Moving grass

    I'd like to see pics when they're ready Good luck with it.
  4. What I mean is, say, using optics with the ACOG at longer ranges, then switching to the secondary ironsights on top at point-blank ranges. I know it's sort of possible as a separate fire-mode. Equip an M4 or something then also addweapon an M249. Then switch firemode/weapon and your sights view will change to the new (unseen) M249's but with the M4's model. Surely this means that we could have multiple sights on one weapon (using the same magazine of ammo). Sorry if I haven't explained this well but I hope you'll understand. I was wondering if this could be done with scripting. I know it isn't possible in OFP but I was wondering if in ArmA there was a command that could count the number of bullets in a mag, and then set the number of bullets on the "same" weapon (or a separate weapon, technically) to be identical. That way you wouldn't be able to change "sight mode" and suddenly have a full magazine again. This method would also be very useful for ranging a weapon's sights e.g. with grenade launchers, machine-guns and other weapons when in longer range combat. Even better would be if you didn't have to cycle through all the possibilities with one firemode key and could use other keys on the keyboard. Any feedback on this if you can understand what I'm trying to say. I hope it'll be possible, if not now, some day.
  5. SaBrE_UK

    Sight Settings

    Yeah I thought that, or you'd have 6 fire mods on a weapon that uses scope & ironsights if it had semi, burst and full-auto. Maybe it could be done if you use the same method as the windage + elevation mod where it ties certain keys to its functions. Any confirmation on this?
  6. SaBrE_UK

    Bulletholes?

    Does that mean that modders can't make custom decals? Or change how many are shown and at what distance?
  7. SaBrE_UK

    Sight Settings

    Excellent news! Thanks for telling me.
  8. SaBrE_UK

    Expansion: Arma: Queen's Gambit

    Yeah he meant a picture on the Atari thing that showed an OPFOR soldier leaning out of a window on a building you actually can't go inside.
  9. SaBrE_UK

    Games Convention '07

    I think if BIS can come up with a game (preferably not Game 2 at this stage; I doubt (but don't know) there's enough money/team to make the Game 2 we want) that has huge "mass-appeal" in the form of amazing graphics and atmospheric gameplay movies then yes they'll get the money they need to make Game 2 great. Yes it is hype that sells games, and with ArmA we saw too many screenshots of the unfinished game that looked nothing like the finished product. This undoubtedly turned a great number of people off the game, and in the months before release there were very few previews in magazines/online that the majority of potential buyers would not see. The devs need to drip-feed the consumer with ambitious, promising and I dare say it, mainstream features to pull in the punters. If this is done then future games can be the realism simulation we all desire as the investment will be behind it, even if the prior game was simply a money-spinner.
  10. SaBrE_UK

    Bulletholes?

    If the OFP community has taught me anything- it can be done.
  11. SaBrE_UK

    Sight Settings

    Really? Did it take the magazine into account? I didn't think there was a command to set the number of bullets in a mag. So if you fired a few shots then changed optics, you wouldn't just have a full mag again.
  12. SaBrE_UK

    Sight Settings

    Hmm my explanation was very convoluted, I see now. What I mean simply is that your could perhaps have an M4 with ACOG for use in normal battle. If you find yourself in close-quarter combat you may decide you don't want to use the scope, but rather the secondary ironsights on the top of the scope. Hope that's easier to understand.
  13. SaBrE_UK

    Realistic Ballistics

    I can't really join in with all the mathematical and technical side to this thread but I'd like to say that this is one amazing mod and I hope that scripters find a way to enable varying wind in ArmA Absolutely great work NonWonderDog & contributors.
  14. SaBrE_UK

    Games Convention '07

    I can't wait for the news. Even if the new game isn't Game 2 and just a money-spinner then it just means they'll have more money to invest in Game 2, since from what I've read the team really wants to do Game 2.
  15. SaBrE_UK

    Falklands Mod 1.0 Released

    Yes, you have installed the Falklands bit corerctly. That should just be a folder in the OFP base directory. Now you must install the required addon pack as well which is available from the site. When you have installed all of the required addons, it will create a folder called @COC. You need to append this to you OFP loadup line so it reads: -mod=@COC;Falklands Thanks a lot
  16. SaBrE_UK

    ArmA Public Beta Patch 1.05.5143

    Mirror over at AAZ Download HERE
  17. SaBrE_UK

    Falklands Mod 1.0 Released

    I tried in my shortcut -mod=Falklands but when I started it up, I got some really dodgy graphical glitches. How should I start this mod? It doesn't have step-by-step installation instructions in the readme. Do I put the extra addons (COC torpedo etc.) in my flashpoint/addons directory? I don't install mods much and I can't figure it out.
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