Spectre867
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Official A3 campaign thread - discussion, wishlists & more
Spectre867 replied to Polygon's topic in ARMA 3 - OFFICIAL MISSIONS
I'm pretty confused by this whole inventory system for the campaign.... it seems like after the first few missions, my weapons & gear from the last mission would carry-over into to the Maxwell in-between-missions scene where you can pick your next mission, change your gear, re-arm and whatnot. After about the third mission, some weapons I had left in the "weapons" crate started disappearing (but some also stay there, like the Mk-18 7.62 rifle I picked up on the first mission and a couple of .45 sidearms I've picked up off dead enemies... PMCL launchers, MX weapons, and any attachments for the weapons all disappear though.) Anyone else encounter similar weird stuff? Not that it really matters anyways however... as I noticed by about the 4th mission my gear that I started the briefing with is not the same gear I have when the mission starts and there is no longer any scene where you walk out of the base to meet your team before the mission. Seems like inventory carry-over was a feature meant to be in the campaign that they gave up on half-way though? If this was the way it was designed to work, I'd love to know the thought process behind it lol -
A2WarMod Release
Spectre867 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yup vanilla A2 is still vanilla as always... strange that some of those effects are still there even though the addons are gone... might end up having to reinstall A2 completely to get by some Steam issues making AO work with A2 though so I'll see how it works without installing those .pbo files at all in the first place and see if that works. -
A2WarMod Release
Spectre867 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hey Gunter, thanks for the reply - so far I've deleted sar_krik, SLX_shout, radio_discipline, radio_streamlined_a2, radio_streamlined_a2_identify, and all the RUG_DSAI files in the addons folder as well as the slx_alpha_teams and slx_alpha_numbers .pbo and .bisign files but still having some of the same effects... are there any other files that would affect the radio commands? Thanks again for your help! -
ARMA 2: CO (how to combine ARMA 2 into ARMA 2:OA and use together)
Spectre867 replied to Dwarden's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Thanks for your reply Dwarden. I've now finished re-downloading AO, which also prompted Steam to download large updates for BAF & PCR - I'm getting an error when I launch the game - "Arma 2 Army of the Czech Republic: MISSSING STRING !!!!" Game starts okay otherwise but there is still no Arma 2 or ACR content in game (Islands, Scenarios and Campaigns all missing...) It says version 1.62.95248 in the bottom corner... I realize this is starting to get into a specific problem and a bit off topic but I might retry using the method in this thread as that's the only way I've been able to get the Arma 2 content to show up in AO, and try tinkering with the other from there (basically where I was before deciding to reinstall lol) but if you have any other help or advice it'd be appreciated! -
A2WarMod Release
Spectre867 replied to Gunter Severloh's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I recently downloaded this mod and enjoyed it, but I found I wasn't a big fan of the radio discipline/streamlined radio mods (they seemed to spam things that didn't make sense and I just didn't feel like it was any improvement over vanilla) so I took them out of the addons folder but I'm still seeing their affects in game (still silent movement commands, AI still yelling "CONTACT!" whenever we see another person/vehicle whether it be friend, civilian or foe - extremely annoying, still referring to Humvees and other vehicles as "trucks" regardless of what they are, etc.) so is there anything extra I have to do disable them? Seems very strange that I'm still experiencing the affects after taking them out of the addons folder, but I haven't been active in modding since the OFP days so obviously I'm a bit behind when it comes to knowledge of the Arma II system. Thanks! And aside from that minor gripe/issue, awesome job with WarMod btw! Currently trying to get COWarMod to work but having issues with getting Operation Arrowhead to load Arma II files on Steam :shootme: -
ARMA 2: CO (how to combine ARMA 2 into ARMA 2:OA and use together)
Spectre867 replied to Dwarden's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
my exact issue... has anyone found a fix for this??? I recently purchased the Arma II "Complete Collection" on Steam (seems like it was probably my first mistake), which is supposed to include Arma 2, Operation Arrowhead, British Armed Forces, Private Military Contractors, and Army of the Czech Republic. After about a full day of downloading, 4 out of 5 games (except for Army of the Czech Repeblic) show up in my Steam Library, yet when I launch the BAF or PMC games it simply runs two instances of Operation Arrowhead (which the BAF & PMC campaigns/content show up in, but I have to exit the first instance of the game running with task manager as it simply won't let me click any buttons on the menus so I have gotten used to only running BAF/PMC from the OA link and ignoring them in my library - why they all aren't combined into one game called Arma II: Combined Operations or something like that is beyond me.... and the Army of the Czech Republic stuff which I supposedly paid for cannot be found anywhere!! (I guess that's something I have to take up with Steam?) Using the file included in the first post I was able to get the Arma II campaigns and content to show up in my Operation Arrowhead game, but only when I launch the game directly from steam... the stuff goes away again when I try to use any sort of mods via a desktop shortcut (the only way to launch mods via modfolder to my understanding) - this is very odd because it still shows up when I run OA in vanilla mode out of steam, but obviously most mods for OA also use content from Arma 2 so I'm kind of stuck here. I'm currently re-downloading Operation Arrowhead even though steam won't allow me to specify the directory its being installed into (only the disk) so it's probably going to go to the exact same location it was before and I'll be stuck with the same issues, so before I get to that point, can someone tell me if there's some secret to getting this game to work like a normal functioning game that people pay money for? (ie can I move the files from my Arma 2 OA directory directly into the Arma 2 directory manually, or will that mess up my game(s)?) Is it possible to have ONE game of Arma II that has all the content included(what I thought I was getting in the first place) that can also be modded/launched via desktop shortcut or am I stuck in vanilla mode here with multiple different versions of the same game? :icon_sad: -
http://www.file-upload.net/download-3Wilson Combat
Spectre867 replied to Panda-PL-'s topic in ARMA - ADDONS & MODS: COMPLETE
Very nice -
It works fine for me, following the 1.08 patch. Prior to the patch it did not work. I actually added it into the AT units for one of the addons I play with by messing around with the addon's config, but it seems to work fine for me. The AI is deadly with it but can be a little buggy with it occasionaly (missing or not engaging even if the target is well within range - they do the same thing sometimes with the M136 though Atleast they don't fire it at infantry like the AI does with the M136...still...although it is better than before the patch) The only problem I have is that it can't be locked onto a target unless you have the crosshairs on (I like to play with them off), just like the TOW launcher on the humvee. Or maybe it does lock on but you can't see it unless the crosshair is enabled.
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Almost right on that...the larger sight is for night-time combat...we don't really use the sights in CQB - half the time you are short-stocking anyways. Most all units nowdays have some form of RCO anyways, but you're correct that the elevation/windage knobs aren't really used in a combat situation. I do see the reasoning for wanting adjustable sights, specifically with the sniper rifles, but it seems too hard to implement given the current engine and wouldn't really be relevant with the exception of those few sniper rifles. (I don't know about what the Army uses, but the Marine Corps ACOGs are BZOed and then you don't touch the sights after that; you simply kentucky windage your shots onto the target if you're engaging from that far of a distance that you don't hit with the first shot anyway.) I'm not sure how the ballistics work in ArmA, but I do think effort would be better focused on things like working body armor/more realistic wounds or even getting the tracers right Just my two cents though
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I noticed the 1.08 patch took out tracers for rifles such as the M16a4, which is realistic and a good thing, but why the SAW? I see the M240 still has them. Is there any way to change this back manually for the SAW?
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Have any military service? Ever been to Iraq? Ever seen an AH-1Z in action? I'd like to know how you rate writing me off as a dumb rambo-wannabe grunt. I have come to expect responses like that in this forum, and maybe when I was 13 I would've done something similiar, but I'd just like to hear how you're qualified to make such generalizations. I started this thread to bring up the issue of tanks being overpowered against aircraft, and apparently I'm not the only one who has an issue with it. I'm glad to admit, I don't know jack about tanks or their anti-aircraft capabilities, I've learned some things from this thread regarding that, but my point is that air support is effectively nullified whenever you have a couple of T-72s around, and I'm talking about the AI air support. And my radar doesnt even detect the tanks at 5 km... Overall I'd just like to see it go back to the way OFP was...tanks don't engage helicopters unless they are in visual range, and they aren't snipers with their co-axials. If there are Shilkas or stingers around, you're proably screwed. This allows for mission editors to have missions with air support without have to have that air support get destroyed by a couple T-72s. If the maker wants the aircraft to get shot down, just put a couple stingers in there. I've gotten what I needed out of this thread so I'm not going to be responding any more. That, and I have better things to do with my time than argue with teenagers, so feel to flame now, but if any BIS personnell are reading this please do look into this issue if you haven't already and thoroughly test your missions involving helicopters because right now it is just ridiculous.
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agreed, but perhaps someone would like to enlighten me on how to fly then since im such a dumb ramboesque grunt. if im flying 1500 yds away, moving in at about 200 kmh, directly towards the enemy, since i cant see them or engage them at my current distance. i have my visibility settings set to about 1800. once i get within about 800 yds i am immediately shot down within a matter of seconds. ive tried staying close to the ground and outside of 1000 yds (kind of hard since they are moving towards me and my job is to kill them all before the overrun the base they are attacking) but i got hit my a main cannon shell. it took me about 15-20 tries to beat that mission and i only did after having to pee pee dancewith my helicopter at about 1000 yds while firing hellfires and i finished with less that 30% of my health left. my point is, i think air support ought should be " '>' aka greater than" tanks. thats the way we deal with it in real life (if you run into armor, which you dont nowdays, but if you did, you call for help, which in most cases, means arty and/or air support) and thats the way it was in OFP.
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Thanks Ferderf; I do remember something like that in a mod I played for OFP so that's what I was looking for when I made this post. In the actual Marines it is very rare to get more than 1 AT4 per squad, if we got any at all (so it was a "big deal" when we fired one, we very rarely get to shoot those in training, so thats why its so frustraing how retarded the AI is with them). We don't have to worry about tanks nowdays though, and if we did we would rely on air support (which has also been significantly messed up in the current version). @oyman. it seems a little tedious, tacky, unrealistic, and just plain annoying to be constantly ordering guys to drop weapons so i can go pick it up in the middle of combat. And I can't just tell them to hold fire because then they don't fire their primary weapon and are pretty much worthless.
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Aren’t tank crews highly trained? The only time I got shot down in a helicopter is when a T72 shot me in the face in the cockpit or when I flew into a tree . Not highly trained enough to take down a speeding helicopter at over 500 yards away with a quick burst of .50 cal to the rotor blades from the co-ax. I think we're probably playing different versions though because you'd know what I was talking about if you have experienced it in this game
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yeah thats what ive been doing but my lovely teammates seem to always find something to waste them on before we encounter any armor...and then we do and i have to go find an rpg on the ground.