Uziyahu--IDF
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Everything posted by Uziyahu--IDF
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ARMA 2, version 1.09 - Patch Released
Uziyahu--IDF replied to Dwarden's topic in ARMA 2 & OA - GENERAL
Wait, so patches for CO don't also patch ArmA2? Now I'm confused. -
Ghost Recon - Island Thunder campaign
Uziyahu--IDF replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
So you abandoned the class system, after all? And the fog was what made it feel more like GR. Thanks for the updates and fixes. I still need to complete this campaign. -
SHK_searchlight
Uziyahu--IDF replied to shuko's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yeah, the searchlight A.I. is completely retarded. You have to turn the skill level up all of the way to get anything approaching normal behavior, but they still don't scan that much. If, however, you move into their cone they will then aim the light at you and follow you with it. The problem with turning their skill level up enough to get somewhat normal searchlight behavior is that if they dismount, you now have a super-human trooper to contend with. -
Okay, Robalo, I'll console myself with the logic that they haven't zeroed anything but their service rifle. :)
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[AS] Editor Updates
Uziyahu--IDF replied to Gnome_AS's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Just what I needed. -
Visitors for Arma2
Uziyahu--IDF replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
There was a flying saucer made for Operation Flashpoint. My memory might be failing me, but I thought that Petr Pechar (texture artist?) had made it. -
Robalo, it looks like you haven't been working on this for a while, though I don't know if that is true. I was wondering if you could program the A.I. to abandon their own weapons in favor of better weapons, when they find them, or at least upgrade their optics (do better optics on the same weapon even increase the accuracy of A.I.? I don't know the answer) and accessories (like grenade launchers). At the very least maybe they could steal them as war souvenirs and stick them in their backpack? (Not sure how that works, as I don't even know how to dig into a backpack, yet.) Would be interesting to have to kill and search OPFOR just to retrieve a downed sniper's prized rifle.
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Sound Of Anders (soundmod)
Uziyahu--IDF replied to -=anders=-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I see that you've already removed the coughing sounds, so sorry about that. I thought the M240 shot sound was pretty good. The hostage rescue in "Proof of Life" might be a good source for an M249 sound. I actually have that recorded, already, somewhere, if you're interested. I was running around on Lingor Island and the footsteps seemed to be landing on a too-solid surface. Might be a problem with Lingor? Frag grenade explosion sound seemed a bit weak. Might need the volume increased or another sound effect, altogether. These are just a few things. Considering how "fuzzy" making a good sound mod can be, I think you've done a fine job making sounds for most of the small arms. -
Is this possible? Holophonic sounds
Uziyahu--IDF replied to johanna's topic in ARMA 2 & OA - SUGGESTIONS
Yeah, I miss my Creative soundcard. With headphones on, it could make it sound like a sound was orbiting around and above your head. -
Can you describe "render to texture" in layman's terms? And why is it important for the Apache?
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I think it could be time for a Ghost Recon-style coop tournament
Uziyahu--IDF replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
Yeah, that sounds fun. -
You're the boss!
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RH wip thread
Uziyahu--IDF replied to roberthammer's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
It would be nice if you could recreate the HK Weapons Pack that Vipersheart made for Operation Flashpoint. I would also like to see a pack made of the most common "over-the-counter" firearms in America, for an Invasion America type scenario. -
[OA] White/Gray Futuristic/Winter weapons
Uziyahu--IDF replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sexy! You might start a trend in firearms furniture with screenshots like these. -
I've been pissed about the fact that since Armed Assault A.I. can walk through each other and through walls. I seem to remember the collision detection working in OFP:R. An OFP artifact that I would like to see fixed is that most rounds from a machinegun will go wild, flying high over the target. I tried out the realism mod for OFP: Dragon Rising and an enemy LMG would riddle the heck out of any cover you had. Definitely made you keep your head down. I would also like to see something that decreases the accuracy of markmanship on targets as their vector of travel becomes more perpendicular to the player's line-of-sight and their speed increases. The A.I. leads moving targets too perfectly and they can calculate this lead and fire in an instant. No taking time to aim like a human does. Another gripe is how the A.I. fires the next shoulder-fired rocket the very INSTANT that the next rocket gets loaded. So robotic. Why doesn't the A.I. ever trip over its own feet or fumble a grenade? "'More human than human' is our motto." --Tyrell I can still boot up the old Unreal Tournament demo and play against bots that are indistinguishable from human players. How about code that detects in real-time how quickly and accurately the player is firing on his targets and adjusts the enemy A.I. to perform just a little lower than that?
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Looking at those screens, all I've got to say is Tokotaki Fufu!
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Sound Of Anders (soundmod)
Uziyahu--IDF replied to -=anders=-'s topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
"Sounds for rolling on ground and jump sounds. (Finally) Thx Robalo for the help! Note: that CBA is required for these sounds to work! - New sounds for bodyfalls wich plays randomly with rifledrop on the ground." I want to give you a big sloppy kiss for this! So annoying seeing someone hit the ground silently after playing OPF:R for years. Get rid of the coughing. It's bad enough that B.I. thinks every soldier is a mal-nourished geek who can't run 50 meters, but adding emphysema to the equation is going too far. I think the Warrior's auto-cannon's rounds don't make an impacting explosion sound. The small arms sound pretty darn good, though the M9 pistol sounds like more of a beast than the .45. A good rule of thumb that you seem to have already grasped is the bigger the caliber, the more bass in the delivery. The M107 sounds like an artillery gun. -
Ghost Recon - Island Thunder campaign
Uziyahu--IDF replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
I found single-player extremely difficult in Mission 1, so I was pleasantly surprised to find a group already playing these missions with a low ping-time. Completed Mission 2 & 3. The helo insertion in Mission 3 was pretty treacherous and I didn't find the pilots until after searching the buildings and seeing a waypoint marker and going to it. Then I saw some friendly diamonds and thought they were other players. Turned out that 2 of them were pilots. It was a great couple of missions. The jungle makes it hard to get a clear line of sight and with Zeus' A.I. (used on the server I visited) the OPFOR A.I. fired blindly enough to keep our heads down. The reason the above player might be having troubles with the friendly A.I. hitting anything is that ArmA 2 A.I. seems to have trouble judging elevation in aiming when standing at a different altitude than their target. Also, if you make the original GR campaign, make sure the enemy A.I. shoots from a still, standing position most of the time. You should have a hard time differentiating them from the trees. (One of my big gripes about the early GR.) Of course, now, if you go back and replay GR, you've become so accustomed to more clutter that you can probably pick them out. I would also like to see Desert Siege. Desert terrains just make for better play, whether PvP or Vs. ArmA A.I. ("The A.I. cheats" is the complaint when there are bushes.) -
I'd like to see in the ArmA 2 engine some of the backlighting from distant explosions that you see in this Crysis mod: bIdVk1JwYsQ You know the scene in Saving Private Ryan where the squad is walking through a field and distant explosions are backlighting their silhouettes?
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Ghost Recon - Island Thunder campaign
Uziyahu--IDF replied to lightspeed_aust's topic in ARMA 2 & OA - USER MISSIONS
I must say that the trailer for this is bad-ass! Definitely downloading and giving a try. (As an off-topic sidenote, if anyone wants to play the official Live-Action version of Ghost Recon, that is found at warfighters.co.uk I've been there. It was a blast of a day. Dave Thatcher is a great host with a hilarious sense of humor. /off-topic) A question about "The Making of..." this campaign. Did you have to do some mission-tweaking to make the missions conform to this island's layout, or was Lingor made especially for this campaign? From the trailer it looks like you've "fogged-in" the view-distance to make it more like GR? MAYBE UbiSoft will notice your work and consider making a "niche-market" game, once again. I'll promote this at the Frag Dolls forum. I used to game with the UK Frag Dolls. It made for some very polite and enjoyable sessions in R6 and GR. -
Lcwf mod (rok) - wip
Uziyahu--IDF replied to zerg63's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
They should just do away with the Blufor, Opfor, Independent, Civilian groupings and let the user set these for each unit. It's a real pain in the ahz to make a mission when it has already been decided what side any given unit is on. -
Okay, thanks.
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NIAC - Ambient Combat
Uziyahu--IDF replied to rexehuk's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Looking forward to it! -
Any chance you can make an ACE-free version?
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ARMA 2 command/classname update to ArmA Edit
Uziyahu--IDF replied to celery's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
You have the weapons from the BAF expansion in the Gear section of the Description.ext wizard?