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WildBill

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Posts posted by WildBill


  1. I'm working on a new feature simply called VTS Store (turnable on/off).

    It should allow players to use money to buy vehicle, weapons, and magazines.

    This should help game master to run rpg coop campaign.

    Thanks for the comment :) , i just watched MCC video and i feel like we doing the same thing ^^

    Whoohoo! That would be absolutely great, L'etranger...I sometimes host a "rpg-like" VTS ARMA2/OA game on my LAN for my local group where everyone plays 'in-character' and are (manually) granted additional resources depending upon how well they do. I strongly encourage you to continue with the work, and I will be happy to give you feedback on how it works. Thanks!!!


  2. Good point... Except that last part :)

    Except of course that AI accuracy can be adjusted, AI doesn't care if it shoots while lying down taking out a few of his own in the process, and AI machinegunners happily shoot while standing not hitting anything with their rounds. I fail to see their unfair advantage.

    Allow me to state again exactly what I stated previously with a bit of emphasis to point out the issue I was speaking to:

    "...patently unfair advantage in effective sustained ROF".

    The other AI issues you speak of are exactly that, i.e. other issues; BI should address those as well.


  3. I've put 1000's of rounds thru a variety of real world weapons and if I may say so myself am quite a decent shot - and altho I intitially thought the displaced recoil in OA was ok, after actually playing for a while it's become really irritating and IMO absolutely DOESN'T return anything like I'd consider to be a facsimile / simulation of firing real weapons.

    The screen shake is excellent and if it's been removed - DAMN!!!!!!! (I haven't tried that latest I have to admit), but the displacement is no good.

    Compared to real life all the weapons in OA feel like their fore grips are broken or I'm firing with my left hand behind my back or something. Returning aim to origin is a virtually entirely involuntary REFLEX that a shooter performs - and OA simply doesn't return any facsimile / simulation of that. Wanking the mouse is NOT the same in any way shape or imaginary form as actual shooting.

    I would agree with Chumba here. Training develops muscle 'memory' that is akin to a reflex action; I have handled and trained others with various small arms in my past professional duties, and the actions to absorb recoil and reposition a firearm is significantly different than the (much more) conscious process of jerking your mouse back to position 'x' after each shot. I do agree that the old way (where your weapon went back to rest at the same exact position) is not realistic, but the "new' way simply creates a different unrealistic issue. A good, realistic compromise from my experience would be to automatically bring the weapon perhaps 80% of the way back to a (slightly) different position.

    I also will point out that the AI appears to NOT need to reposition their weapon after each shot, which gives them a patently unfair advantage in effective sustained ROF.


  4. L etranger,

    When using VTE Beta 7 with the latest ACE addons you cannot put on earplugs, glasses, gas masks, etc after switching classes. You can use these items before you switch classes, but not after. You can also use the items if you die and respawn as your original class, but if you once again change classes you will not be able to use the items.

    Thanks.


  5. ok bug found and fixed for chernarus

    it s only because the carrier was to far to the island

    download the mission again (good mission date 26/01/2010)

    co@27ace_vts35_Beta1.Chernarus.pbo

    Gonza,

    Thank you for the update, that does fix the two issues I noted in my previous post.

    I do wish to report another issue that I discovered today in testing the newest release:

    When you use the "Activate Vehicles/Weapons" dialog to add vehicles for the players use the vehicle selction dialogs are incorrect/incomplete: for example, the "Ground" vehicles dialog only lists ATVs, M113s, Strykers, and Bradleys, the "Air" vehicle dialog lists no aircraft but only some ground vehicles such as the Linebacker, M163, and the various M1A1 tanks. The "Personal Weapons" dialog lists two vehicles (the MLRS and MTVR trucks) but no ammo boxes. This happened on all the of maps I tested today: Chernarus, Utes, Podagorsk, and Quesh_Kabul.

    It may be that this method of creating a mission (i.e. setting up the enemy area, the player insertion area, vehicles, patrols etc then clicking the "Start" button) is no longer supported, but they are useful to me to pre-set up at least part of the mission while I use the "Real Time" mode to make changes or additions to that on-the-fly. If this is not a bug and is simply no longer supported then that is fine; I can always use the Real Time mode to do everything if needed.

    Thanks again!


  6. First, thank you for this excellent mission -- I have used it since your first public release and it gets much better with each release!

    One issue we had today with the v3.5 release is that in the Chernarus map version none of the players could gear from the ammo boxes on the LHA (they could gear on the LHA on the Utes map). I also attempted later on to (in Real Time mode) create some ammo boxes for the players, but the "Western Special Weapons" ammo box would not appear -- I could place it in the 2D or 3D view but when I left the VTS Editor it was not visible on the map to either myself nor to any player.

    Thanks!

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