Daniel
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Everything posted by Daniel
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I love this concept. The only area i'm a bit concerned about is the complications in pure squad comms. Would it be possible to toggle "talking" on and off instead of switching between three different levels of "talking"?
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At least you won't see shiny black stretched-MRAPs cruising around any time soon.
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I like how all the passport photos are so blatantly fake. Glasses? Smiles? On UK Passports?...
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Good to hear it's a wanted feature. Ignorance is bliss. :p
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I am indeed and I guess it would. Still, would be nice to have.
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That would be awesome. There should be an option for pilots to use the grab handles if a fellow helicopter hits the dust.
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A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I'm not overly concerned with EMP myself, I was answering another person's general query. The point stands though that even if ACE does not implement it, mission makers can. Excellent to hear the ACE team may implement it - would be an impressive feature regardless. A blinding white flash followed by your chopper dropping like a stone would properly ruin your day. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
It is possible - you could have scripting that removes fuel from particularly vulnerable vehicles to simulate their electronics getting fried, or have street lights go out. Havn't checked but you could possibly disable radio comms too. In real life EMP from a nuclear blast varies depending on the yield, altitude and other factors. -
Completely agree with CM.
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Well we can't all have Rolls Royce engines now can we? ;) Better engines mean it's easier to lift the extra weight in Afghanistan's helicopter-unfriendly climate. The Longbow Radar is still useful in the absence of armour targets for it's terrain mapping system in bad conditions.
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A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Yep, I place them in the Activation line of triggers next to the craters. Which make exceptional cover. But I suppose you could put them in the init file also. I also put this && IsServer on the Condition line to make sure they don't multiple spawn in multiplayer. Might not be best practice but it works for me. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
_veh = "ACE_ArtyShellCrater" createVehicle getMarkerPos "crater1" That will spawn an ACE crater at marker named crater1. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Does anyone else get an error where the earplug sound effect does not go away after taking them out? Minor issue but it's a bit annoying. Will make a ticket if anyone can replicate. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Shit, not well enough! Thanks. -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Sorry if this is a frequently asked question (searched the wiki), but how do we disable the ACE-added unit map markers? -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I guess I only tried right clicking my targets when I tested. By default, right mouse button toggles the target nearest your crosshairs. Tab cycles through available targets. -
Angle, catch up man!
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A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Thanks Sickboy for fixing up the Hellfires, much appreciated. :) -
A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
No Hellfire guidance for me either. Without meaning to sound rude, I recommend leaving this system out of ACE2 until it's fully functional. Without it, we can simply add a laser designator the Apache, and thereby have a fairly realistic system of locking vehicles and also manual guidance onto any ground target. -
Close, it's Bow Wave. And submarines certainly have very distinct bow waves, would be great to see simulated in some way.
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If only the Blackhawk flight sticks and the F4 Phantom interior get a paint job, i'll be happy.
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I read that as a request for having helicopter rotor-wash blow smoke out of the way, similar to how the rotor-wash pushes grass and bushes away at the moment.
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Wow, it's just a ton of ordnance with a pilot at one end and an engine at the other! Can imagine that being a nightmare for BLUFOR infantry.
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A.C.E. Advanced Combat Environment - Public Beta *2*!
Daniel replied to sickboy's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
ACE1 used Mando Missiles, it'd be very nice to see them use it again. Particularly for the Harriers, Hellfires and Javelins. -
At The Drive In; Cedric and Omar's previous band. I quite like Mars Volta when they're not messing around too much. Took a few tries to get into though.