Daniel
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Everything posted by Daniel
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Some way of telling who drew which markers would be nice for cutting out the spammers.
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Idea for infantry 3rd person mode
Daniel replied to CarlGustaffa's topic in ARMA 2 & OA - SUGGESTIONS
While a mirror would be cool, i don't really think adjusting 3rd person mode is a good way to accomplish this. Someone made a tactical periscope for looking over walls and obstacles without exposing yourself in ArmA1, surely something similar could be done for peeking round corners? -
Island Panthera for ArmA 2
Daniel replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Loads in the editor fine for me, check you dropped the .pbos in a working mod folder. -
A mix of mission types ranging from convoy escort and taxi work to some seriously large combined arms battles where you simply play the grunt would be awesome! Just no Warfare ta. :)
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I think BIS should make expansions for ArmA2 the same way that Dawn of War and Company of Heroes have expansions. Say for example BIS made a new map the size of Chernarus set in winter, with a campaign and a new NATO army other than the US, winter OPFOR, and an OFP style campaign (no immersion breaking-warfare). All they'd have to do would be recruit more artists, modellers and mission makers. Surely that's worth paying for? Yes a mod could do it, but these guys would have quality control, and would be much more standardised. The issue with Queen's Gambit was that it didn't add enough new content to be purchased by the majority of the community, and yet the few useful additions meant mission editors preferred it, thus splitting the community. If BIS's expansions had enough content, they'd definitely be worth it. That's kinda what I hoped Arrowhead would be, but now it's looking like it might be more of an engine upgrade too. Not necessarily a bad thing, but I guess they could run into problems with features like FLIR if backwards compatibility is intended.
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Japahto Island For ARMA2
Daniel replied to Raunhofer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Well, you got all the little things like clutter levels spot on, really makes a difference. The major downside with Chernarus is that you trip over a village or mountain every few meters, it's really hard to fix an area of operations when designing a mission. Japahto however has very few buildings, and loads of natural choke points. Excellent for inspiring mission makers! It also has loads of flexibility, one back story could be that it's an island off the coast of Chernarus used for logging, the unfinished project could have been intended as accommodation for loggers than was never finished. The only thing i'd recommend would be lower some of the fords slightly, and make the coast line more "beachy". -
Japahto Island For ARMA2
Daniel replied to Raunhofer's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Excellent island! Finally got the OFP feeling back again. Thanks! -
I'm making an mp mission where we start on the aircraft carrier. And i've found the .sqf in the first mission of Harvest Red called shipsound. So now I want to have this sound running in a constant loop, but only audible when on the carrier. Could someone tell me a good method? Thanks. SOLVED: At OFPEC. :D
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Could be, PM'd anyhoo.
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Only thing bugging me at the moment are the slightly dodgy geo lods on the clutter, and the fact that the rocks at the harbours flip on their side (way up in the air) when "destroyed". Love the Namalsk colours under modules!
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A grenade is used first (although they are diabolical in ArmA2 as is). Can no one grasp how using an array of tools multiplies the effect? Nade in, bang, most dead. Move in, shoot whatever's left. Bayonets make a nice back up, can be used in such a close space so as not to risk hitting friendlies and generally scare the crap out of whoever's on the other end. They're more than a proven tool, I see no issues with employing them in ArmAII/OA.
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Anyone know the reason why I can't see or lock laser targets as the gunner if I rearm the B52 with LGBs? Harpoons work fine though, against armour anyway... :D Using GLT Missile Box.
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Forgive me if I have little sympathy for anyone that thought that actually was in game footage...
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Awesome as others have said, but the clutter could do with some work. Some of the bigger shrubs seem to block your movement randomly which gets annoying, and as stated, the grass blocks your view without blocking the AI and leaves you exposed to Ai and humans at any sort of distance. It'd be nice to have patches of clutter instead of total, and perhaps make it slightly lower, as no clutter (setterraingrid 50) looks bad, and reveals the extremely dodgy warping of the ground at your feet.
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A few Project: UKF upcoming (Final) releases from myself.
Daniel replied to Pathy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Ha, that answers my question about naming and shaming... -
Excellent, works perfectly for me. Just need a decent replacement for these bloody MARPATs...
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If you want your aircraft on the ground, don't group them, or ensure their Status is not set to "In Formation". They're probably trying to start in some sort of formation. If this was ArmA1, i'd highly recommend Eaglets.
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I'm really baffled by the way people are playing the online multiplayer game.
Daniel replied to cadmium77's topic in ARMA 2 & OA - MULTIPLAYER
And, just like in real life, a tank crewman can physically carry a .50cal sniper rifle. Thank God they can in game, cause that's what sets ArmA2 apart. The fact that he was carrying a .50cal demonstrates only that you're not on the right server or with the right people, and that the mission creator has made it too easy to access such weapons. -
You need to use the removeallweapons then the addmagazine and addweapon commands, try searching and asking in the editing section of the forums. On topic: it's a shame Cougar's units have a dodgy bug with the head when looking around or using the GPMG iron sights.
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Thanks Pathy, testing now.
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A few Project: UKF upcoming (Final) releases from myself.
Daniel replied to Pathy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Would naming and shaming be an option? Seems to be a bad case of deja vu. -
Sands - 41km Desert Terrain
Daniel replied to [aps]gnat's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Sounds good! If it's going to be mainly flight based, please try your best to get as convincing a terrain colour as possible. Also, please add as much natural cover as possible, mainly rocks of varying sizes. That way users can add small objectives like villages and bases for infantry relatively easily. -
I include a few seconds of music to most MP missions if it helps set the atmosphere. If it fades after 20 seconds or so it doesn't add too much to the file size.
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WIP British 4 Rifle Soldiers
Daniel replied to STALKERGB's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Yep, we're all waiting with bated breath! -
New island projects - what do you want?
Daniel replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Large open areas where terrain features really dominate. Chernarus, while the most realistic map i've witnessed so far, really lacks distinctive areas of the map. I'd love any map containing the following: natural choke points such as river fords, valleys, mountain passes, etc. Large open areas such as deserts or grassy plains where control of high points is vital. Some detailed areas with urban or tree cover to provide respite if either side has air superiority. And generally some big flat-ish areas with plenty of cover (concealment not so much) in the form of rocks and ditches for big combined arms battles - without tripping over a mountain, valley, city or forest every few meters. My vote goes to Desert and Rocky areas. Oh and either a coastline or an airfield long enough to accommodate most fast air.