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-)rStrangelove

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Everything posted by -)rStrangelove

  1. Making an island with A2 objects can only result in an island needing A2 to run, even inside A2OA.
  2. -)rStrangelove

    Tactical Game Vest

    This kind of feedback doesn't make much sense in ArmA2. Once you're shot there's a big 'DEAD' menu appearing and the mission is over anyway.
  3. -)rStrangelove

    What's wrong with AI's driving in OA?

    Maybe they were in combat mode? If you're the leader try to command them to use the 'safe behaviour'. (command menu ~ - 8 - 3 if i remember correctly)
  4. Just make sure you install the 1.52 patch and that the drive you installed it on is defragmented.
  5. -)rStrangelove

    Where/how/when to buy ARMA2:OA?

    Not a problem with Amazon.de either. Lol - the UK import is 10 EUR cheaper than the german version - uhm... ?!?! :P
  6. -)rStrangelove

    Why are you playing BIS games?

    The free to roam islands and the feeling i'm not superman so i can die any second. :)
  7. -)rStrangelove

    BIS Forums Getting Slow?

    Wow, its ok now. Thank god :)
  8. -)rStrangelove

    BIS Forums Getting Slow?

    10 sec for a page, normal would be 2-3 secs. :P Plz dont let it die before the OA patch is out! ;)
  9. -)rStrangelove

    BIS, hire a marketing firm.

    Imo the biggest marketing booster is the scenerio depicted in a game. In simulators ppl want realistic sceneries with realistic campaigns. I know many old OPFers who are ready to jump in on the train with ArmA2:OA simply because the guerilla conflicts in an Afghanistan-like country reminds them of the news footages going on recently. If you watched one of those 'Ross Kemp in Afghanistan' DVDs, you will want to play ArmA2:OA. Sahrani / Chernarus weren't realistic enough, its that simply. BIS made a smart choice using Takistan.
  10. -)rStrangelove

    Eating and sleeping script?

    Have you thought it through? What should happen if a plr doesnt eat or sleep? What if he just eats but never sleeps? What if he gets hungry in the middle of battle? Imo if you as a mission designer force something on a player you also should give him something important in return. What does your gameplay mod provide to the player that he doesn't already have?
  11. -)rStrangelove

    ArmA II: Operation Arrowhead discussion thread

    If its not in Steam yet buy it from Amazon. Lots of videos can be found, not just 'some pics'.
  12. -)rStrangelove

    Deadfast's Translations

    Nice review, surprisingly unbiased. Well done :)
  13. -)rStrangelove

    Xbox 360 controller

    With XPadder you can set any trigger to behave as a simple button / key on keyboard. Like Warfighter1021 already mentioned.
  14. -)rStrangelove

    Different Player Faction

    You could use a replacement config to make it look like its another faction. Ok, doesnt work in case of Taliban lol, all they do is hiding in mountains and planting bombs at night -> boring gameplay. I agree though unique campaigns for unique armies would be cool, with unique mission objectives that go along in a realistic way.
  15. -)rStrangelove

    Jungle Wars: Island of Lingor

    + custom Evolution mission = EPIC
  16. What i'd love to see would not be AI skill values being used, but make AI groups use random scripted tactics. Both AI groups would use the same set of tactics, but randomly. Tactics for both teams would be traced and a winner would be recorded. It could lead to precise information whether tactics really work and/or make a difference in ArmA2 AI wars. Tactics could be: 1. Bait Group A builds (spawns) entrenched positions and sends a small group of troublemakers ahead. Those get the attention of Group B and then retreat. Entrenched Group A opens fire on advancing Group B. 2. Split & Flank Group A splits up into 3 large subgroups and tries to surround Group B. 3. Indirect radius damage A Group uses hidden spotters and mortars instead of advancing towards enemy. 4. Trapped retreat Group sets up a minefield and tries to draw the enemy into it. 5. ??? Just an idea.
  17. Mod of the year 2010 guys, this is what ArmA2 really needed. Thx so much. :)
  18. <img src="...... <img image='...... You sure about your syntax?
  19. -)rStrangelove

    Dead AI stay in Vehicle.

    Tried to lock the vehicle?
  20. -)rStrangelove

    New sound mod WIP

    Everything sounds pretty dry, no echos whatsoever. One could argue that echos in RL are dependant on the surroundings and we can't have this dynamic in A2, but i think adding just a bit wouldn't hurt much and gives a much better atmosphere.
  21. -)rStrangelove

    Island Jade Groove

    Ice, that last screenshot prooves it: this is the most creative project for A2 right now, simply awesome. Can't wait to test :) Random thoughts outa my head: - the AI isn't fast enough to challenge a human plr in a car, so what other challenges are there for COOP? - if shot upon, the plr needs to be able to retreat and repair his car somewhere, how you do that? garages? repair-shops? - if buildings are important things ingame (next to the cars) maybe a capture-and-hold gameplay would be good idea for the coop mode. important buildings (giving you repairs & fuel) are guarded by gangs and players need to work together to free them. - if fuel is an important factor here maybe script the cars in a way that they will run out of fuel pretty fast. that way players would need to capture enemy buildings rather quickly or turn back before their fuel runs out. Should make for interesting gameplay. My x cents :)
  22. Why not play poker instead? Or have shooting gallery training back at the base? I like the idea though.
  23. -)rStrangelove

    Game Logic

    I remember i put GLs into different positions in vehicles to get dead bodies out. Dead drivers could not be deleted via spawnscripts, so it was a great trick to just 'push' them out via a GL. :)
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