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andersson

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Posts posted by andersson


  1. That said keep this tread alive. As bis don't deserve to get off that lightly. Considering they have purposely ignored this tread.

    They haven't ignored it. Dwarden did comment and we are waiting for a more indepth explanation from him.

    http://forums.bistudio.com/showthread.php?183119-Bohemia-Interactive-please-comment-on-whats-hindering-you-to-introduce-Ponds-to-Arma3&p=2783972&viewfull=1#post2783972


  2. I stopped playing. Call me strange but I own a trackir and there is no way I'm playing without it as I'm used to it since armed assault. The problem though is I'm used to 100% free floating box since OFP (2001) and the combo with trackir is bugged in A3, so it feel so wrong and strange for me I just dont like playing. And as A3 is so much better I cant go back to A2.

    So I guess the upside is I have time for other things. Still read the forums as I follow the development and mods hoping to play some day when BIS has fixed that known bug. If I knew BIS will never fix that I could uninstall, stop reading and move on.

    Maybe I am strange but it annoys me so much I cant enjoy the game.


  3. Yeah, I know that trick - but the illusion only works if there isn't any indep involved in the mission (wich introduces another limit for mission makers).

    Edit : Not to mention that such a group would still be unable to engage other indep groups...

    If you have 6 identical blufor groups and define two as opfor and 2 as independent you will never know who is fighting who until they open fire.

    edit: not saying the system cant/shouldnt be improved, just making sure you know some basic things that can create your illusion of random warfare. Most users are unaware that any unit or group can be fighting anyone regardless of visible side or faction without fancy scripting. With scripts nothing is impossible.


  4. I would go even further than Danny96 : I've always been trying, for various SP missions, to have "renegade" groups : people shooting on anybody that is not in their group - no matter the Sides or Factions.

    (Just like a posse of bandits or outlaws.)

    Right now you can create renegade units, but it is impossible to achieve that on a group.

    The addition of ratings applied to groups and group relations scripts would allow mission makers to work around pretty much all Side/faction related limitations.

    It's very easy to achieve that. There is a choice in the editor if you want independent to be friendly to all, enemy to blufor or opfor or enemy to all.

    So : Blufor and Opfor fights, then you add independent groups and put them as unfriendly to all. If you want defined blufor or opfor units/groups to fight as independent put an independent groupleader to that group with probablitity 0. Voila.


  5. Its not about what skin you have as the enemy or how many different enemy types you have. I mean for the story part, there is no black and white . you cant fight always between 2 big nations (bluefor/opfor). sometimes 1 nation keep it clam and just sit and wait and the other faction have their own problems in their own territoy or between the 2 territories. Against a big warloard that got support and now turn against both nations, terror or religon reason or whatever what the poor devils brings up against a big nation. With vanilla ok but their generic content is nothing against your realistic and believable stuff. No LockOn autoaim AT weapons, more of antiquate weapons, longer firefights.

    The story part and how sides will react to each other are fully in the hands of the mission makers.


  6. You don't even need that. To switch a unit or group to a different side, in the editor, make a unit of that side (like, create a CSAT solider and make it Colonel), set it as the group/unit leader, and set its probability to 0 percent. You won't see him in the mission, but his subordinates are now on his side.

    Yes as I said, "in the mission editor or by editing the mission.sqm" ;)


  7. What he is asking if it's possible to have the units in one pack and the islands in another? The islands are already separated (thank you) but I agree it would be convenient to have all the units and compability in a separate download. That way we can play with only the islands and with the whole shabang without downloading the islands two times and have them in different modfolders. Today its SA or TP.

    As I have TP and would like to play with SA I have to DL the islands one more time, instead of just DL the units. And even when I have DLd SA I would like to have the choice of only use the islands. Is that possible today without duplicates? I guess I/we can put the islands manually in another modfolder of our own choosing so it's not a big deal for me personally. But for many users it would be more convenient with splitting the two completely and maybe even easier for you to maintaine?

    Just questions and no demands, if you understand what I'm trying to say :)


  8. Very happy that you like it, guys! :)

    Btw, while searching for new reverbs I came across this video:

    A perfect demonstration of why there isn't "the" sound of a gun. Most people only hear them in videos and this video shows how different one gun can sound through different microphones and other variables.

    Btw: I've also finished the Katiba and MK200 soundsets today :)

    Very good! In addition to this all our gaming rigs are different. Different soundcards, drivers and headphones/speakers. When I was working with MarkXIII on the HiFi mod I used 3 different setups to check the sounds. My rig with good head phones, my server with the same headphones and a laptop with and without different headphones. MarkXIII himself used loud speakers with a sub, not sure about Yokhanans setup.

    It was very obvious why discussions about sounds always pop up. I compare the sounds I hear ingame to what I hear in RL ( I do shoot and have shot different guns over the years), and the skill of the sound creator is to use a good base sound and then add what the microphones cant pick up and in a sensible way add the experience/feeling of shooting a gun. This is very tricky, and in a way hopeless as it will differ for people anyway. That's why MarkXIII came up with the modular system so people could pick what they liked as there is no definitive right or wrong sound.

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