acog99
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Medals
Everything posted by acog99
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A few days ago, I had clicked on a link to a arma video at youtube, and in the side scroll area, I just picked one at random. It was a nicely done movie no doubt, but what I saw really struck me as something missing..I saw a infantry dragging a wounded infantry into a building while under fire. The wounded man was sitting kind of slouched over and the "helper" had a fist near his neck and was ooching him inside. Did I dream this? Is it possible and I am not aware of it? Now on to what I was thinking about. With the release of Spectres Real M203 addon/mod, I was thinking about the same thing, but for the medic. IMO medics got the shaft with just simple healing. (I think what I have in mind would require a advanced damage and bleeding system in place to work, not sure) Medics could carry say, seven 30 round mags, maybe 1 or 2 M67's, but here is where the fun starts..They also carry 3-5 bags of IV solution, trama kits, morphine etc. All the goodies I know they carry in those packs. When a player was wounded, the medic gets close and a script tells him to "examine extent of injuries" so he does...time passes and the script pops up and says (depending on damage and location) "Bullet wound to left thigh, clean exit." The medic then has to pick which part of his kit will will help most; administer IV drip, give pain killers etc etc. And then the medic stays with the wounded until a air medivac can be called in, or IFV/AFV's can arrive for medivac via ground. It's a temp fix in combat, and the wounded soldier may fight on, but prolonged exposure to the stress and rigors of combat may excite his injuries to a state that the medic cannot deal with, and he dies. After treatment has been administered, the effects are not forever lasting. They are only a temporary bandaid until a Medical Stryker can arrive with its more advanced facilities. If the unit does not evac their wounded friend, he is sure to die. Now, (sorry, this is longer then I had expected it to be) is any of this doable now that the tools have been given to us, and if so, would it work well? (in theory at least)
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Wonderful! It's already been dreamed up, but I have not heard of ACE releasing anything? Didn't I hear of them disbanding or some such?
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Common soldier could have "combat lifesaver skills" and do some minor, very minor things. But a medic could start a IV drip, which helps in blood loss, to keep the players screen from shaking like mad from "pain" morphine is used. (overdo it and he dies from overdose, or you simply lower his systolic to low and he dies)
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I would like to place single, individual opfor on rooftops, prone so they can harass road intersections, etc. I was planning on using snipers and machinegunners. Here is my problem. When I plant them on the roof, they wiggle around and fall off. Or they try and maneuver and fall off the roof. Is there a init/script that will lock them in the prone position, and to stay on the rooftop NOT moving more then 90 degress. And sometimes, they appear INSIDE the building and not on the roof at all. I am totally stumped! Help me please =)
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Wonderful! Thank you very much! =)
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That's being fixed, this evening. =)
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Quoth the Raven...Point Magnet!
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I list these in no certain order. I base this off a family friend who served two combat tours in Iraq, and ended up giving his life. But I digress. On to my suggestions. 1. I find the Hummers in game to be quite sluggish when off road. I have on many a weekend, ran the guts out of many H1's that were "DRMO" hand-me-downs, and they would scoot over flat ground off road. Can this be fixed via addon? 2. I also find that the current Hummers are not very resistant to small arms fire. Is it possible to use the same model but call it the up-armor hummer (M988/M1114 Up-Armored Hummer) and beef is small arms resistance up a notch? I refer you to the following information and images: http://www.globalsecurity.org/military/systems/ground/hmmwvua.htm It's used widely in theater as of now. 3. Hummer turrets arent powered as far as I know, can the whine noise be removed out, and the degrees per second be increased by, say, 40%? 4. M203 needs a smoke round. The current round could be used, remove its lethality, keep its range as is, but add green/red smoke effects, upon impact. M203 also needs HE/DP (M433) round for dealing with light armor and vehicles. "High-explosive dual purpose (HEDP) round. This round has an olive drab aluminum skirt with a steel cup attached, white markings, and a gold ogive; it penetrates at least 5 cm (2 inches) when fired straight at steel armor. It arms between 14 and 27 meters, and it causes casualties within a 5-meter radius" After talking with several career Army grenadiers, the M203 should be a serious threat to a BDRM and a BMP-2. My research shows a BMP (swimable kind) to have 33mm of armor at its thickest point, frontal iirc. That if my math is correct comes out to 1.29 inches thick. Which leaves it open to threat from M203 or multiple M203 equiped soldiers. (BDRM2 having only 10mm of armor at its thickest point, which the M203 M433 HEDP should eat for breakfast) It should not fireball the above examples, it should however wound and or kill the infantry in a bmp, and its crew, and in a bdrm it should do the same to a worse extent. Any hits in engines should stop these vehicles in their tracks. 5. Is it possible to skin the UH-60's and MH-6's? I assume that may already be in the works by someone. Sorry for the length of the post. =) Playing as Todd on Evo servers.
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I am not sure what this mean. After work today I tried to join a few of the regular Evo servers that I like, and was greated with a game notice, a popup if you prefer, telling me to remove ModWarSound, Johnnies Marpat Marines, and my SLA troop textures not to mention McNools desert stuff. It stated these addons were not signed and hence no playing with them until they are signed. What does this mean, aside from the fact they have to be removed prior to playing. (Vanilla is going to suck)
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Modfolders, if I am understanding you right, I have @modwarsound folder, a @JOH_Marines ones and a @McNools ones, plus the SLA also. But as per these addons readme's I had to place pbo's in the addons folder (arma root) for these mods to work via the command line shortcut method. Unless I'm wrong. I could see the "logic" in cheating in a player vs player enviroment, win at all costs, but cheat against the AI?
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Good thing you're not in charge then huh.
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If I had the slighest clue what it all meant, I would. Haha. =)
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Wonderful! Now could you explain where I would find these entries at, and how it effects, if at all, MP? And could I put them in a addon folder so its switchable for ease of use? As for the M203, I fear that is beyond editing a few lines, (assuming here) and would require a qualified addon maker to undertake it. (yes that's a veiled attempt to find someone to help me haha) Much Thanks.