choco
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Six updater, ruining everything.
choco replied to Fintroll's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
My issue with the updater isn't the functionality, once you have it set up properly it's great, my issue is the web interface, it's very poorly laid out and there are a LOT of options presented to the player, most of them completely unneeded, but a first time user won't know this and think everything needs to be filled out or selected in some way before they can download anything, It's almost impossible to install a new mod with six-updater without a very detailed guide. -
Motorcycle sound looping. Strange sound..
choco replied to zeep's topic in ARMA 2 & OA - TROUBLESHOOTING
I get this as well, I can also confirm that the sound plays over the normal revving noises when you're going at max speed on the bike, initially I thought it was just changing gears and the maximum "normal" speed for the bike was right on the threshold for the gear change, but it's still present during the buildup to and peak of the "fast" max speed as well. -
The OP should try some user-made custom missions, a lot of these are done in the old OFP style, improvements to the AI, especially in combat, mean that great missions can be produced with very little effort from the mission maker, this also means that missions aren't bogged down by excessive scripting either so they run like a dream, even with large numbers of AI.
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I got this idea playing swat 4, basicly using the spacebar(or some other key), you can issue context sensetive commands based on what you're aiming at, so say if you had your binocs pointed at an enemy soldier, taping spacebar would issue a soldier from your squad to target him, aiming at a tank would obviously select an AT gunner, aiming at the ground would tell a soldier to move there, or if you have your squad organised into teams then a team would be told to move there, aiming at a door would order your troops to clear the building that door belongs to and...well you get the picture. i really think this would add to the gameplay as you'd be able to get orders issued faster and less men killed in the process, as well as giving yourself some time to move around and do other things (like fighting)
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it'd be nice if we could set up our formations as tight (for close combat) and loose (for ranged combat) to better benefit the squad in whatever situation they should be in also...i had an idea for a fully functional chain of command system, but it would take a lot of work from the devs, basicly the ranks range from private to general, and each rank can only directly command the rank under him who do the same till we get to the squads who actually do the fighting, so basicly the Major tells the 4 guys below him he wants that town secure, they in turn tell tell the squad leaders to attack the town in a sort of vee formation, and the 4 squad leaders tell the fire time leaders...well....you get the idea, anyways in the mission editor we could set up objective triggers with priority levels, so the ai general would focus sending more men to that particular objective, and similar to the coin dynamic campaign we could attach units to squads as "support units" who would come to the aid of the squad when commanded and reinforcement units who would be brought in by choppers and boats to the main base when heavy losses occur, and the amount of reinforcements you get depends on how the campaign is going, anyways the what i imagine, is one gigantic, epic battle for this island taking place in real time, with the player able to do whatever he pleases, but also, smaller, special ops style missions could be made and supporting units could be called in without the need of any scripting whatsoever, anyways, just an idea