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Evil_Echo

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Everything posted by Evil_Echo

  1. Story of troops hauling equipment in A-stan. Ah. So what you are really complaining about was that ACE included the stock body armor from ArmA and you'd like to go into battle without any. That'll be interesting.
  2. Two things about ACE and stamina. 1. Most people forgot that in addition to your regular weapons/ammo plus ruck contents, the ACE1 stamina system also included the stock weight of your body armor, boots, helmet, etc. Which IIRC was about another 20kg. So that "whimpy" 25kg of gear was actually 45kg. Not so easy to sprint far with that. In the news recently there was story about the forces in Afghanistan having to carry similar loads - nice pic of them struggling to catch their breath and being soaked in sweat from just walking. 2. Double-check the teasers so far. No mention that ACE2 stamina system is exactly the same as ACE1. We took a hard look at what was good and what needed reworking. :)
  3. I think some here are confused about the modularity discussion. Sickboy did explain all this sometime ago if you check the thread history. Not going to go into huge detail because ACE2 is still a WIP, but the general basis of ACE2 is still a core of features that are a total conversion. The rest of our new work is merely a way to make distribution cleaner and interaction with other add-ons somewhat more friendly.
  4. Sorry if anyone thought I was being sacastic, no intent. It's just the list of weapons is changing as scubaman3D described. Hence the target list is moving about. The ACE team has been incredibly busy, coding, testing, debating features. We know you all are eager for the release, we are eager to get it out too. But ACE2 has a lot of new code and rewritten code - it all takes time to get right at the quality level we demand and you folks should expect.
  5. Evil_Echo

    ArmA v1.14 w/ACE MOD

    Have you looked at zWarfare? The author works with the ACE people, should be fully ACE compatible. Also, are you using the maxmem setting and recent nvidia drivers?
  6. Evil_Echo

    Patch 1.05 suggestions

    A simple request from the mod makers and mission creators. Function to get the inventory of unit ( such a ammo crate, vehicle stores ). Right now you can clear the list, set the list, but there is no way to get the current list of what is in a crate. something like _list = _vehicle_or_crate getInventory; where list is an array of two-element arrays [ [weapon1, count], [weapon2, count], [ammo1, count],....] Something similar for magazine pools would be appreciated too.
  7. The feedback on confusing terms is noted. Thanks Cctoide!
  8. Evil_Echo

    Nuclear Test

    Mine is the B-61 bomb. You fly into the target area and drop it yourself. Takes a bit more skill to use than a scud . Not hard once you master the basics and use the proper delivery mode. I've flattened the harbor in Elektrovodosk a number of times during testing. :D Check the teasers in the ACE2 thread for a pic of mine. It'll come out when ACE2 does. The code was written from scratch with performance a priority. But as I said earlier. Grats to anyone who can master the art of the nuke, including lucilk.
  9. Funny you mention that. There is a serious effort going on now to improve our public relations image. Totally agree. It was our fault for that, always more interesting to write code than write documentation. And not every coder is good at writing. PuFu and I did some work on getting the BI wiki entries to be better in the last couple of months before ArmA2 came out. Expect better documentation in ACE2 from day 0 and hold us to that promise. You folks are great supporters of our work and deserve the best info we can get you. Do let me know what areas you thought were thin in ACE, so I can try to do better for you in ACE2. Details help a lot here.
  10. Evil_Echo

    Nuclear Test

    No, not the same as my nuke for ACE2 - mine are B-61 bombs. Not bad though. Getting the effects not to lag is a huge deal, you are really pushing the game engine on clouds this big. There is a trade-off between awesome effects and FPS that takes a lot of tuning - so anyone who masters the art of creating a smooth-running nuke deserves hearty applause. ---------- Post added at 02:20 AM ---------- Previous post was at 02:17 AM ---------- Just make the old Genie nuclear Air-to-Air missile then. Though you should know the blast radius was nearly the same as the range. :eek: Or go with a Starship Troopers mod ( the book, not the lame movie ). Troopers had tac-nuke grenades - RPG style of course.
  11. Evil_Echo

    New patch 1.04

    Just ran a test mission under 1.04 using latest code for CBA, ACE2 and it worked just fine.
  12. If it only worked for particles. Not tried it yet, but guessing no from past experience.
  13. And your experience koroush47 in sniping IRL is...??? All I've seen from a couple of players here is complaints about how they can't camp like in some run-n-gun games. That's not sniping in the real world. Gunshots give away your location, your camo is not perfect, you are not some invisible god handing out death with impunity. While the game is not perfect, and never will be, overall it works just fine if you use good technique.
  14. The number of types of small-arms was not that large, it's the number of variants that fill up the ammo crate. Ideally you'd like to be able to take a stock M4, slap this scope on it, add a GL, maybe a AN/PEQ-2 for grins. But the ArmA game engine does not support this easily. So you make a variant for this, variant for that.... It's all about choices. In game I never use any of the CAR variants because IRL I believe FN-designed weapons are not very good. But they are out there for those that do love them and I'm not about to tell another gamer what rifle to use. The mission designer can always use custom crates if he/she thinks the selection is too broad. ACE2 is going to be a lot more friendly for other mods to interface with. So if you like ACE2 but think it's missing a weapon, create your own model for it. If you play by the rules they should work fine with ACE2.
  15. Evil_Echo

    Nuclear Bomb Pack

    Already on the way... http://forums.bistudio.com/showpost.php?p=1437620&postcount=431
  16. Thank you! I'm quite pleased how the B-61 bombs came out. It's not a port. Graphics, enhanced damage, etc are completely different. It already has very good FPS numbers, striving to make it better still. Can't count the number of test missions I've flown with these and still get a kick out of watching them go off. Being tactical weapons ( 0.3 - 5.0 kiloton ) you can find them very useful once you master the various delivery modes. Mission makers should note that they will have the tools to ensure these don't upset game balance.
  17. A good sniper uses cover and concealment. The suit is just an aid to that effort. Perhaps you have the wrong set of expectations about what snipers are. Even concealed properly, if a player is stupid enough to just camp in one spot all game the AI and human players will find you via sound and muzzle flashes. As part of the simulation, A2 encourages you to learn about proper movement in combat.
  18. Evil_Echo

    famous persons in game

    Go ahead and make a mission, make some faces too if you want.
  19. Evil_Echo

    ACE/XAM : The best

    The cake is in the oven, Old Bear. Give us time.
  20. Oh yes. Adjustable sights are lovely. The ACE2 version rocks!
  21. Evil_Echo

    ACE/XAM : The best

    Specific issues with ACE or XAM would be welcome. Saying a mod "sucks" without saying why does not help the devs at all.
  22. Let a mod do gibbing. That way you can get your jollies and I can avoid it. I saw enough body parts fly IRL long ago and don't need a reminder what that looks like. Hopefully the ratings people notice too. If you want gore you should be over 18.
  23. Evil_Echo

    Nuky nuke Alpha

    Do you have any idea how big a megaton blast is - as a fraction of the size of the ChenRuss map? Stick to tactical weapons - even the small ones are nasty enough.
  24. During a mod test on a private server one of the more naive team members decides to camp out on a ridgetop near a runway and start sniping at other players with a .50 cal. I stealth out of the airbase in the other direction and take cover on opposing ridge in the trees with a M24. And see him hiding in some shrubs right away thanks to him leaving an IR strobe running. He takes 5 shots at me and missed every time. I estimated his range at 550m, adjusted my scope's MOA offset and nailed him in one shot. Easy pickings.
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