Jump to content

Michael_Angelo

Member
  • Content Count

    25
  • Joined

  • Last visited

  • Medals

Everything posted by Michael_Angelo

  1. How did you manage to do this? With the default Civ Module & Civ Vehicles Module I barely find 1-2 civilians per village and they do absolutely nothing. The weird thing is that the large cities are completely empty, no civilians at all.
  2. I typed "this setVariable ["civilianCount",10]" in the init but nothing changed...
  3. Did anyone find out what command should be added in the init field of the Ambient Civilian Module in order to increase the population? I checked the Wiki about ALICE but i can't make much of it, since i'm no expert in editing. I'd appreciate some help too. Thanks!
  4. Michael_Angelo

    Valhalla Mod - WIP

    Brilliant work, I loved the atmosphere! Excellent island!
  5. Michael_Angelo

    ArmA2 needs to be advertised!

    We could also post on social media like blogs, digg, reddit etc.
  6. Michael_Angelo

    New ArmA II Pictures!

    How will it be possible to generate the same terrain for every client in multiplayer? Would it be also possible to use this dynamic terrain function to create random islands which could then be re-created for everyone with some kind of "code" inserted in the editor?
  7. Michael_Angelo

    Keyword: Modular

    +1 from me! Then the modders could just create the accesories instead of an entire weapon. And I would also like to be able to add or remove these accessories during the game!
  8. Michael_Angelo

    ACE Mod on Arma 2?

    Thanks!!!!
  9. Michael_Angelo

    Arma 2 music rocks

    Let's stick to the classics: Ride of the Valkyries during a helicopter assault... :bounce3: Hmmm, I wonder if anyone's thought about that before... :j:
  10. Michael_Angelo

    Do things catch fire this time?

    There's already the "Securite Civile" mod for ArmA I , which has spreading fire. Although it spreads reaaaally slow, even in 4X speed.
  11. Michael_Angelo

    ArmA II release date discussion thread

    June 26th?? Well... At least i'll have time to focus on my university exams! Thank you BIS ,for caring so much about my education!!
  12. Michael_Angelo

    "Wild animals that roam the atmospheric forests".

    http://www.cracked.com/article_17112_7-insane-military-attempts-weaponize-animals.html
  13. Michael_Angelo

    "Wild animals that roam the atmospheric forests".

    IMO a quite simple AI behaviour, e.g. for animals like rabbits or deers, would be for them to keep a minimum distance off a man. Whenever the player is detected, much like the enemies detect him (by hearing or seeing), that would make them run away until they are, 50/100m away. Or at least out of visual contact. When there's no one around, they could just roam in a predefined area, for example within a forest's borders.
  14. Michael_Angelo

    "Wild animals that roam the atmospheric forests".

    Maybe FARMA II wasn't such a bad idea after all!!!! :j:
  15. I guess we found a new feature for the next update: "coup de grace"
  16. The AI is so hard to kill now, that i wish i could use a wooden stick and/or silver bullets, just to make sure they stay dead...
  17. Michael_Angelo

    Interface discussion

    I read somewhere in one of those new previews, that there will be -at last- a 3d editor. Is this true? Will we be able to place objects and save the mission, while in 3d? *EDIT* Also, would it be possible to add a show/hide button for every side? For example, i've been planning a mission on ACE Skye island, where there are many civilian cars roaming the roads, and their waypoints, including the cars themselves, clutter the screen, making it harder to see the blufor/opfor waypoints. So i guess an option to hide "civilian" side from the editor (or any other side) would be interesting...
  18. Michael_Angelo

    Transitions (Ugh)

    At last!!:bounce3:
  19. Michael_Angelo

    Harder to hit enemies?

    Zigzagging is not such a good idea. When you run for cover, you need to get there as fast as possible. Doing zig zags will just keep you exposed for longer. Rolling isn't so realistic either, it's almost impossible when you're carrying an army backpack, grenades and magazines on your belt etc. I'm totally for leaning, sidestepping (the latter is already implemented, as i've seen in videos) and supressive fire. I think the important thing is taking cover. In Arma, AI would just kneel or lay down and start looking for you. No movement, no cover, no conceilment. Even throwing a grenade at them wouldn't make them move. Especially the team leader, he just stays on the same spot, issuing orders and observing. And for god's sake, make them use smoke grenades and flares!!
  20. Michael_Angelo

    Amphibious Assault Ship

    I noticed that there will be an A.A.S. in ArmaII. Will the player be free to walk on it while it's moving? And by the way, does this open the road for vehicles that will allow the player to shoot his own weapon while in them? :j:
  21. Michael_Angelo

    Amphibious Assault Ship

    I'm under the impression that we have the same requirement: Realism!
  22. I'll get in the editor and start testing every weapon and vehicle
  23. Michael_Angelo

    Amphibious Assault Ship

    What's the point in having a carrier that doesn't move? Isn't this the whole point?? AFAIK moving and shooting in vehicles is something that has been constantly requested since OFP. I know that BIS is keeping this feature for VBS, but there would be an even greater profit margin for them, if they added small details like this in ArmA.
  24. Michael_Angelo

    Interface discussion

    I guess they could make it optional. After all i'm under the impression that most new machines can handle ArmA's graphics engine...
  25. Michael_Angelo

    Interface discussion

    Would it be possible to have the scope view without the black borders around it? :j: Something like this i suppose:
×