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Everything posted by Michael_Angelo
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Any tutorials in the works for Ambient Civs & Civ Vehicles?
Michael_Angelo replied to Lincoln1stFJ's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
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. -
Ambient Civilian/Civilian Vehicles
Michael_Angelo replied to Z-Nine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I typed "this setVariable ["civilianCount",10]" in the init but nothing changed... -
Ambient Civilian/Civilian Vehicles
Michael_Angelo replied to Z-Nine's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
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! -
Brilliant work, I loved the atmosphere! Excellent island!
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We could also post on social media like blogs, digg, reddit etc.
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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?
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+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!
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Thanks!!!!
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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:
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Do things catch fire this time?
Michael_Angelo replied to punderland's topic in ARMA 2 & OA - GENERAL
There's already the "Securite Civile" mod for ArmA I , which has spreading fire. Although it spreads reaaaally slow, even in 4X speed. -
ArmA II release date discussion thread
Michael_Angelo replied to Misfit Leader's topic in ARMA 2 & OA - GENERAL
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!! -
"Wild animals that roam the atmospheric forests".
Michael_Angelo replied to Creation's topic in ARMA 2 & OA - GENERAL
http://www.cracked.com/article_17112_7-insane-military-attempts-weaponize-animals.html -
"Wild animals that roam the atmospheric forests".
Michael_Angelo replied to Creation's topic in ARMA 2 & OA - GENERAL
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. -
"Wild animals that roam the atmospheric forests".
Michael_Angelo replied to Creation's topic in ARMA 2 & OA - GENERAL
Maybe FARMA II wasn't such a bad idea after all!!!! :j: -
A.C.E. Advanced Combat Environment Public Release!
Michael_Angelo replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
I guess we found a new feature for the next update: "coup de grace" -
A.C.E. Advanced Combat Environment Public Release!
Michael_Angelo replied to sickboy's topic in ARMA - ADDONS & MODS: COMPLETE
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... -
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...
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At last!!:bounce3:
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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!!
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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:
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I'm under the impression that we have the same requirement: Realism!
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What's the first thing you are going to do when you get ArmA 2?
Michael_Angelo replied to L!nk07's topic in ARMA 2 & OA - GENERAL
I'll get in the editor and start testing every weapon and vehicle -
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.
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I guess they could make it optional. After all i'm under the impression that most new machines can handle ArmA's graphics engine...
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Would it be possible to have the scope view without the black borders around it? :j: Something like this i suppose: