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That guy

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Everything posted by That guy

  1. That guy

    Experience from other games

    with increased weapon sway you at least know you are not going to hit your target with a larger cone of fire, you aim dead center and miss every time what is fighting the game more there, eh? what is more frustrating?
  2. That guy

    Insurgency (based off PR)

    In my opinion this mission is by far superior to evolution or domination (one team) blends teamwork (limited but not unlockable kits) realism and fun all in one nice package plus i dislike games where every one is using different types of small arms (SCAR, m14,m4 m16 ect). i like how you choose weapon type at the beginning of the match. really superb just wish some public servers had it loaded
  3. That guy

    Wonder how many really play this game.

    i am usually delegated to SP. mostly because i hate Evo and most other servers running decent missions wont let me join (PW, addon confilct, or they just kick me for no reason), or have a ping of 6 months :D
  4. marek and ivan (in their respective interviews around GC08) said that if a model is made properly, it can be dragged and dropped, or just needs new shader layers or something (and probably just some config tweaking for weapons, and vehicle crews and such). marek also said the best way to learn to mod for Arma II is to mod for arma 1 just look up the GC08 vids on youtube or the interview with ivan bucha
  5. That guy

    Sniper Rifle Adjustment (distance)

    You are still confusing the "sniper" with the "designated marksmen". in Arma most "snipers" are just marksmen. there is a doctrinal difference between a scout/sniper team in the US army and say a rifleman with an SVD in an infantry squad in the Russian army. in the real world most sniper missions are information based. "sit here, and watch that area for the next 1-2 days" of course it is heavily depended on the current mission. in the case of arma, it is quite hard to properly portray the snipers role on the battlefield as far as sight adjustment goes, yeah that would be very nice to not have to wait for ACE to come out, but it seems unlikely that it will, as im sure BIS would have pointed it out on the weapons page
  6. That guy

    Keep Weapon's After Swimming

    firstly: there are no navy seals in arma II :p secondly what is being show is something that in the US army is called "combat water survival training". of course i'm sure the USMC has much higher water requirements than the army, but still basically you ditch your gear. it is impossible to stay afloat with out flotation aids in full gear (or hellishly strong swimming). an IBA/IOTV/MTV is very heavy, in addition to all the other crap a typical soldier or marine carries (weapon, mags, water, helmet, boots etc) would make staying afloat impossible. that is also why the IOTV has a quick release strap of course since ArmA1 and most likly 2 will not model weight to gear they need to do something. a better solution would be to have gear ditching tied to the action menu, and some feedback from your character indicating he is getting to tired to keep his head above water. for game purposes all people should be able to swim by default without having to worry about gear loss, but as they swim they get more tired and risk drowning (yes, AND dieing). and it would also mean that the game needs to get the transition between swimming and standing better. I'm sure you have all had the experience where you remain swimming in knee high water and only start walking again once your face is embedded in the beach the reason the action menu is a better idea is, it give the player imput into when or IF gear is lost and solves the issue of "LOLWTFBBQ"
  7. man, why is it so hard to get good audio recording of this game? not one vid we have seen has had consistent sound quality maybe i am living in some fairly land, but it was my understanding that sound is easy to capture using a recording software like fraps. infact, does it require ANY human imput to make the sound come through well? egads.... :p
  8. even in ArmA 1 there were good "idel animations". unfortunately they were script only and not natural. what BIS needs to do is just integrate the current anims to the normal routine. especially now that the engine can handle more than one anim at a time
  9. I am curious of what that new 505 press release on armaholic will bring to the table (news, new screens, vids maybe?). hopefully the devs answer the question that the PR guy asks :p though it does seem a bit odd that they did it on armaholic rather than here
  10. That guy

    Arma 2 Expansions/DLC

    reguarding the size of islands, i would personally like to see a large flat ish landmass for larger scaled armored combat. most of sahrani would be classified as "restricted" or "severely restricted" for wheeled and tracked vehicles :p thankfully it seems there is plenty of open areas in chernarus for armor to maneuver properly as far as future expansions, i think BIS is setting them selves up for one: that is from the Rus faction page at arma2.com. i remember along time ago someone on this forum suggested a Rus campaign that followed the exploits of a specnaz team, "team Vodka" i think that would be awesome :D like a prequil campaign
  11. you do make a very good point. i think it would be interesting o see who has more power, peter (or any publisher) or BIS/IDEA. since BIS has the multipublisher deal again i could easily see them having more power in an agreement/contract negotiation. in this case peter games (or who ever is the german publisher) says "we are releasing ArmA II in a week!" and BIS/IDEA puts its foot down and say "no, you arnt" but then again, what do i know?
  12. That guy

    ArmA II: The Factions (Forces)

    BIS needs to have a one size fits all ranking system for 5 factions. i really doubt that the CDF or NAPA use the American army's ranking system. Or the Russians for that matter. the ranks are wrong for EVERY ONE. quite fair, no? that SSG emblem is just there to tell you that he is a "leader" unit. nothing more
  13. in the interview with Ivan Butcha all those months ago he stated that it was their (BIS) dream to have the terrain and foliage dynamically change with the time of year. hopefully one day they can realize that. then it will be awesome
  14. That guy

    New ArmA II Pictures!

    chernarus is certainly a beautiful country. its a shame we have to spill blood there :p
  15. Hello I am trying to make a small COOP mission on klurs island for the purposes of slaughtering the undead, however, i have run into a couple small problems that have got me hung up. i hope some of you guys can help me out. as i note I have NO programming abilities, the extent of my knowledge is adding variables and tweaking things, which i figured out fro a little trial and error :( As a base i am using a lot of scripts out of the QUARANTINE mission (thanks to whom ever made that mission) hang up number one: i have tweaked the boxArm.sqs from Q to get rid of the random placement in buildings. the script works fine for the ammo boxes however i would like to extend that functionality to people, specifically the zombies (add random bits of gear). this is what the script looks like: ? !isServer: exit ~random 30 _Weapons=(left out to save space) _ammo=(left out to save space) _box=_this select 0 _stagtime=boxarmtime boxarmtime=boxarmtime+10 #start ~0.5 ~_stagtime _box setdir random 360; _ranselect= round random 9 ~1 randomam= _ammo select _ranselect randomwep=_Weapons select _ranselect _box addmagazinecargo [randomam,random 4];box addweaponcargo [randomwep,1]; box=_box publicVariable "box" publicVariable "randomam" publicVariable "randomwep" exit i have tried removing the lines related to weapons (as i dont want the Z to have them), but no gear spawns. do i have to rename the variable from "box" to "man" or something? also having to do with the above script, i would like to drastically lower the probability of a weapon spawning in the crates. i changed the [randomwep] from 1 to .5, but that seemed to stop weapons from spawning at all (or it wrk WAY to well) another problem i am having is with syntax. i am also using the FLARERED (medkits) scripts from Q i add: this addaction [""Use Medkit"",""healaction.sqs""] to the player units but i get an error. i copied this directly from the mission.sqm from Q so i am not sure what is missing. arma tells me i am missing a "]" . i have tryed moving some stuff around, and adding things like "exec" but nothing is catching my final hurtle is not such a big problem (haven't even reached this stage yet). its more of a future question for the mission players will be stranded in the north of klurs with out a map (ACE). they need to find one so that they can return to safety in the south (they find it on a Z or in a crate somewhere). i want the mission to update once they have found the map. the editing guide does not exactly say how to go about doing this. at least not directly enough for me to figure it out :o thanks for your help
  16. i have been trying to figure out the classname for the ACE buckshot ammo for the M1014. shotguns are not listed in the classname PDF thanks alot
  17. well comparing the NVGs from the press edition, and the recent footage from Dyslexi's vids, i think it is safe to say the NV is improved some, and is shiny cow proof ;) but honestly i dont think the cows are terribly important
  18. That guy

    Random gear on men

    thank you very much Celery! it works well! now i just need to get; __this addaction [""Use Medkit"",""healaction.sqs""] to work and i am golden
  19. That guy

    Arma 2 appearing at E3?

    hopefully we soon see what BIS north American spokesmen is made of! at E3 of course
  20. it is all those variables that you guys just listed that makes doing such things dynamically so hard
  21. i wish we could see displays like that here in the US edit: now that i think about it, that box art looks totally inappropriate for selling the game in a non-us country... the grizzly marine, machinegun, and a huge American flag waving in the background... that flag there makes it look taky... i personally just dont like that over masculine and in your face style box art. if i did not know what it was, i would probably just pass it by i would prefer something more subtle like some of the place holder box art that some websites had before any official art was released. a simple black back ground with a big red or silver ArmA II logo in the center. people look and think, "huh, what is this?" and pick it up. or maybe i just dont understand you Germans :p
  22. the pics are old. the article its self might not be nonethe less, i think those pics are awesome
  23. That guy

    Player representing USMC

    the dynamic conversations with civilians. when you ask "hows the weather?" will those words have some sounds associated with them, or will they only have the subtitles. i am just wondering how much voice acting there will be example: you are average joe marine, you walk up to a CDF soldier you: hey whats up? CDF:LKJHDS? KJHUH? ( you: uh.. right will the CDF guy actually say something in cherorussian (audio) with no subs, or just get a garbled response like i showed representing not understanding the language, in the subs
  24. the AI ROF is all wonky in ArmA1. at long range thy use MGs like bolt action rifles, wile at close range ARs are use like machine guns it urks me that AIs will expend an entire magazine into a single enemy at close range before he even hits the ground. but, i guess that just has to do with AI only detecting "Death" after the anim has finished. i wish the AI would use double tap or controlled pairs at close range rather than full auto or burst. it would be useful to conserve ammo, as it is very difficult to get through even basic missions in Arma with AI with out having to constantly re-arm them but then again, it would also be cool if the professional soldiers in the US and Russian armies would use controlled accurate single fire for rifles (and short 6-9 round burst for MG), and the untrained CDF ChKZ and NAPA just layed down on the trigger for wild auto fire. but that's probably a bit too hard to do
  25. That guy

    Player representing USMC

    I wonder how much voice acting there will be in game. obviously there will be the main story voice acting, but what about the dynamic conversations? I wonder if those will only be subbed (or ????? for unknown language), if it will be more pasted together audio like current arma 1 radio, or if (like we sort of heard in one of the arma 2 preview vids) a voice synthesizer like microsoft sam :p
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