Bandito
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10 GoodAbout Bandito
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Pot, meet kettle. You could stand to shoot your mouth off a little less, yourself, if you're going to be that hostile about someone's differing opinion. How unfortunate that's all it takes to set you off. Do you froth at the mouth during PC vs Mac debates too? If you're the one that'll happily hand over yet more cash after paying 2 full retail installments for 1 finished retail game and 1 expansion pack after beta testing it for 8-9 months, who is really the clueless one? If there is good to be seen in the principle of paying for DLC, then I'm not seeing it. If anyone cares to enlighten me without being emo or a smartass about it, I will be more than happy to listen to them.
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I refuse to pay for something that's developed in stride with the retail product, but held back for release. It's so unethical and I'm surprised BI is even considering it. What's next, acquired by EA? How disrespectful to the mod community and fans! I would rather donate to the ACE 2 Dev team than pay for some repurposed models/textures.
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Giving ArmA 2 another shot.. really wanna like it :(
Bandito replied to Azamato's topic in ARMA 2 & OA - GENERAL
To elaborate on CarlGustaffa's post above, I also found the ACE 2 Features page to be pretty useful (though more geared towards devs and testers). Unfortunately, if you're mainly interested in singleplayer, I'm not sure if ACE 2 is going to be all you're hoping for. It'd be like putting a V12 in a Volkswagen Golf and sticking to first gear. :) -
Voice acting used to be unimportant to me until I got 6 friends to play the ArmA 2 demo in the hopes they would pick up the retail game. Hearing the voice acting in 'Trial by Fire' gave them such a bad impression that only one of them ended up buying it. Voice acting is a very costly, laborious and frustrating part of any production process- probably better to leave it out entirely instead of doing it half-assed.
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Reminds me of Captain America from Generation: Kill. "FOLLOW MY TRACERS!"
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F2k Sel I have the exact same issue as you and found it so frustrating when I needed to alt-tab and copy scripts etc. My solution was to run ArmA 2 in -windowed mode at the same resolution as my desktop (minus the 30px for the taskbar). To be sure, I set all the properties in ArmA 2 video settings, then edited the command line to specify my width/height. Seamless alt-tabbing between A2 and other applications, and I barely notice the menu and task bars. Further to rstratton's suggestion, the alt-tab issue seems to be focus-related and I have found that clicking in the window immediately after alt-tabbing sometimes 'forced' the alt-tab through. Good luck.
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If you check out Warfare BE (Benny Edition), in Parameters during setup, there are 3 different victory conditions: Annihilation, Assassination, Supremacy (Total destruction, Destroy MHQ Only, Destroy all factories) Then again, it really depends what server you're playing on, but at the very least there are some options for you.
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Suggestions on Improvements for Arma 2
Bandito replied to mak1264's topic in ARMA 2 & OA - BETA PATCH TESTING
No food fetishes here on the BIS forums! No, sir! -
Request: Alternative vegetation detail
Bandito replied to GLeek's topic in ARMA 2 & OA - SUGGESTIONS
I remember using Kegetys' Lowplants for ArmA, really helped my framerate (especially on North Sahrani). I think it replaced all vegetation with low shader detail variants that were unaffected by all other graphics settings. If something like that were made for ArmA II I'd definitely check it out! -
HD Video - Steam Catapult for LHD
Bandito replied to Raddik's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Nothing bothers me more than seeing asshat comments towards a promising modder. I don't care what size boat the steam catapult gets used on... Your mod is going to kick ass regardless. Can't wait to try it. -
Hey Doomguy, I've been wanting to thank you for days, but had to wait while the forums were down. Game logic placed, init string entered, Mando Missiles successfully disabled! Looks like I've shot myself in the foot with some dependencies, though, and I may have to do one or two more things. To be honest, with ArmA II on the horizon I'm seriously questioning the worth of my efforts... But if this editing knowledge carries over to A2 editing it can't hurt, can it? I hate to ask more questions (kinda feel like I'm pushing my luck) but if you don't mind and have the time... Here are a couple of consequences as a result of diabling Mando: 1) AH-64 and AH-1Z spawn without Hellfires/TOW (I assume this involves editing loadouts or possibly replacing ACE AH-1Z with vanilla in the Aircraft Factory-purchase config). 2) Pilot can only access FFARs, tried rearming but still no guided missiles available via standard 'F' switch weapon. Manual Fire is re-enabled though. 3) Gunner only has access to cannon. I've poked around the ACE folder and have found ace_sys_targeting etc. and am pleased that it looks like I can keep the stuff I like, such as Autorotation and Rear Rotor damage, but I just wonder what additional init strings to enter... ACE_SYS_TARGETING_MANDO_ENABLED = false ? It's the _MANDO_ part that I'm not sure about as it's slightly different than the addon/pbo name. As an experiment (to see about Gunner logic) I tried ACE_SYS_AIRFCS_ENABLED = false but it looks like that turned off AI pilots too... So I'm off to a start with the help you've already given me. Hah, I should probably just count my blessings and be happy with what I have until ArmA II... But I'm really enjoying digging deeper into the missions with what I'm learning. Can really see myself getting into it. (this deserved a dancing banana, I think) Cheers,
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Not sure if this one's for DoomGuy specifically or the A.C.EMod Dev team. My apologies if this has been posted before, but I have tried a couple of options based on researching previous threads with no success. My objective is to modify Warface 1.18a to make a 'newbie version' for my comically inept squad. We loved vanilla Warfare (especially Matt Rochelle's N&S 32), A.C.E 1.08 and now play Warface every night. I've changed various configs to upgrade default loadouts, enable artillery, save a night version etc. and have even backed up and modified our ace_sys_stamina.pbos to disable blackout. However, I can't seem to disable Mando Missiles when I change mando_missile_init = false; in mando_missileinit.sqf. We rarely share helos and would prefer to use the vanilla tab-targeting method, with all due respect to the creators of that addon. We're noobs. From what I've read, I need to crack open the mission itself and search for the Mando Missile Game Logic and switch it off there too. There are so many triggers and logics scattered around the map I can't seem to find it! Down in the island San Tomas would have been my guess, as I can see a bunch hiding down there... But it's not there. Has anyone succeeded in disabling Mando Missiles yet retaining all the other features in a situation such as co-operative Warfare? If so, would you kindly share the process with me? My best source of info was this thread but many of the reference links have moved. Thanks for your time.
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Those guys have been doing this for a lot longer than I have; I'd take their word over mine, to be honest.
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Hi Stilton, I think that stuff can be added to your arma.cfg file which the client should initialise on startup. You can check the 3rd-4th section down from this post and see if it will apply to LAN as well as Internet games? Hope it helps: http://forums.bistudio.com/showthread.php?t=58761&highlight=bandwidth+settings I guess you'd have to manually calculate the bandwidth and append it to your arma.cfg. Good luck!
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Getting Queen's Gambit campaign to run?
Bandito replied to mickolakis's topic in ARMA - TROUBLESHOOTING
A friend of mine had that problem, too... He patched to 1.14 and it magically went away. Really not sure what caused it, we verified his command line had -mod=DBE1; and everything just like you did. Good luck.