Richard Bruce Cheney
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Posts posted by Richard Bruce Cheney
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Thanks, oktane, that is exactly what I needed!
What does that ["d_pas", player, -2] call XSendNetStartScriptServer; command do anyway? It looked like it adjusted the score for netplay. Or am I way off base with this?
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Xeno - First of all, thanks for this kickass mission. I play single-player with this - a one man army [with AI] to conquer the island! Days of fun per session.
I am modding this a bit to help a single chump accomplish this task, and I cannot understand how to subtract from the player's score.
I use this to subtract 2 points and it doesn't work. Please let me know the correct syntax.
["d_pas", player, -2] call XSendNetStartScriptServer;
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Just delete the config.cpp and create a new textfile called config.cpp with the code that killswitch provided. Worked like a charm and now there is some great ambient chatter again! Awesome!
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WOW! Looking forward to checking this out - can never have too much dust or sparks. I wish ARTY hits would shake the camera like they do in Dragon Rising, but this will help increase the visual drama nicely. Thanks!
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This game just keeps getting better and better! I am rewarded time and time again for supporting BIS. Thank you devs, thank you!
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Oh, wow! Look who just added more gameplay! Thanks, Victor!
Can you imagine hearing on the news that several choppers crashed due to trees? Thank you for helping out the AI pilots!
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It would be great to see camera shake when you are making the rounds as the hound.
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No problem, I understand. As it stand now, the mod adds so much more atmosphere. Is there a way that you can print a message if the death is due to fire? Currently, it's hard to tell if you get your ass burned or shot when you are in an urban area with a firefight going on and buildings burning.
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I love the variety of smoke and the buildings catching on fire. Great work, as always!
I wonder if you can do anything for arty hits? They seem a bit anemic.
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I am going to dupe my install before patching to 1.04, for fear of losing this precious smoke.
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I am tingling! Thanks, DMarkwick!
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Drooling.... smack my 216 shader units down!
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heheI think there are some valid reasons why people may not want it, but I think it will meet or exceed most people's expectations. :D
There may be a reason why someone would not want this addon, but it certainly won't be valid.
[using the compelling voice of a trained hypnotist] RELEASE NOW!
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I got more than I was expecting on day one!
Name one other program that comes close to ArmA2? There is none and that was a rhetorical question anyway.
ArmA2 just keeps getting better and better....
---------- Post added at 03:50 AM ---------- Previous post was at 03:44 AM ----------
But most of Paraiso was fairly useless since it had all those elevated concrete areas that the AI didn't like using a lot. It just seems like in the cities in ArmA II there is a lot more usable areas than in ArmA I. I would say on average Chernarus towns are bigger.There is so much more complexity in ArmA2 towns.
I agree with you that the added complexity, plus the ability for the AI to use most of it compared to ArmA1, presents the player with a lot of gameplay opportunities.
I would just make a beeline for the center of town and cheapshot the AI from those raised concrete platforms.
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Very nice! I can't wait for the release - an awesome addition to ArmA2! All of the extra smoke adds so much atmosphere to the game, and with viewblock smoke, even gameplay will be enhanced. Your Arma1 addon with viewblock is one of the few ESSENTIAL mods that I never play without.
Please keep it up, DMarkwick, you are adding so much to the ArmA community!
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Thank you, DMarkwick!! I look forward to your kickass smoke in Arma2!
I thought that ArmA2 had viewblock smoke built in already. Are you going to make vehicle movement dust last longer?
thanks!
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There was a LOD fix/mod available for Arma 1 which nearly completely solved this issue.But sure enough the AI is too good at finding and firing at your exact position as well. Even at long range and/or in concealed areas.
What's the name of this mod? ArmA1 has a permanent home on my HD, so I would love to check it out.
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Looking forward to more smoke effects. Having viewblock smoke on release is very nice, and adding more smoke effects will increase immersion and gameplay variations due to visual obstruction.
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Domination is very cool. Is there a version that used rank-based vehicles like EVO? Would help people hopping into tanks right away.
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XENO, thanks for answering all of our questions! I am playing T10 version and this happens every time I play. I love the random patrols that attack the base and destroy things, but I would like to rebuild the RECRUIT building when they do.
I would also love to save and resume with One Team West AI. Playing alone, it takes days to get through the mission. Love it, love it, love it!! Thanks!
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How do you get the recruit building back after it has been blown up? There is no rubble, it just vanishes.
Can you get it back, or is there another way to recruit troops?
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AI viewblock grass is essential, in my opinion. I hate playing without grass - it looks so 1990's.
Also, an alpha fade on incoming trees and foliage would be nice instead of the startling pop-in.
Grass, grass, grass FTW!
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I think the biggest improvement to ArmA2 would be fixing the distant grass issue.
Here we have a beautiful engine filling the gameworld with incredible foliage, yet players are seen without the cover of grass when they are in the distance, and there is no viewblock to the AI when you are prone in grass.
This is a gameplay issue and would be nice to see resolved in a future patch. I guess I am spoiled with an nVidia 260 and core2duo. Performance is not an issue, gameplay is.
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I just LOVE ambient sound like this! You have some really nice chatter here. It would be even better to get this in-game. Attached to vehicles, as someone has already mentioned, and even radios and in your helmet, too.
co30 DominationA2! One Team
in ARMA 2 & OA - USER MISSIONS
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I looked through all of the kill scripts but I cannot find where the player is awarded points for killing an enemy soldier. I want to change the points awarded from 1 to 2.
If possible, 3 points for killing a team leader or officer.
And this may be pushing it, but is there a script that recognizes if your AI teammates have made a kill? It would be nice to reward the player for spending points on his AI and keeping them safe enough so they are productive.
I'm modding this for a single player game where you spend your score on AI, possibly reducing your rank which lets you get more AI. Player death is also costly, so you must value your life and the lives of your AI squad. Good production will allow more AI to be recruited without a demotion in rank.
So, if you experts can help - where do I put addscore for the following:
1. Player kills enemy soldier - change from 1 to 2 points.
2. Player kills officer/team leader - change from 1 to 3 points.
3. AI teammates make a kill - add a point.