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Richey79

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Everything posted by Richey79

  1. New version of campaign: in the mission where you parachute in , I was unable to interact with the Stryker that is marked 'rearm'. Seemed to be locked. Nice variety of settings, story-lines and types of action to the campaign.
  2. Agree with -=seany=- for me the slight drift on the tanks seemed pretty feasible before, and a nice handling characteristic. A 60 tonne tank isn't going to be able to get totally solid purchase on many types of sand and mud (inb4 'I'm a tank commander IRL and it's now perfect). Also agree with comments the last couple of betas that the AI are in need of a spit and polish at this point. They seem to have crept back to constantly getting pistols out, refusing to break off engagements, glitching into a loop so that they won't respond to any command... . LODs too are still working in a very bizarre way sometimes. When you zoom in on things that are close, they will sometimes switch to the lowest of all LODs (once an object/character has done this once, it continues to do it for the rest of the session). The faceless people are back again, very occasionally. Not as bad as it was two betas ago. Some nice changes this patch, though. Like the work on tracers in thermal imaging (haven't tested it in game yet). Thanks for the continued support, Bis. I've never had a crash when issuing a 'move there' order to the AI. Anyone got any idea what is in common for the system of those who have had this problem?
  3. I'm guessing I'm using the newer RH M14 pack then - the campaign loads, but gives me the cfg error, then overlays the play area with the main options menu and deactivates the mouse. Oh, well, try with just the mercs, then.
  4. Indeed, welcome back! I've been playing with this tool some more. I agree that it's going to prove useful to achieve complex stuff more easily in more sophisticated missions (and not just Battlefield-style fun random spawning ones). The tool seems really flexible, and I think I like it just as much as DAC. For example, you don't necessarily need to have both sides' bases spawning troops, you can have WICT start have way through a mission, adding a dynamic element to otherwise scripted gameplay. You can have the bases as being invisible to the player and just use them as a way of guiding the AI to attack in a general area of the map you want. Performance is very efficient. Again, reminds me of the way DAC treats AI groups as a single unit once they are a certain distance from the player. Stuff I would like to understand better (or maybe fiddle with): - The distance from a base at which the module regards it as the functional base and 'activates' it. The current distance seems pretty good, but it would be really flexible to be able to change this (I don't know, perhaps it's already possible and I just don't know how). - Would be nice to be able to disable the hints that always tell which base is active. Great for mission testing, but can kill immersion once you know it's working properly. Again, perhaps it's already possible. I'm currently working on a two mission mini-campaign. Both use WICT for different purposes. Got the first one finished at the moment. Looking forward to the next version of the tool.
  5. Is the debugging system going to be available to use without using the whole GL4 suite? It looks fantastic, and I'd find it really useful, but don't always want to use GL4. Thanks,
  6. Works, cheers Xeno. I like the new pop-up window for the GUI, too.
  7. Richey79

    ARMA 2 (OA) : DLC discussion thread

    Absolutely. Many of those posters on the BC2 forums who constantly express forlorn hopes that DICE will return to form and concentrate on the PC platform with BF3 would do better to realise that the Arma 2 engine can be - and in the instance of some servers, already is - everything they're begging for in BF3. If / when PR Arma 2 arrives, hopefully a good many more gamers will try out competitive team vs team play in Arma 2. The mere announcement that PR was working on the engine made many over on their forums take the game seriously for the first time (first time since OFP for others). For some reason, a large number of gamers have closed their minds entirely to Arma 2, and have a perception of it as something it is not. I don't think the single-player campaigns that ship with the game help it at all. Things like the easy support module go some way in the right direction, but the cool features have to be advertised far more and must be more accessible within the first hours of gameplay. Look at something like Mando missile. Most gamers - including any of those who have never seen Arma2 / those who have crossed A2 off their 'to try' list - would find it orgasmically exciting . There has to be a way that gamers trying A2 can encounter the really cool stuff within the first hour of play as well as seeing that the game can offer great realism. THE REALISM ELEMENT DOES NOT MEAN BORING AND NO COOL STUFF! Because, at the moment, that's the perception of the game of most people outside the community. Sad thing is, the cool stuff is all already in place. Selling some new unit skins and three different configurations of L85a2 is going to have a market of precisely the people already in this community, and is only going to reinforce the 'this engine is only for military LARPing' perception. Videos made by people like RichieSpeed have clearly done a great deal to introduce new customers to the franchise - you see comments attached to them from people who can't believe what can be done in the A2 engine. But it makes you think that any campaign there has been to widen interest in the game could have been much more effective. Dragon Rising was , but their advertising department were pretty damned effective.
  8. I get the same error messages now, Mike. Updated yesterday with no problems, now this everytime. Tried updating the updater - I get the same error message, but it displays in a new pop-up window. Progress, lol. If anyone has any suggestions, they'd be most welcome... ? undefined local variable or method `setting' for #<Arma2Mod:0x31737d8>
  9. Richey79

    P:UKF Weapons Pack.

    Superb stuff, thanks for sharing. The CQB sights, the new long-range rifle and the ability to choose laser or flash-light all deserve particular mention.
  10. I'm putting together a WICT-based mission based on the Baghdad map. I haven't added all the features I want or polished it up yet, but it's at a stage where it is able to show off some of the atmosphere WICT creates. It definitely aims to be a fun mission rather than a realistic one. Hopefully it will help keep some interest in this thread active until ArmAIIholic gets back from vacation! Current features: - 7 dynamic flags and one safe zone. Four of these have bases (adapted from Edgardeath's templates) with troops stationed, so they're not too easy to instantly cap by flying over ;). - OA assets. US army forces will spawn to defend the shifting battle front. You will face the Takistani army and the tribal forces who are loyal to them. - A few scripted fixed-wing bombers and chinooks to make it feel like the start of an invasion. Other than the troops guarding the flags/bases, anything else that happens is down to WICT. - I've tried to make some compromises to maintain a reasonable frame-rate. This does not represent the upper-end of the number of groups WICT can spawn for you. It's still going to be somewhat demanding with all those units doing their thing. - Secops artillery support is available: use your radio on the map screen. - There's no congratulatory message when you've captured all the flags yet. ADHD Baghdad beta 0.31: http://www.mediafire.com/?fym0vs33bsdy6v3 Addons required: ebanks' and Emery's Baghdad map: http://www.armaholic.com/page.php?id=10702&highlight=BAGHDAD WICT: http://www.armaholic.com/page.php?id=11335&highlight=WICT Requires Combined Operations. Addons recommended: Operation Arrowbent: http://forums.bistudio.com/showthread.php?t=102480 Edit: - Updated to have higher number of AI groups and move the flags closer together to create a more intensely contested zone. - Added IEDs in various positions along the main South/North road. - Added light-trucks using Big Dawg KS' script.
  11. Two things I'm finding problematic: 1) If I put a flag/base down (trigger for West, trigger for East, flag object), then later delete or move it, it remains on the in-mission map for the player seemingly forever. 2) If I use 'setupW' and 'setupE' to instruct more flags/bases to spawn units, it crashes Arma 2 when they try to spawn. Maybe someone can report their experiences; otherwise this can hang here 'til the author returns from vacation. NVM, I've worked them out.
  12. Richey79

    British Troops DLC released & Official 1.01 Update

    "# Engine Improvements # Extension of the Engineer's role # Ability for players to effectively operate and command artillery and mortar units" I suppose you walk a fine line with DLC. If you don't add any real engine improvements and new features, people will call it the Sims. If you add too much of these, people start to feel like they're being forced to buy the new stuff. It'll be interesting to see how this new element to the sales model works out. It won't do any real damage if it doesn't, anyway. Seems like a reasonable price. Some fun units, although we always hold the (probably unrealistic) hope that 'official' units should be exponentially better than stuff the community make.
  13. Seems like a pretty exciting tool. Did a quick and dirty port to Takistan, upped the AI respawn rate and then stood back and watched the warfare. Down to 20 FPS within a few minutes :p Looking forward to getting my hands on a more detailed manual. Have a good holiday.
  14. Richey79

    Recoil (again)

    Sounds a lot like Vault-Tec Assisted Targeting System. Roll above 15 to hit Takistani soldier for 50 damage points. I like A2 to be a bit closer to an FPS than this. If my Chernorussian Priest manages to take out an entire FOB of USMC soldiers, then good for him.
  15. Once the new recoil hits a mainstream patch, I'm sure there'll be enough people who dislike it that somebody will make a mod for single-player. 'Til then why not stick with 1.52 (non beta)?
  16. Richey79

    Devs time for a 64BIT version???

    That clears up the problem, cheers.
  17. Richey79

    Devs time for a 64BIT version???

    I get this after about 15 mins of OA with page file disabled. However, Windows (Win 7 Ultimate x64) has never actually closed OA.exe, and Arma 2 has only crashed on me once and given me the black 'receiving' screen once - first time I've seen it:rolleyes:. Looking at resource manager, the .exe isn't using any huge proportion of my 6 gigs RAM - it seems to be Windows' system of putting things in 'standby memory' that's to blame for the low memory warnings. Performance seems considerably better than with a page file, though. Smoother with higher object quality - meaning no stuck low LODs.
  18. Tried TBR shotgun ammo. Works pretty well (visually at least) to simulate buckshot, although the spread is far too high: they become practically unusable at well under 100 metres . 80% of the shot has to hit an enemy at close-range for it to kill them. I think the slug ammo probably was the most usable solution all along.
  19. Effectively triples the content of the in-game options menu, freeing Bis up to work on the engine / providing extra content. With these options you can make your game-play more realistic, faster and more exciting, correct dozens of annoyances and increase your rig's performance. Awesome job.
  20. Richey79

    Latest Beta Patch: 72018

    This will be a reality if someone is currently porting http://www.armaholic.com/page.php?id=10676&highlight=CHERNARUS+GRID.
  21. Richey79

    [CO] ANZINS Upgrades

    Good update. Using iron sights for the SVD is great fun!
  22. There are 40mm underslung GL shotgun shells that work as buckshot in either JCOVE Lite or the American Army version (I seem to remember JCOVE). They at least appear to fire multiple projectiles which have an area of effect. Presumably it would theoretically be possible for someone to dissect that and see how this kind of projectile was scripted?
  23. Richey79

    [CO] ANZINS Upgrades

    M4A1 Holo seems to have an alternate view of the optics from an ACOG sight. Perhaps someone else can test to confirm this, as I was using some other add ons alongside this one when testing. AKS-74 PSO cqb view is in a really useful position (top of sight centered). AK 107GL-PSO less useful (skewed off to the side). AK 107-PSO is missing a cqb view. Great idea, though, and a useful addon, cheers.
  24. Really sweet... I was watching one of these a week ago at Waddington air show, with its nose at 45 degrees closely tailing a Spitfire. A good challenge to land yours, and I should say as close as Arma 2 is going to get to emulating LOMAC. I think the movement of the canards and air-brake are just lovely. Thanks for your hard work.
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