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MarkB

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Posts posted by MarkB


  1. Sorry if this was misleading:

    When you are aiming down the iron sights of a gun, you focus your eyes on the distant target, not on your near sights. So the sights are not sharp. In OFP it was like that per default, and I liked that very much.

    In Arma1 a certain level of post processing achieved the effect. But in Arma2 I could not find a setting.

    Why does none of you "ultra realism freaks" complain? :p

    Is it only me who is missing this? (Or is it only me who is too blind to find the switch in the options?)

    "The human eye can focus clearly on only one object at

    a time. For accurate shooting, it is important to focus

    on the tip of the front sight post. When the shot is

    fired, focus must be on the tip of the front sight post;

    peripheral vision will include the rear sight and the

    target. The rear sight and the target will appear blurry."

    Quote from MCRP 3-01A Rifle Marksmanship.


  2. "The Army wanted a rifle that would significantly improve the average soldier's ability to hit the target under battlefield conditions, or at least to double the number of hits per trigger pull. With the M16A2 the probability of a battlefield hit is 20 percent at 100 meters, 10 percent at 300 meters, and 5 percent at 600 meters."

    http://www.globalsecurity.org/military/systems/ground/acr.htm

    The ai, and indeed the player too, seem to be rifle range accurate under battle stress conditions leading to the brutally short firefights we see in arma. The ai accuracy can be fudged somewhat, but how to stop the player then being the lazer accurate robocop without making it annoying isn't an easy problem.


  3. Hi all,

    i tried the Shift + LMB and it lets me create just one waypoint on the map.

    If however I do another Shift + LMB after having created the first waypoint, it simply moves the existing waypoint to the new place I selected.

    Seems to me that just 1 waypoint can be created.

    Is there any way to input several waypoints in sequence (wp1, wp2, etc.) in game (obviously I'm not talking about the editor here) ?

    Not unless your in a high command mission where you are both the high commander and your group is a subordinate group at the same time (you can tell because your high command group shows up as a flag). In that case you can set your own group multiple waypoints in game like any other high command group, except your group won't automatically start moving to them until told to (next waypoint command).


  4. Thats a marker your putting on the map. Use shift click to place a waypoint (shows as a thin circle with another inside it), this will show in the "hud" and you can have any ai team mates go to it with next waypoint context command.


  5. From my own experiments in the editor I'm pretty sure visability to the spacebar circle is directly related to the unit having been "revealed" to your group regardless of line of sight.

    Try this in the editor:

    Line of Sight:

    - set autoreport to off (to ensure no automatic reveal)

    - bind reveal to another key so you don't reveal accidentally

    - place yourself at one end of utes runway

    - place an enemy unit at the other end

    - check with binoc's or scope that you do see him

    - spacebar scan the other end (make sure you dont press reveal key)

    result - no target in the spacebar circle

    - now reveal the target with the reveal key

    result - target now show by the spacebar circle

    Non Line of Sight:

    - place another unit out of your line of sight, say behind a hill and name the unit, say fred

    - create a radio trigger with : group player reveal fred;

    - don't activate the radio trigger yet

    - spacebar scan the hill fred is hiding behind

    result - no target

    - trigger the radio

    - spacebar scan the hill

    result - fred now shown by spacebar scan, though this information will time out after a while (this the same effect as another group member seeing and reporting a unit to which you have no line of sight)

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