vinc3nt
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Everything posted by vinc3nt
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A conflict between North and South Korea sounds good, I would defiantly vote for it. With North Korea = OPFOR, China and/or Russia = Independent; and South Korea (along with some US/UN/BAF allies) as BLUFOR But the conflict mustn’t start with a huge invasion by the North or a nuclear war. Maybe the North could shell a South Korean Island and the South scramble jets …….. oh wait…
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I just wondered.... Does an AI know who is shooting at them? I've had cases where I accidently shot at friendly AI with a sniper, but they do not take cover as if they know that the bullets aren’t meant for them. Where as if an enemy shot at the AI the AI would go prone and fire back. I have no evidence of this, but I suspect it may happen
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It would be nice; but the idea I had was based on the fact that a lot of units from Arma 2 could be re-skinned or used as a template for a Bosnian War scenario, rather than tonnes of new units/meshes and a new landscape. Also, I’m not good at making missions in the editor :( Some of the new units that can be introduced: Soko J-22 Orao - Various meshes of existing airplanes (Su-34) can be used Soko J-21 Jastreb - Various meshes of existing airplanes can be used Mi-34 - Meshes of other helicopters could be used M-84 - Could use a mesh of other Russian tanks T-55 - Reskin T-34 - Reskin T-72 - Reskin BVP M-80 - Meshes from various Russian APCs could be used BTR-50 - New mesh and textures needed BOV(-3) - Could use the mesh of the BDRM BTR-60 - Reskin 2S1 Gvozdika - Possibly a new mesh needed Zastava M70 - Could use the mesh of the AK or Sa Zastava M72 - Could use the mesh of the AK / RPK Zastava M84 - Could use the mesh of the PKM Zastava M76 - Could use the mesh of the SVD MP5 - In-game already M80 Zolja - Could use the RPG-18 CZ 99 - Meshes of the Glock could be used These are just the new weapons/vehicles, many other weapons from the USSR/Russia, Germany and the USA were used in the conflict as well - most of which are already in-game.
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How about a conflict based on the Bosnian War? The sides would be: BLUFOR: Herzeg-Bosnia (Bosnian Croats) OPFOR: Republika Srpska (Bosnian Serbs) INFOR: Republic of Bosnia and Herzegovina (Bosniaks) Advantages of using this war: -Terrain similar to Chernarus, and therefore easy to make a new map for the developers; but it has the potential of being a lot bigger to cover the war -Units already made and suited for A2 (Chernarus) can be used in-game -The enemy is reasonably well armed, and units can be made from existing ones in some cases (quicker to make for developers) -Cases of murder (although cold, and can be ruled out of a campaign), it could be linked to A2’s genocide in Chernanrus -Modern army. The forces involved can be fitted with pre-existing ones from OA and A2 in MP; unlike a WW2 expansion that wouldn’t fit in as well -USA not used all the time; but could be included -Same point above but with UN troops -The conflict would be infantry based, which fits in with the A2 engine; as apposed to a Russian/US conflict that would use air units and armour a lot more -It’s in Europe so other countries could be included (eg. BAF units) in a fictional conflict based on the war -The war was ‘complicated’ (ie. Not as simple as Country A invades Country B), so a gripping campaign can be modelled in easier -Involves the factions changing sides several times during the war Map before the conflict: EDIT: Also a short campaign based on the film 'Behind enemy lines' could be added, it would be an excuse for US troops if you wanted them in so bad
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Ingame behaviour of rocket assistet AT grenades etc.
vinc3nt replied to Ulanthorn's topic in ARMA 2 & OA - GENERAL
I hope this is implanted. I often view tanks as death traps, rather than land fortresses in MP games, as they can be hit by many RPGs and AT missiles in a short amount of time, from one guy (human player) and quickly be destroyed. -
Option 3 for me :)
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Attacking Helicopters seems to be too weak.
vinc3nt replied to ffur2007slx2_5's topic in ARMA 2 & OA - GENERAL
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cool, I'll assume that's it. All I wanted is an old man in the British army :D ---------- Post added at 10:10 PM ---------- Previous post was at 09:56 PM ---------- the patch worked! I can now use setFace
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'this setFace "Face10_EP1"', but it seems any face I use doesn't work (except for the player). I just don't know why :confused:
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I have the same problem - Only the player is effected by the setFace command, whilst all other units do not change face.
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New Sound Mod in the making, slowly but surely
vinc3nt replied to chammy's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
CSM2 Arma2 CSM2 OA CSM2 BAF CSM2 UKF -
Is "Scan Horizon" and "Watch Direction" broken?
vinc3nt replied to spamurai's topic in ARMA 2 & OA - GENERAL
tell them to watch themselves -
I chose base. Assuming it included ambulances and medical bays as a respawn point too, in addition to strongpoints and main bases (like warfare)
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I've added it to the issue tracker as I would call it a bug: http://dev-heaven.net/issues/13539
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There was a story once of a Abram’s crew that became immobilized (and I think the gun was damaged too) with dozens of insurgents shooting RPGs and rifles at the tank; it got hit over 17 times I think (might be 14), and survived that long for back up to arrive and relive them. Imagine if they had just gotten out of the tank after the tracks broke :rolleyes:
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AI has to be more aggressive with vehicle weapons
vinc3nt replied to dayglow's topic in ARMA 2 & OA - GENERAL
I seem to notice that tanks and other vehicles with missile launchers mounted will only fire the missiles at infantry if they are a direct threat to the vehicle; and the round are always HEAT not HE which seriously reduces the likelihood of killing a large volume of infantry. An example of this is the M1A1 in the editor, if it sees infantry it should use its MG on them. But setting a large volume infantry in buildings and behind cover it still uses it's MG unless an enemy has an AT weapon like an RPG, in that case the tank fires it's HEAT or Sabot round at them :confused_o: -
I've tested it in the editor - I placed an ammo truck very close to a defence (and when I fired it, it self-rearmed as it should). Then when I tell my AI teammate to get in, it does not self-rearm. There is an option to tell the AI to rearm at the ammo truck though, so I tell the AI to do this and he responds 'Roger'. But 10 mins waiting and not one shell has been armed into the defence.:( I was wondering if there was a unusual way of using several commands to finally get the AI to rearm but it doesn’t seem likely
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Manually increase spread on artillery computer
vinc3nt replied to Specter's topic in ARMA 2 & OA - GENERAL
I agree -
so there's no way of telling them to rearm if your kilometers away? :(
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Manually increase spread on artillery computer
vinc3nt replied to Specter's topic in ARMA 2 & OA - GENERAL
There is little spread in the game as the projectile's landing site that your guns you fire are given exactly, plus the fact that the gun remains aiming at the exact same spot (does not change by recoil); so if you want spread, you have to click around the map. What I want to know is... Is there a way to fire the gun/mortar/rocket arty from a key binding? I seem to press ‘fire’ a lot and accidentally change my aiming coordinates to where the 'fire' button is :( -
British Troops DLC released & Official 1.01 Update
vinc3nt replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
I totally agree, why didn't you guys say you were going to do it this way? It would have made perfect sense and avoided a lot of arguments ;). Nevertheless I really love the new BAF DLC :D. One thing I noticed is that a guy in Rasman airport had a 2-D gun (in the UN section near the doctor) -
Trigger activated when a faction/unit can directly see you?
vinc3nt replied to vinc3nt's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
:( Your right -
Trigger activated when a faction/unit can directly see you?
vinc3nt posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I know that triggers can have an area that can be used to check whether one faction can 'detect' another. - But is there a way to check if a certain unit can see another unit (or faction). - And is there a way to use it to check if there is a direct sighting of a unit/faction rather than using 'detected', as it is still 'true' even if the target is no long visible (because it's already been sighted) -
Trigger activated by a unit firing/discharging its weapon?
vinc3nt posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Is this possible? I could not find a scripting command in the wiki. :( I have unwanted results when trying to use the 'ammo' command (check whether a unit's ammo has changed, thus assuming it has fired it if there is a difference) Thanks in advance -
Trigger activated by a unit firing/discharging its weapon?
vinc3nt replied to vinc3nt's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Thanks :); I looked a bit about the event handlers in the wiki but I didn't understand them. This link explains it better.