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arthur666

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Everything posted by arthur666

  1. arthur666

    Your favourite vehicle in ARMA 2

    The bicycle. No contest. Second choice would be the BMP-3. What a brute. And the new Hind cockpit is amazing. Makes me wish the terrain was 10 times larger for better helo missions.
  2. arthur666

    How Smart is your AI?

    So much better than before. I agree with kylania. The AI is much better in the forests than it was in Arma1. Some tense moments to be had retreating from a large squad thru the woods. They peek from behind trees and advance using cover. I pause and return fire to slow them down, then continue retreating. I love being on the defensive in this game.
  3. I can make a fun skirmish in 10min... But my most loved missions are always being played, tweaked, polished, -repeat-. I don't think I ever really finish them. That's ok. For me, creating is as fun as playing. Definitely have 3 or 4 on the burners at once, and a couple more warming in the oven. My final act is always to write the briefing and notes. I got Arma2 June 25th. I have written exactly zero briefings as of now.
  4. arthur666

    Is the AMR really an AMR?

    They could at least make the ammo more powerful. That would let it be used for AM. The ammo used by the M82 in RL is often incendiary or special armor piercing as opposed to the regular old FMJ .50 rounds used in the M2 heavy machine gun. It should be easy for an experienced modder to do this. Just add another ammo type for the 2 big rifles, then you could add the magazines into the init line of your heavy sniper. This isn't really going to affect it when you fire at personnel as even now, 1 hit=1 kill with this big gun.
  5. Sorry for such a basic question but, I want to configure the ACM a little. Where do i put the scripting to change patrol types etc? Example: Physicaly, where would I type this : [bIS_ACM, 100, 500] call BIS_ACM_setSpawnDistanceFunc; ?
  6. Here is a link to the wiki articles on the modules. http://forums.bistudio.com/showthread.php?t=77403 Not complete yet though. Yes, we are missing something. Apparently getting all the info on how to adjust the modules is slow and on-going. I can't wait until there's an all-inclusive guide to this stuff.
  7. My sniper behind enemy lines mission is much better now. We had eliminated our target, making our way back to the LZ after fending off a few random patrols. Ambushed by a random patrol of insurgents, I was wounded, my spotter saved my ass. We made it back, only to find a large squad in the area. Picked off their sniper and MGs, boarded the chopper under heavy fire. Made it out alive. ACM is great! Really made my mission.
  8. init.sqf , Thanks yall. That's just the info I needed!
  9. I'll try that when I get home. And I assume you can just put one after another, but does it matter what order they're in? I'm still trying to wrap my head around this coding stuff.
  10. Not at night. If they ain't got NV, they just flounder around in the dark. Made a nice BELs Spetsnaz mission at night. Sneaking across farmland, dodging patrols of armed locals, etc. I love it when you see headlights coming and don't know if its civi or not. Of course I hide anyway, but you never know if you've been spotted and they've radioed a motorized patrol set on a "GUARD" waypoint. Man I love Arma... A good way to make locals who will tattle on you but not engage or fight is to use the "armed civilians", put "removeallweapons this" in the init, and set behavior to safe, never fire. Blend them in with normal civis. I want to make a really big one, whole map, and play it thru several different sessions, using the savegame feature. Hey 'Trooper, let us know...
  11. +1, definitely not broken. Just demanding. Started with version 1.02 and I have not had one major problem with Arma2, BUT, I haven't touched the campaign. I have been playing my own misions made with the incredible editor. Battles sometimes as large as 14 squads + armor and air, runs well enough for fun gameplay. No, not 60 fps, but the gameplay more than makes up for it. The framerate has never ruined a mission experience for me, except that time I tried 800 units at once. :P I feel like the campaign is an afterthought, something tacked onto a civilian version of the VBS just to make it marketable. The editor and multiplayer is really where this game shines. Unfortunately, I did have to upgrade for this, but I'm glad I did. I have no complaints. My specs: Q8200 quad @2.33GHz + 4GB 1.33GHz RAM, GTX260, WinXP 64bit.
  12. arthur666

    Please help! Tank/APC commander

    It is super annoying. The M1A2 and the T90 don't have this problem though. I think it's because they are newer tanks, and they have stabilised commander sights? I thought the M1A1 would as well, but I really don't know much about tanks. Anyone else? Maybe they'll fix it in the next patch.
  13. arthur666

    skill vs. preciscion

    I assume that preciscion just controls their accuracy with a weapon, but skill? I couldn't find a conclusive answer, but was wondering what all behaviors are controlled by skill. Does it affect their ability to take and us use cover, or suppressive fire? Does it affect their perceptive abilities? Does anyone know for sure? Also, what do y'all like to set the skill and preciscion at when you play? I usually set pr. at about .65 and the skill at 1.0 .
  14. When I start a mission as the squad leader inside cargo of an LAV, the crewmembers will not turn-in (close the hatches). They just sit up there and get chewed up by enemy riflemen. I tried to set my squad to combat, but that didn't work. This was a mission I made myself. The loader in the M1A2 TUSK won't turn in. also, if you are the commander and hit the "Swap gunner" key, it doesn't take you directly to the main gunner.
  15. Hmm, I set my choppers' waypoints to "Never Fire". This works, but I'm not sure if the doorgunners will still fire.
  16. Where and what text do I use to change the prob. of appearance of a whole group? I want a 4 man patrol to maybe or maybe not be in a mission.
  17. Wow. Really beautiful to look at and to fly. As good as the the BIS aircraft. Thanks. Only one thing bothers me, just a little: The extra factions for the different colored USAF planes. In the next release, could you narrow it down to just the NATO and USAF? It's good to keep the addons neatly organized in the editor when possible, IMHO.
  18. Hey there, I would like to disable the player's voice, but not the other voices/radio traffic. Is there an easy way to do this? Thanks.
  19. arthur666

    No player voice, how to?

    Found it over at AA Info. http://www.armedassault.info/index.php?game=1&cat=addons&id=950 not quite what I was looking for, but I will try it out anyway. Maybe I could create a "null voice" to select that uses blank audio files. I'll look into it, eventually.
  20. arthur666

    No player voice, how to?

    the canned voice. I find it very grating to listen to.
  21. Thanks Volw! That's just what I needed. Works great, except in the first "on activation" code, there is an extra set of [] at the begining. Took me a while to figure it out and erase them. I am begining to understand...
  22. Hello all, I'm really having a hard time with this. I'm trying to add simple artillery support to a mission without SECOP. I want to be able to click on the map to direct fire from some AI mortars or MLRS. I followed this thread, but it won't do anything. I feel like there's some other things needed to get this to work that I don't know about that maybe everyone else understands already. Also, by "target unit", do you mean the unit you directs the artillery fire, or the unit you want fired upon? thanks for your patience and sorry for being a total noob.
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