arthur666
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Everything posted by arthur666
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I would say, don't be afraid to turn on the visiaul aids that help you spot an enemy, esp. those assigned to you by your commander. Yeah, the glowing red blobs and circles can lower the realism factor, but the way I see it, you're already viewing the world thru a little ol' 1650x1080 monitor, so a little visual assistance seems fair.
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Yeah, I play my own SP missions exclusively. I think that's because making them is as fun as playing.
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ARMA 2:OA beta patch 75666
arthur666 replied to santafee's topic in ARMA 2 & OA - BETA PATCH TESTING
@Keycat: I noticed this with the 1.55 patch realeased last week. I saw AI subordinates to an AI SL walking in small circles. I didn't pay much attention to it though. With this beta, I have noticed AI taking better cover. In one of my older missions, my platoon approaches an enemy-held town, most enemy AI at HOLD/combat waypoints. Before, I would see plenty of them from my approach. After installing 75666, I didn't see any enemies until we were in the town. Also noticed my AI teammates crouching behind small trees more than they did before. -
A way to prevent AI gunner from switching weapons?
arthur666 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Flying an AH-64 with an AI gunner can be frustrating when I want him to use the cannon on multiple soldiers, but he switches to rockets. I remember in Arma I would cancel manual fire, select the cannon, hover at a safe distance while the gunner would target and start firing at enemies on his own. Is there a way to disable weapon switching for an AI unit? Without using ACE? -
A way to prevent AI gunner from switching weapons?
arthur666 replied to arthur666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
No, seriously. I can tell him to use whatever by cycling thru weapons while manual fire is off. But he will switch to rockets when he feels like it. -
I agree that the planes carrying the GBU12 should be able to lase their own target, and CCIP would be a good feature, provided the AI could use it. Pinpointing tanks with a Mk82, is just silly. I have been adding Mk82's to the F-35B and suspending my disbelief by pretending that they are LGBs. Also, I have used the unlased GBU12 with decent effect using the old-school divebombing technique. Works well enough on soft targets like troops and trucks.
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'cause I'm weird. :p Just got sick of lots of different shortcuts on my desktop. Reinstalled it properly to use the new patch tho...
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Hey! They fixed the L85 w/GL SUSAT iron sights! And that gun is not even used unless you give it to a unit in the init field... The fact that they bothered to fix this has just reaffirmed my love for BIS. In my missions, I usually give the SUSAT equipped guns to all the L85-carrying BAF grunts for the sake of realism.
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Hey yall, originally I dumped my BAF into my OA/addons folder, and just use it as a part of OA with no special shortcut. Will the patch for BAF still update it, or does it need to be in its own folder?
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Wow. Nice. What mods are you using?
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Sorry to dredge up this thread, but I just found this map yesterday. I LOVE the size of it, for aircraft-centric missions and larger mechanized battles. I have a question about this map and the limitations of the Arma engine: Would it be possible to populate it with the amount of ground clutter that Takistan has? Or would that grind my CPU into dust? I am wondering what you have in mind for the final release. More shrubs/rocks? Better textures? Due to low textures and clutter, flying NOE is disconcerting with the current build, but I have high hopes. Thanks, and agerly awaiting more. :)
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Arma 2 Addon request thread
arthur666 replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Has anyone retextured the US Army vehicles (mainly the Stryker and Bradley) to a green or woodland scheme? I really thought that would have been done by someone the first month OA was released. -
ARMA 2:OA beta patch 74858
arthur666 replied to WillaCHilla's topic in ARMA 2 & OA - BETA PATCH TESTING
Sure, but where do i find these files? -
ARMA 2:OA beta patch 74858
arthur666 replied to WillaCHilla's topic in ARMA 2 & OA - BETA PATCH TESTING
Same here. Back to the previous beta for now. -
I might be wrong, but the pistol problem may be in the weapons themselves, not in the AI. I have used Robert Hammer's Micro-Uzi in a mission for a sniper. He seems to have no problems switching back and forth between that and his M-107 appropriately. I've played the mission about 3 times, at least 10 minutes each time, and he's never gotten stuck. I also noticed that the Glock17 seems to trigger the bug alot more often than the M9 ever did. Could all be a coincidence tho...
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Hmmm. This patch is 4 times the size of the last beta. And only 2 items in the changelog? Mysterious.... :P
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I can delete a vehicle at a waypoint, but I don't want the crew to stick around. I looked around but couldn't find the script. My vehicle is called uh60. What would my script look like?
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deleteVehicle + the crew?
arthur666 replied to arthur666's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Ah Ha. So units are considered vehicles? Thanks yall. -
I don't know. I can't get an AI Mi-8 to fly from the southern Takistan Airbase up to one of the NW villages without it crashing into a ridgeline, on normal speed at least.
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Difference of opinion here. I really like playing as non-English units, mostly because the English sounds so weird and halting in Arma. At least the Russian sounds convincing to me because I don't know how its supposed to sound. Thankfully, I finally found a mod that give you a null voice to choose for your soldier so I don't have to hear his telephone-menu-sounding voice all day. Heh heh.... Horse armor... :p I actually have that because it came in the "Knights of the Nine" pack, but I refused to install that portion.
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That would be good. Alot of the appropriate hardware is already in the game in some form or another: AKM PKM SVD M40 M79 M14 (remove the optics) M60 (MG) BTR60 BTR40 T55 M113 C130 AH1 Wouldn't be too hard to change them accordingly. I think a larger problem would be changing the radio comms, one radioman per group.
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For this, and for proper mechanized battles, with lots of room for maneuvers. Especially when you throw choppers into the mix. Air-to-air combat is a little too simple in Arma2, forgivably, but a larger map would make for better strike missions. I've really enjoyed flying CAS in the Su-25 lately, while wishing for a larger map. It would be good to finally have a decent ingress/egress to your CAS station/strike targets/etc. Even in Chernarus, by the time you get airborne you're already on top of your target because the map is too small for (semi)realistic fixed-wing operations. On a side note, I would love to see a 200kmx200km map, plus a CAS-centric SECOP setup, so you could loiter on station, and respond to random CAS requests, return to base, fearm and refuel, and return to station. Arma2 ain't no flight sim, but the the highly detailed terrain and ground units can make for a very interesting ground attack experience. Oh yeah, and nobody tell me to go play LOMAC, because I have it, and strafing convoys in Arma2 is still more fun.
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That's pretty easy to do. Just change the side of all group leaders to WEST with a little init text. Can't remember it exactly, but its in the wiki. Great. now the Takistani Army has to face the M1A2 AND the T-90 :p
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Hmmm... I wonder what "larger engine improvements" would be in store to make the best use of an automatic shotgun? CQB? :pray: (don't hit me, I'm not TOTALLY serious).
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I think the Russian faction is pretty much a match for the BLUFOR. The Ka52 with its Vikhrs, the BMP3 is a beast compared to the Bradley, just gives us some modern thermal sights on the AK107 and the appropriate vehicles and they'll be there. Oh yeah, and a Spetsnaz medic please. :p