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Apocal

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Everything posted by Apocal

  1. I imagine to balance between monitors and the naturally superior real life eyeball.
  2. I suspect a previous program I used has been acting as a crutch in that case; I recall it putting all my operators in lowercase, when I generally wrote uppercase to help a little with legibility. Edit: Yeah I came up on VBasic as well. Old habits, hard death, etc.
  3. Thank you very much! So the || serves the same function as OR does outside of?
  4. Just add the line to the tank's init. It works. EDIT: Yep, works for commander, now to just combine them.
  5. OK, this is very basic but it's kicking my butt for reasons unknown to me. In the tank's init line: this addmagazine "100Rnd_127x99_M2"; In the script version (tank name "tank1"): tank1 addmagazine "100Rnd_127x99_M2"; But no ammo is added. What. The. Hell? Adding 7.62 for coax works using this method, no change except the magazine name.
  6. Sonofa- OK, thank you, I was expecting some shennanigans were afoot.
  7. I use ArmAEdit, haven't noticed any problems beyond my own screwups.
  8. Apocal

    White soldiers actually can jump.

    ... Where are there ditches in ArmA2? Certainly there is room for improvement, but I actually like the tradeoff as presented. And I would not be opposed to unloaded classes being able to perform actions that more heavily laden classes could not.
  9. There is absolutely nothing arcadish about minimizing the time you are exposed to enemy fire. A pop from cover function would be welcome.
  10. In the init line of the unit leader: group this setGroupid ["lolcats"];
  11. Ranks with vehicles are screwy, I've made it a habit to simply take empty vehicles and place crewmen manually by using "this moveInGunner (vehicle name)" in their initialization line. That way you know that when we you set a a tank to "Sergeant" it's not a Major commanding the track. None that I can think of.
  12. Arty mod works just fine for dedicated servers, at least from the US release.
  13. Does the same behavior happen with mortars as well? I thought I tried it, but I don't know if it breaks everything or not.
  14. Apocal

    Artillery

    Wrong forum but here. http://forums.bistudio.com/showthread.php?t=73272
  15. Apocal

    White soldiers actually can jump.

    No helmet, no flak, no gobag/warbag, no ruck... less than totally convincing example you've cherry-picked. Notably, even carrying less than what would be considered bare-minimum combat load in the USMC they still have trouble negotiating a waist/chest high wall.
  16. By simply removing the bit of code that identifies the admin, a client-side script could be used to spawn anything in MP. Do you honestly not see the implications of this?
  17. Apocal

    Commander

    Just go into "Modules --> High Command - Commander" and sync it to the unit with the red circle. Put down whatever you want in your army. Start the mission. Press shift + spacebar to control your army.
  18. Apocal

    How to select units 11+

    144 was in place for ArmA1. I haven't tried it for ArmA2.
  19. Apocal

    How to select units 11+

    F12 scrolls to next set of units, F11 scrolls back.
  20. Lack of score keeping brings more. By my numbers, on my server, we had approximately a third more TKing when people realized they couldn't be identified.
  21. Apocal

    Spawn Camping....?

    In defense of the OP, I'd like to say it's entirely possible to completely lock down some of the more open spawn areas on certain maps. Especially with armed vehicles. Virtually every crew-served or vehicle-mounted weapon has longer effective range than the common types of AT (RPG, SMAW, RPG18, AT4). I've exploited that advantage myself, not by spawncamping, but sitting on a large hill astride their main route to the action and locked things down for a solid hour with just a static ZU-23 in Devastation. Infantry finally took the time to painstalkingly infiltrate the hill, take out two guys acting as my security and blow up my beautiful 23mm (:() But were I a less scrupulous player I could have positioned on a different side of the hill and ranged right into one of their spawns for much the same effect. (BTW, I'd just like to take this time to plug the ZU-23 a bit, easily the best overall weapon in ArmA2. You have a lower profile than a vehicle, can't be locked onto or detected on radar, the large caliber and high RoF means that it requires no special skill to harvest snipers, infantry: LOLOLOLOLOL, the AP rounds will absolutely poop on anything that isn't a full up main battle tank, helos either have to fly slow to effectively use their cannon against you or you get a "down the throat" shot if they make a rocket run at you, plentiful ammo and it even comes in a technical version for all your mobility needs!) (In other words, mission designers: be careful about putting it into any PvP mission) The issue isn't coordination. It's that it's entirely possible for one suitably favored individual to lock a whole spawn point off with very few consequences. Two individuals similiarly favored can generally knock the other team out of the fight until they run out of ammo.
  22. You are really telling on yourself when you say you spent 95% of your time sitting back at base or in a helo. I'm not sure it's even physically possible to die that fast in The Longest Day, unless you were blown out of the helo several times in a row.
  23. Apocal

    3rd person versus Egoshootermode

    Stance indication...? Seriously? Confusion-wise, it's effectively binary, either you are crouched or standing. If you think you are crouched and wish to stand, hit the stand button; if you are standing and wish to be crouched, hit the crouch button. If you are confused, hit the button relating to the state you wish to be in. It even works while moving. On the other hand, if you can't tell the different between prone and crouched, you have much bigger problems than mere third person view will fix.
  24. Sending people who walk to work to fight people who ride under armor is unrealistic in and of itself. At least without some serious fire support. I understand the AI was dumb as dog poo in ArmA1 and seriously needed the help, but mission design was the most serious contributor to the medics with anti-material sniper rifles and AT. ACE countered a good deal of that by simply creating a realistic weight system and you'd never be able to sit down again from all the butthurt that arouse from the ACE team sticking to their guns and not toning it down. A major problem in all this is there are lots of missions in the real world that light infantry* aren't particularly suitable for, but that's where the community focus is. So you get whacky missions like attacking a hill with line-of-sight out to 3 kilometers defended by tanks and BMPs... armed with nothing bigger than M240s by default. F**k that. *Light infantry in the general sense; Airborne, Air Assault, Rangers, SOF, 10th Mountain and their foreign equivalents.
  25. Apocal

    PvP: An Endangered Species

    Now that's an interesting paragraph and depends much on what exactly you mean by "playing experience [realism]." The big thing to me personally is that it gives a fun, reasonably realistic combined arms experience. If it tramples other aspects, so be it. An example here is a restricted playable area. Real life, a rifle platoon doesn't have free reign to go wherever it pleases. So if a mission maker includes an impassable death zone (which is pretty damned unrealistic) I have no problem with it.
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