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Apocal

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Everything posted by Apocal

  1. Apocal

    The Corpsman is a Sailor, not a Marine

    Hardly. 1. At no point in time was basic training for Hospital Corpsmen conducted by Marines. They went through the same recruit training as sailors and all their basic medical training was taught by other Corpsmen. The only way for that to be confused was the old sea story about recruits from RTC San Diego going AWOL by hoping the fence and landing in an MCRD San Diego training area. 2. There is no such thing as an inter-service transfer for enlisted members. The closest thing was a few years back for USN/USAF going to the Army and everyone I saw go that route finished their hitch, then joined. If you'd like to pour over all the relevant instructions, guidances and policies, I'd be more than willing to point them out for you. FWIW, I know two corpsmen who joined the Marines after they were out of the Navy. They aren't corpsmen anymore. http://www.marines.mil/units/marforcom/iimef/2ndmlg/Pages/OIFactionsearncorpsmancombatpromotion.aspx http://hamptonroads.com/node/183561 Decorations are the same across the sea services, but where do you get the idea that promotions are?
  2. I'm trying to get an idea of how to create a workable system for enabling kill scoring for player gunners while using the Arty Module. There are a few reasons I have for this, but mainly because on the server I play most of the time, there is player-controlled artillery that is frequently used for "stealth" TKing as kills aren't scored at all. So I tried adding this to the init field of the gun: player addEventHandler ["killed",{_this addScore 2}] But I suspect there is more at work here than meets my untrained eye. The wierd part is that without the arty mod, scoring works just fine :confused:
  3. Apocal

    The Corpsman is a Sailor, not a Marine

    They attend the same boot camp as all sailors, in Great Lakes, IL, which is also the site of HM "A" School, initial training for all corpsmen. FMSS comes after and it's not MCT or SOI. Perhaps because they left the USMC and joined the USN. AFAIK, the only way for a Marine to get into military medicine is to be accepted for a medical commission (the name of the program escapes me right now) and they are commissioned as naval officers, not Marines. That school is for HM's either coming from A-school or transitioning from a fleet billet to a field billet. It says nothing about an inter-service transfer, which, AFAIK, are only available to commissioned officers. Otherwise, you have to finish your hitch then join the other service (with a few exceptions). Now you can all revel in the piping hot plate of fail that is the seven minutes I spent reading the link and seriously replying in this thread.
  4. You need to go into your MP config files and set your server viewdistance to further than the default (1500m IIRC).
  5. Apocal

    The Corpsman is a Sailor, not a Marine

    Notice the team leader pic has the rank of Sergeant and the squad leader rank is Ssgt. I recall the "ideal" ranks being one lower and the practical system often leading to Corporals leading squads and sections. It was a little bit eye-opening to me to see a corporal leading a section of 19 men in three different squads. I was a full paygrade higher and the assist leader of 6 people. IRL I recall reading some award citation to "Corporal So-and-so while serving as Platoon Sergeant of such and such...", exceptional certainly, yet illustrative of how much trust the USMC has in it's NCOs. BTW, "corpse-man" GODDAMMIT BOHEMIA! (shaking my fist)
  6. Apocal

    Wheres the MGL-140 Grenade Launcher?

    Highly dubious, considering the number purchased by the USMC would not cover three battalions.
  7. Apocal

    PvP: An Endangered Species

    I draw issue with this because ArmA, quite deliberately, slights several of the most crucial aspects of infantry combat to give a faster-paced game. The lack of mirco terrain, the general omniscience of vehicles, the accuracy of all weapon systems, inability to utilize cover in degrees all synergize together to create an environment extremely hostile to infantry PoV. Jesus, MOUT is to infantry as pool-table flat desert is to tanks but just look at how bad every game in the series does MOUT. The only way to stop (armored) vehicles from juggernauting over infantry is by either giving the infantry approximately ten times the AT weaponry (Javelin excepted) they'd haul around in real life and constructing the mission around extremely closed terrain or simply not including them at all. The other aspects of OFP/ArmA do about as much to "enhance" the infantry aspect as a nail in the road enhances my driving experience. They designed ArmA2 (and Arma1 and OFP) as games to give a fun combined arms experience all around. Other games have done infantry better, but ultimately the ability to hop into a tank or a helo or a A-10 set it apart from every other game claiming realism but having other maneuver and fire support systems as cinematic "Act of Plot" elements. Agreed. Real old, real fast. First of all, as a preface for this, IMHO Domination easily kept ArmA going after I thought all the steam had petered out, huge accomplishment there. Now onto the main debate going on: I think it's the white elephant in the room that people who play ArmA don't like losing. Part of the reason I enjoy PvP is that on the other end is someone I'm imposing my will upon, in opposition to his will. At some level, it's sanctioned griefing and the tears of the opposition fuel me. That being said, that attitude probably contributes to Ramboing... but only because Ramboing actually works. If players could realistically counter the Rambo by application of combined arms, it wouldn't be a problem. After all, what does a sniper do against a tank? What does a Javelin gunner do against a functioning fireteam of infantry? Something to focus the line of fighting would be nice considering most current PvP missions provide no map restrictions whatsoever.
  8. I sure don't. Just poking through the CfgAmmo file, I'm seeing this: ARTY_SH_105_HE ARTY_SH_81_HE ARTY_R_227mm_HE ARTY_Flare_Medium ARTY_Flare_Small
  9. "ARTY_smokeShellWhite" FWIW, they only last 30-40 seconds.
  10. Apocal

    PvP: An Endangered Species

    I'd say the exact opposite is the case. Every mission in ArmA is different, utilizing different scripts, setups and (as more time goes by) addons. Domination and Evolution are broadly similiar and help each other immeasurably by including the same "Spawn at the MHQ" respawn script. Maybe Devastation will be the answer, but it still needs work.
  11. Have you tried making the gunner group leader instead of the pilot?
  12. Shouldn't be. Try placing MLRS at least 8km away. It does have a massive minimum range.
  13. _this allowFleeing 1 Apply to group leader to control group courage. 0 means fearless, 1 means always fleeing and (if surrender mod is placed) surrendering. Alternatively use unit names instead of _this (which would probably require a SQF).
  14. Easiest way is to just create a trigger with activation "Radio Alpha" and in the TEXT field enter whatever you want the radio button to display.
  15. You can use "deleteCollection" to make the attached M119 invisible.
  16. I personally prefer the mission scripts version because it allows me to put it on a public server without anyone having to download any addons.
  17. Neither did I, but it is a workable "fix" for the problem... ...with obviously problematic limitations. Agreed.
  18. ARTY Mod should be sync'ed to the (group leader) artillery piece, not your player character.
  19. I know it runs counter to everything in USMC doctrine, but if you make the vehicle an integral part of the squad, they will board when given a long-ish movement order under Careless or Safe behavior. It also means their mounts have a lifespan measured in minutes when facing ATGM-armed opponents.
  20. And if you would have looked you'd seen it says: 1stSgt Patrick "Eightball" Miles Actor: Mamadou Diavando Voice: Joachim Benloulou
  21. Is there any documentation regarding configuring additional addons into the Artillery Module?
  22. Located it in under Addons/modules.pbo/ARTY Some interesting stuff in there and I'm playing with it now.
  23. Where are the *.pbo files containing all the config data stored? I've searched in Addons and Dta. I have a Steam version of ArmA2. I'm not terribly good with scripting, so this is just me trying to play around with the configs and see if I get something close to Jones' Real Artillery where you could select from different charges (different initVel values) for more or less range. And get flares to be brighter and longer lasting, along with giving WP a quicker "build" time and regular smoke a much longer duration than it's current ~30 seconds. Sorry, wrong forum. Can someone move this please?
  24. The downside to using ArmA is a 2.5km (ish) make unit render distance. Beyond that, you see nothing. A.I., under limited circumstances, will though.
  25. What does this do? How to I initialize it?
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