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FreeFire

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Everything posted by FreeFire

  1. Once again great work fer on the F3 framework, it's always a joy to read your code. Remark on the Respawn init you use. Currently it is being added through an eventhandler on "killed", i suggest you move to "Respawn". I wanted to reload the gearscript after respawning using respawn method 3 (base). (required a bit of tweaking since you moved the gearscript to a fnc and use call now, but it's doable :) ) However when calling it through the respawinit.sqf it did not work until i changed it into "Respawn". Just a heads up ;) Weird stuff happened when using "killed", my old corpse would actually start loading in the gear and things like that. Oh and exiting the spectator script seems not to work very well, but that is probably due to the buggy state it is currently in. Regards FreeFire
  2. FreeFire's Deadeye Guide Welcome to all, This guide was made mainly by me, FreeFire, with the support of my fellow community members. There already are some guides out there but i found most of them lacking detail and as they always say: "If you don't like it, do it yourself!" and that is exactly what I did. Because ACE 2 changes a lot (if not all) balistics and optics in ArmA 2, I thought it would be nice to know how to use all these optics. So in this guide all infantry weapons and mines are listed, their sight references and how to use them. Also some changes made by ACE 2 for sight adjustment, set range and more are explained. YOU can help! -If you find any incorrect information? -> PM -Missing weapons? -> PM -Want to see something added? -> Post it on this forum so it is up for discussion and we will think about it. -Want to make a translation? -> PM, note that i will contact you again when i update the guide. -Want to host the guide? -> PM, and i will keep you updated Guide is available for download at: http://www.mediafire.com/?zmy2zm3qkmm http://rapidshare.com/files/328427094/6th_Sense_Deadeye_guide_ver_1.7.pdf http://arma.bssnet.dk/6th_Sense_Dead...de_ver_1.7.pdf (thanks to BossMan_DK from the 6th sense community, this one should have the best bandwith) I can only guarantee the quality of the English version. Russian Version (thanks to Boevik): http://www.mediafire.com/?zyd4jtmf4cy http://rapidshare.com/files/333131536/6th_Sense_Deadeye_guide_ver_1.7__RUS_.pdf http://arma.bssnet.dk/6th%20Sense%20Deadeye%20guide%20ver%201.7%20_RUS_.pdf (thanks to BossMan_DK from the 6th sense community, this one should have the best bandwith) Italian Version (thanks to Koguar): http://www.mediafire.com/?qy22iyhohgz http://rapidshare.com/files/33371610...1.7.__ITA_.pdf http://arma.bssnet.dk/6th Sense Dead...1.7. _ITA_.pdf (thanks to BoSSMan) Hungarian Version (thanks to BigBoss): http://www.mediafire.com/?ecdeckzzrjm http://rapidshare.com/files/334322053/6th_Sense_Deadeye_guide_ver_1.7__HUN_.pdf http://arma.bssnet.dk/6th Sense Dead... 1.7 _HUN_.pdf (thanks to BoSSMan) As ACE is constantly updated the guide will not always include the newest weapons, but i do my best to keep up with the updates. Current Version: 1.7 (Updated 31/12/2009) (Early New Year present for you guys :cool: ) Ver 1.7: -RPG-7: all ammotypes listed -M136 AT-4 CS/RS added -Ranging for all scopes (the ones that have the option) -Kestrel 4500 windmeter (Sniper madness ;) ) -Static Weapons -Grenade (best CQB weapon, but so underrated, I hope to change this.) -... (stuff i forgot) (no vehicles yet because the targetting computers are still under development) I would like to ask admins to please NOT move this thread to the ACE 2 thread as it gets lost in the huge amount of posts there and people will be unable to find it again.
  3. I noticed that in version 1.6 of MCC, the norrin revive script is included. Also MCC is based on the F2 framework. Now the F2 framework already includes the option to have the Norrin revive script, it is just commented out in the init file. So basically the norrin revive script is included twice in this file...
  4. FreeFire

    Aiming Guide

    My fellow community members have been doing a great job. Hungarian version online now, thanks to BigBoss for translating.
  5. FreeFire

    Aiming Guide

    Russian Version is available for download. Special thanks to Boevik for the translation. And just found out some more great news: Italian version coming up by Koguar (6th sense member).
  6. FreeFire

    Aiming Guide

    Thanks Gnarly, good to see everyone likes it. I found out a little issue (will be corrected in the next version): VSS Vintorez is missing on the printer friendly version. The URL for the ACE Features has been changed into: http://ace.wikkii.com/wiki/Main_Page Also i have good news for our Russian comrades ;) , Boevik has offered me to translate the guide into Russian, soon it will be available in this thread.
  7. FreeFire

    Aiming Guide

    One of my fellow community members offered another mirror, it is available now and should have better bandwith than the free hosting mirrors.
  8. FreeFire

    Aiming Guide

    This whole guide consists of community weapons actually (ACE mod) :). If you are requesting that i go and test some other mods, then sorry. I'm not going to get a whole new list of weapons, I don't have any use for it myself (i play at the 6th sense community and we only use ACE added weapons no other weapons) I keep all the weapons that we use up to date, not other ones. This guide was first of all for our community but i released it to the public after ACE was released because of the new balistics and be cause i am such a nice guy :D .
  9. FreeFire

    Aiming Guide

    Thx for all the good replies people, seems like i got almost everything covered that is available atm. Gonna add crewserved weapons and targetting computers when they are ready. Just realised something horrible, You guys can use this against me in PvP :eek: !
  10. FreeFire

    Aiming Guide

    Update Ver. 1.7 Get rid of your old version guys, here is version 1.7.
  11. FreeFire

    Moveable Target Range

    Awesome work Kronzky. Very useful especially since ACE changed all the balistics. I used your training mission to get all the ranges for the sights. Even decided to publish a guide about it (no worries I gave you credit for the map with link and all ;) ).
  12. FreeFire

    Aiming Guide

    About the leading of targets: I think the only way to learn this is by doing it (a lot), maybe there are systems for it but depending on how far the target is, whether it is running or not, crouched or not, etc. all these factors have an impacting on leading a target and it will get very difficult, if not impossible to make a system for it. You can't start calculating how far to shoot in front of a running infantry contact, because when you are finnaly done the target will be in cover or changed direction. Leading = Practice. A very useful tool for practice is Kronzky's moveable firing range, the link to it can be found in the introduction of the guide. About the RL vs ACE: I'm not in the army and have never been, all the stuff in the guide is ingame expierence or research. I could start writing heaps of information about how accurate a real M16 is and how many bullets it can fire before it gets overheated (ACE has overheating btw). But this will flood the guide and it not information you need to get your shot on target in ArmA 2, the only thing that i sometimes include is a little explanation such as why an M4 is less accurate than an M16 (shorter barrel). The Chinese rifles that are way to accurate was a little remark from me, to get your attention to this fact. As ACE is still WIP it is quite possible that it will be changed. I might include requests in my guide, I am open for sugestions and CONSTRUCTIVE critism. But remember that it is my guide i get to decide whether i include something or not ;) . Just for those who like to know: A new version is coming up with several new features and tweaks such as: Grenade throwing, RANGING (this is important now that ACE removed our beloved spacebar that gave us the range if we looked at something), M136 AT-4 CS/RS, All rockets included for RPG and more. I am also working on a bigger update, listing the weapons with their Pro's and Con's.
  13. Hello to all, i saw you guys are looking for a guide. Well is one now. 6th Sense Deadeye Guide, check my signature for the link ;)
  14. FreeFire

    Aiming Guide

    I'll see if I find some good rules for the other warheads. But if it might get complicated, guess i'll find out once i start testing. Ok gotcha, i will look into it. Best sniping I have seen so far was this: Sniper-Spotter team, move stealthy into good firing position. They provide recon marking targets for main infantry group. After main infantry attacks they start taking out important targets like officers, MG, ... . Spotter had Vector 21 (laser rangefinder) giving ranges and angle for the sniper, spotter also constantly checked his Kestrel 2000 windmeter for the right windage values. This team managed to take out 11 targets in about 15 minutes of combat, all targets were of high value (MG, TL, ...) I don't think you will be getting anything better than this :)
  15. FreeFire

    Aiming Guide

    @jasonnoguchi If you know any other free hosting websites i will put them on these sites aswell. Backblast is indeed less, i have yet to test how much of a difference there is between the power of the normal warhead and the CS version, i will include this in the next version. I never said it would be impossible to hit beyond 300 meters, but at 300 the chance for a hit is almost maximum, after 300 chances are that you will miss due to spread. I assume you are talking about RL here but i just wrote down my experience in the game (can't do anything with the RL stuff if it doesn't work in the game), 300 meters for non-scoped might be a bit overestimated, but on a non moving target with the 'set range' option it is possible without to much problems. I might include the other rockets for the RPG7 but i don't want it to get confusing (range set at 300 meters to hit a target on 75 meters with the PG-7VR, this is confusing). What more explanation would you like? I wrote that the ranges are marked on the scope, explaining how to lead a target with it is just way to complicated, even i do that on 'gut'-feeling. This is more something for a strategy guide like TTP, The Deadeye guide is just a guide on how to use the weapons, it's up to you fit it in your strategy. If you take a silenced weapon out of a crate you should immediatly carry SD mags, however ACE allows using several types of magazines in each weapon. (like the G36 mags in the M16) so it is possible that you accidentially brought the wrong magazines (non SD). The sound of the rifle will be silent but the 'crack' of the supersonic bullet is still there. Might implement this, but most of the time you don't engage beyond 400 meter with the ACOG so you can fire pretty straight. I have to do research on this but i think it is impossible, there are no sight references only a red laser dot. Maybe it was supposed to have a laser rangefinder implemented, but if i remember correctly the XM-8 project was cancelled. ACE has only just implemented this so i think they have yet to tweak the ballistics (they look very vanilla). I would agree for non-scoped versions, however there are ACOG versions and it is possible to hit targets on 300 meters without to much problems, bbut this is really the maximum range. I would totally disagree for Sniper rifles, they don't have the same range as non-SD but can still fire over a formidable distance, especially the TAC-50. Accuracy is indeed better (longer barrel) seems like i forgot to mention that. But then again it is not so easy to hit something at 600 meters through an ironsight. Not sure what you mean here. Sight adjustment is explained, so is the sight (This is when the sight adjustment is on DEFAULT!). I'm not going to talk about stopping power in the guide, maybe i do it in later version, but for now i keep it focussed on the Aiming. I am going to include this, for my trusty forum readers i already got a tip (you can also find this on the ACE features website, listed at the end of the guide). Use Shift+H to switch between different throwing modes. This goes from a long throw to a roll and even dropping it at your feet. I might do this later on, but rumor goes that some vehicles will get targetting computers in the ACE mod. Read the answer at top of the post ;) ---------- Post added at 01:14 PM ---------- Previous post was at 01:12 PM ---------- For sniper teams a lasermarker or vector is a must-have. I might include this idea of yours, but it is also possible to judge distance with optics. And experience always helps of course ;) ---------- Post added at 01:16 PM ---------- Previous post was at 01:14 PM ---------- 400? Guide says 300-350 for all non-scoped assault rifles. ---------- Post added at 02:27 PM ---------- Previous post was at 01:16 PM ---------- For those who asked a new mirror: file is also available at rapidshare. Also submitted on Armaholic, I am waiting for confirmation from them.
  16. FreeFire

    Aiming Guide

    No problem mates. Enjoy, and go get that AI or Player :D
  17. Greetings to all my fellow ArmA 2 players, As most of you have probably noticed the ACE mod has been released bringing us a wide array of new weapons, vehicles and ballistics. This guide is mostly about these ballistics. At 6th Sense (community with sickboy as our great leader ;) ) i realised that it would be useful for our new (and old) members to be able to shoot their weapons in a somewhat accurate way :p . That is why this guide has been written, it does not give you any gamey tricks on how to hit a target. All it does is explaining how those dots on that fancy scope of yours work. It also explains how to use new weapons such as the claymore. And how to use sight adjustment. The 6th Sense Deadeye guide includes almost every infantry weapon available in the ACE mod and it keeps getting updated i am still planning to add static weapons and vehicle weapons. http://www.mediafire.com/?mm1djygykxf
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