Njayjay
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Posts posted by Njayjay
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Put down the scope on the ground (via the action menu). You can now see the scope on the ground. Walk close to it, and choose "Enter scope", or something similar, also from the action menu.And wasn't the panic button thing answered already? It seems it doesn't do anything at all.
I've mounted the scope once deployed, but cannot look thru it. Is it not implemented yet?
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How do you use the spotting scope? And what does the panic key do?
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What do you mean nothing? There's a "panic" key stated in the ace_keys.hpp file. What's it for?
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Having half your squad carrying AK's is not realistic. They'd get more ammo from their buddies long before they'd pick up those weapons. Not only that but they are likely to draw friendly fire.
So I'd still like to know, is this an integral GL4 feature or can I turn it off somewherE?
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What does panic mode do?
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SNKMAN: Is there any way to turn this off? IRL you would get ammo from your buddies if you ran out, instead of picking up the enemies' weapons.
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Wheres the crosshair in the chopper for firing my hydras?
Also, whats up with hellfires not hitting their targets? How do I lock on?
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Where can I read a list of changes to flying in ace2 along with instructions? I'm trying to do the bootcamp combat flying mission and everything has been changed around. I'm trying to get the hang of flying in order to play the Eagle Wing campaign with ACE2.
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Like the title says, should I map my joystick slider to the "analogue" version of increase/decrease thrust or the other one? Same goes for the rudder slider. Thx in advance.
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I've noticed friendly AI rearming with enemy weapons, is this governed by the "Enemy A.I. Rearm" feature as well? I don't half my marines walking around with AK's, it's just unrealistic.
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Just to give some feedback from the Tactical Gamer server regarding ACE2.I am a supporting member of the Tactical Gamer community which uses ACE2 beta.
There have been alot of nice things added in the latest betas, however there are also some severe changes that people are extremely unhappy about.
1. Removal of MH-6 (the rationale behind this is bizarre and this was one of our primary transport helicopters in MP missions).
2. Fixed bipod that does not swivel on certain MG's. This is absolutely wrong. As a former M249 gunner, I can tell you that while the bipod did not move much side to side, it did slide on the ground or you could simply lift the weapon and put it on the next target (there is also a little left to right play in the bipod). Doing this with the current ACE2 beta is extremely difficult as it often takes 3 or 4 tries before the bipod works on a sandbag wall for example and even then it may not be exactly where you needed it. Older MG's like the M60 (which I also used for many years) had a Harris style bipod with springs on the bipod that allowed for traverse very easily.
3. The backpack system is now next to useless other then carrying a few extra mags. At 30kg even short sprints cause you to black out. That is a typical combat load and yes, if you're in shape, you can run a fair distance with that much gear. You won't run fast, but you can jog for at least 300 meters. At the very least a shift/key combination should be done for a backpack quick-release system. In real life, the rucksacks actually have this.
Anyways not sure if I should send that to the ACE2 bug report site as these are really more of an opinion and not a bug. I know you guys have military consultants, but I hope that you will take this advice from an ex-military member and also look at the issue of "fun" as this is still a game and not every aspect of realism can be perfectly simulated.
Chris G.
aka-Miles Teg<GD>
I strongly second this, I'm a TG regular also and these things need to be addressed.
Also, 20-30kg is NOTHING bro. These exaggerated stamina features are over the top.
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Wouldn't it also be less suitable for CQB given it higher caliber and (expected, by me at least) less controllability?For all but one assault rifle, the "CQB sights" allows you to aim over the barrel, call it "high ready" position if you like. For those with high deadzone and no crosshairs, this will be far more accurate than regular shoot-from-the-hip aiming. So even if CQB mode doesn't have a proper sight, it's still very very useful. The only exception is the vanilla M4, which does feature the real backup sight for that scope.
How does that backup sight you're talking about look? I've never seen it. Only aiming over the top of the scope.
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Will the new campaigns still be ACE-compatible? Cuz ACE is pretty much standard nowadays for ARMA 2.
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I've tried upping the skill but the AI sniper/marksman accuracy is still appalling. Don't get me wrong I love the mod but this aspect really needs to be addressed.
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Does the enemy ever run out of reinforcements? How do u set the amount?
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Whats the rule for reinforcements or arty? Does the enemy ever run out of these?
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Is there any way to increase the accuracy of snipers and marksmen without altering the accuracy of other units?
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This must be on the first page of this thread no?Thanks!
Any clue about the enmy detection range issue by friendly AI?
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Edit: problem solved
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Where can I find a list of the editor names of all the ACE2 weapons? Thanks
Also,
I'm running multiple mods, ACE, ZeusAI and GL4 so I'm not sure which of those the following issue pertains to so I'll post in all 3 threads:
My AI teammates are not engaging the enemy when they are past a certain distance, even though they are clearly within visual range. Is this some setting that needs to be configured? It's like their detection range became much shorter. Anyone know how to fix this?
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Sometimes when laying prone with weapon deployed and taking a shot I start bleeding. Why is this and how to avoid it?
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Thanks, solved the problem(s)
I'm running multiple mods, ACE, ZeusAI and GL4 so I'm not sure which of those the following issue pertains to so I'll post in all 3 threads:
My AI teammates are not engaging the enemy when they are past a certain distance, even though they are clearly within visual range. Is this some setting that needs to be configured? It's like their detection range became much shorter. Anyone know how to fix this?
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Disabled? I can´t remember that I have disabled something. I tweaked them a little bitOK I realized what I was missing (the // at the start of each line). Why do you have the difficult mode disabled? Does it conflict with Zeus? What happens if I leave it enabled?
Can you post your GL4_Local.sqf settings so I can follow your example? (I'm interested in the blood settings especially and others)
Also, are you using the .Arma2Profile values ZeusAI recommends in the readme?
Thx for replying.
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Merged with previous post.
A.C.E. Advanced Combat Environment - Public Beta *2*!
in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Posted
I already said I tried that. But I can't see through the scope once I mount it.