MirindoR
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Posts posted by MirindoR
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im really impressed with this.
you might wanna make the stocks longer for the m4 short versions because they dont touch the shoulders by quite span and look a little awkward.
otherwise what a great mod. wow
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carl to be honest id be surprised if the rangefinding in the vanilla acog actually works.
the horizontal markings are supposed to be the distance between the shoulders but at 400m the bullet hits pretty much random, might be the rifle's accuracy though
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Youd best get learning how to do it then.Plus we had this discussion last month.
/thread
yeah thats what im trying to do, maybe with more helpful people telling me which programs i need to edit the models and so on..
if you feel that you have discussed it enough in an older thread by all means stop writing in this one.
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Its impossible to do it "3D Scope" style. so we're stuck with cardboard 'n hole, or full screen zoom with silhouette of a scope. neither is glamorous.this has been said and repeated many times. full screen zoom with the scope model in front is what im after.
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Red Orchestra and Killing Floor does the "3D scope" stuff too, personally, I would like if all the scopes were like the old FFAA Acog scope (So it's like an iron sight, but still zoomed in).yep thats what were trying to do here. cardboard 'n hole is outdated now
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k if i understood correctly what we need to do is to edit the acog model creating a cilindrical cavity inside it, place the reticule in the cavity,
and place a point where the eye will be when you zoom in, so that it doesnt give problems with the soldier model.
no post process blur effect cuz it gives problems.
does anyone know how we can do this?
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have never played it, will DL it it asap since im a big fan of HL2. do you have any screenies?
anyways it doesnt really matter if the whole screen is zoomed, i mean, if you can zoom in with ironsights holos and aimpoints then the acog can have the whole screen zoomed in ;)
---------- Post added at 11:46 AM ---------- Previous post was at 11:31 AM ----------
k found a pic of how it looks like in insmod and posted it in the frontpage, they definetely did an awesome job.
and it acutally only zooms the stuff seen through the scope. first time i ever see that one!
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from what I can tell with the Acog in RL the redicule depends on what the buyer specifies, you can have ArmA's cross system, the yellow pointer, red pointer, red dots, mix of all of the above and more or even custom ones. check the Trijicon website and:You'll quickly see the number of possibilities are rediculas lol
yes i believe everyone here has seen that webpage already but the point is that the marines only use the red chevron model.
---------- Post added at 11:09 AM ---------- Previous post was at 11:05 AM ----------
Well heres what i come up with, Ingore the reticle design it was just a quick mockup to test it ingame. It works quite well, obv i cant do anything with the Aimpoint model on the weapon itself. The radial blur is ingame is well but needs some fine tuning so ingore that is well. Il make it into a addon weapon or something.seems pretty cool, how did you switch the reticles? i wanna give it a shot myself
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Yeah think it is, must just be that FFAA dcided to replace the old version (what I have) with the BIS style sights.it says in the changelog on the armaholic page that in version 1.1 beta he changed all the acog scopes. is your version prior to that?
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did a bit of research and found that in http://forums.bistudio.com/showthread.php?t=83275, angle states that
''AG36 Acog: Stand rested and freelook in to the acog. there is no inner walls. The way it zooms is nice.''
peloton announces 1 page later that all acog viewers have been changed.
sent him a pm for clarification on this, but if u still have the old version stalker could you try doing that freelook thing and see what happens? i reckon it could be the reason for which they reverted back to ''carboard 'n hole'' style scopes.
---------- Post added at 03:21 AM ---------- Previous post was at 02:01 AM ----------
this is a rough idea of what i would like it to be in arma 2, made it in a few mins with MSpaint

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well does anyone have more screens of the ''old'' ffaa scope? it seemed like he had done pretty much what im saying, just with a different reticle. i wonder whether that scope seen in the pic u linked was of an acog or something different.
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ok i dunno how to do any of that, but that leaves how to config the model that ''replaces'' the aimpoint and the reticle itself. most of all i believe that the acog has no ''hole'' to see through, its just black on both sides, unlike the aimpoint which can be seen through in 3rd person the same way as it is in first, and in first person you can see through it with the freelook without having to zoom in,. this makes me think a whole new model for the acog is needed, although maybe ffaa managed to do it some other way.
would be nice to have whatever he had done in his older version and just change the reticle on it.
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thats a pity. i have no knowledge on how to do this stuff. and i reckon its harder than tweaking scripts. does anyone know how this could be done?
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nope no other mods :/
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i tried ffaa but all the acogs of the vanilla arma 2 weapons stay as they are, and this is what the g36 GL acog looks like, note the numbers written back to front.

do i have an old version or something?
got it from here http://www.armaholic.com/page.php?id=6748
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yeah thats pretty much what i mean, just the wrong reticule =(
also i have been wandering about all these mods, and how that relates to multiplayer games (i have downloaded a few mods, and now can no longer join MP games (some F16 mod is pissing me off with the editor and MP games i wish i never had installed it, and cant remove it now or i wont be able to play my edited maps even if the f16's were removed, but nvm that here), not that it matters a lot to me, as i find the DOMIA2 that 99% of the servers play rather boring after a while,but still, does it have to do with bisign files? and do these files allow players that see different things through the same scope play on the same server?
im just curious as to whether these kinds of addons prevent MP gaming
checking out FFAA mod right now
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I think your question why was not related to the above poster right? This discussion was here before, the outcome was that most people want it but that its impossible in arma 2.so no need to explain people, find a way to do it or it will never be here:) Compromises are not lame, they are a workaround as there still is the no go from arma 2.
its not a point of being able to zoom only the part inside the actual scope. such a thing has yet to be seen on any game for any console or pc that i know of, and is quite out of the question, and not the point of my thread. maybe you should look at the pictures (specially the cod 4 pic) and understand what were talking about
my point is having an acog on the weapon, having the proper reticule, with night (and day) glowing chevron, and that when you zoom in the weapon, scope, hands/whatever remain visible, just like in the cod 4 acog or in the Arma2 aimpoint. now is there any WIP or addon for this?
i think making the reticule itself should be rather easy, i read that giving a glowing effect can be done, and i think that seeing and aiming through the acog like it was an aimpoint but with 4x (and ofc the acog reticule and model) should be fully possible
I think your question why was not related to the above poster right?yes it was.. my question being why it would have to be blurred, being a 2 eyes open scope.
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why? as i said the acog is a 2 eyes open scope so you are supposed to see whats around - though i guess it could simulate eye focus i think its best to leave it normal, blurring would kill the framerate and maybe give lag.. is there any addon wip for this type of thing? only ones i have seen are the lame black screen /w hole, project reality style.
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gator if you're still working on it check out these 2 threads
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in cod 4 it does, i just think that the cod4 game mechanics compel the zoom to happen on the whole screen, not just what you see through the scope. no matter there, hardly makes a difference. in cod 4 u do have the impression you're looking through an acog. ain arma 2 that feeling is missing.
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ive gone through the forums and ive seen it has already been discussed a lot, and i also have seen addons that have partially fixed the problem such as ''31st MEU Replacement Reticles and Realistic Ballistics''
but the acog scope in arma 2 simply is nothing like the real thing.
its hard to get used to after having seen how rather awesome it had been done in cod 4, and i would like to see something of the sort (maybe improved) in arma 2.
i think instead of just changing the reticule, which is what yakavetta did, although forgetting the horizontal lines basically making the civilian version, it would look better if it was used like the aimpoint is currently used in arma 2 (so no black sheet of cardboard with a hole in the middle in front of your screen): simply instead of having the red dot, it would have the acog reticle and model.
this is what the acog the US Marines use (the TA31RCO) looks like,
In Real Life:

in Arma: (as has been said already, completely wrong reticule for its model)

in project reality, a bf2 mod (aka cardboard /w hole method, stadia lines are missing):

in Call of Duty Modern Warfare:

in insurgencymod, a fan-made modern infantry combat mod on the source engine:

out of all 4 the arma scope is sadly the least realistic, and while i hope that they will implement a good acog in OPA i doubt that they will fix it with a patch.
it is a 2 eyes open scope, meaning you should be able to see the surroundings while looking through it, so:
is it doable to replace the red dot with the chevron and switch the scope models?
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this seems the mod i was looking for, but i have a few questions: since the acog rco is a 2 eyes open scope, could it be possible to use it like a red dot, meaning u still see the weapon and the scope itself while you're zoomed in?
i think cod4 had done it rather well, screenie here http://www.gamereplays.org/community/uploads/post-81387-1203744119.jpg
it gives the impression you're actually looking through it, instead of getting the black screen.
also the way it seems to glow is nice, compared to the acog usually looking like it has ben drawn on the scope with a pen.
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k ill refrase it: any way to have an icon on my desktop that directly launches the editor in windowed mode? not really essential but still..
in any case deleting the addon entries didnt work for me, players that try to join my map get the message ''cannot play/edit this mission, it is dependent on downloadable content that has been deleted vops_c_guns.
any help on this?
---------- Post added at 11:51 PM ---------- Previous post was at 11:41 PM ----------
i just tried reinstalling the vop soundmod and now i cant play nor edit any map because i get the message ''cannot play/edit this mission, it is dependent on downloadable content that has been deleted vops_c_guns.''
---------- Post added at 12:01 AM ---------- Previous post was Yesterday at 11:51 PM ----------
UPDATE: copying and pasting everything to a new map worked again, and it also opens on the mod-less arma, so i guess from now on ill use the mod-free windowed arma path to edit missions, and that should solve the problem once and for all. if someone could tell me how to open the editor directly from the desktop id appreciate.
thx in advance
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looks like you (and me) will get your wish when op arrowhead comes out!
and yeah tbh the setting was BS but im still glad i bought this instead of OFP2
---------- Post added at 11:06 PM ---------- Previous post was at 11:01 PM ----------
Sure, we can do Afghanistan.A few dudes walking around, someone hears gunfire and everyone scrambles around. Since the bad guys are several hundred/thousands of meters away, nobody can see them. The firing stops, and everyone goes back to what they were doing. Some time later, the "good guys" spot some bad guys and call for air or fire, then go back to what they were doing.
Afghanistan would be boring as a computer game, outside of the few random and extreme high profile actions.
with this filosophy u can take the crap outta anything. i think you have a very vague idea of what happens in iraq or afghanistan (or somalia back in the 90's), cuz its not like all infantry does is call in airstrikes..
how would an insurgency BlackHawkDown-style mission be boring?
or capturing a city house by house with ied's, militias snipers and civilians all over the place be boring?
or gunning insurgents by night with your flir from an apache?
im really looking forward to OPA, which incidentally, will be based in afghanistan.
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yeah the extra zoom in ironsights and aimpoints is unrealistic and lame, one of the things i hate most of the game. no zoom for these sights, there are scopes for long range.
AI not fighting, help
in ARMA 2 & OA - USER MISSIONS
Posted
ok heres the deal; i want to make a mission in which a team attacks another team's base.
the attacking team outnumbers the defending team, but in compensation the defending team has bunkers, sandbags and cover.
the problem is when i put the ai in the bunkers or behind the sandbags, they go prone as soon as they are fired upon and never fire back.
i've tried grouping them up and using the sentry or guard wpts with ''open fire, enage at will'' behaviour, but all they do is stand there until a shot is fired, then they just go prone behind the sandbags and wait till theyre overrun.
can anyone help me please?
i also have doubts regarding whether the AI would actually run behind the sandbags and take cover unless i spawned them behind it from the start :/