gurachn
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Everything posted by gurachn
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I am guess the zoom function (default hold R Mouse) is meant to simulate, the extra clarity you get from focusing your attention on a point, and I think that is reasonable. On the other hand, it seems to me that in real life the process is almost instantaneous, whereas in the game it is a bit slower. Any mods or other ways to speed this up?
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SightAdjustment (windage+elevation)
gurachn replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
Update on this issue: Along with the NWD's Ballistics is the "NWD_SightAdjustmentPlugin.pbo" file. Unpacking that, we have a config.cpp that gives instructions related to GLJ's sight adjustments. It seems that will the Russian weapons are listed in MILs all the American weapons have MOA descriptions, e.g. class M24 : Rifle { GMJ_SA_enabled = 1; GMJ_SA_mode = "MOA"; GMJ_SA_adjrange[] = { 1.501, 2.501 }; // ~45 MOA elevation / 75 MOA windage once installed GMJ_SA_adj[] = { 0.0166667, 0.00833333 }; // 1 MOA elevation, 1/2 MOA windage I suspect this is the problem. Can anyone who is running the sight adjustment with NWD's ballistics confirm if they can get MILs? I can get MILs when I am not running the NWD, but never with. -
SightAdjustment (windage+elevation)
gurachn replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
Fixed. Well got it running anyway... I ended up clearing out all the mod folders, and redownloading GMJ's, NWD's files and the Extended eventhandlers. I noticed that the default name of the folder was "@Extended_Eventhandlers193". I had cut off the 193 previously, both in the folder name and the Target command line, thinking that folder nomenclature wasnt an issue. It seems to be, because it runs now, and that seems to be the only thing I have changed! On the other hand, there are a couple of other issues, both of which have been noted by others in this thread; 1. Using NWD's ballistics seems to disallow the use of MILs on the scope. Changing the line to "MIL" in config.cpp has no effect. Always MOA. I would prefer to use Mils, but I also don't want to do without the better ballistic model. 2. Upon save, quit, resume/load the sight adjustment doesnt work. You must restart the mission to reinitialize the mod. Snipers better be careful! I havent seen any solutions for these issues. Any suggestions? -
Sorry for a bit of noob question, but I cant seem to find out how to load pre-made missions using the editor. Specifically, I want to use Kronzky's Target range. I can access it in the missions menu, but that only gives limite functionality. In his notes he says to load it in the editor, but I cant see any obvious way of actually doing that. When I open the editor, I have to choose the island (which one?) then when I click the load mission button, it doesn't allow me to type the name or choose a directory. I seem to be missing something important. Any help with this would be greatly appreciated.
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Thanks again TCP. Looks like it needs a bit of coding... While I get my head around that I guess I can always practice my plinking on Boborish's excellent sniper range! Cheers
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I hear ya, wipman. Since the timing on the zoom is controled by the animations, I was just wondering if anything had been done work on these. I can live with it. Thanks
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SightAdjustment (windage+elevation)
gurachn replied to gmJamez's topic in ARMA - ADDONS & MODS: COMPLETE
I am having trouble getting it to run also. I believe I have all the components, but I think I may have them in the wrong places. My exe. target line is: ""D:\Bohemia Interactive\ArmA\arma.exe" -nosplash -mod=@Extended_Eventhandlers;@NWD_Ballistics;@NWD_ScopeFix;@GMJ_SightAdjustment;@TCP_Anim;@TrueMods" I have 'SightAdjustment_AutoInit.pbo' both in the Extended_Eventhandlers 'Addons' folder and in the ''SightAdjustment_AutoInit' folder that it came in (also in Addons) along with 'config.cpp'. I have NWDs range cards in the @GMJ_SightAdjustment/Addons folder as suggested, but still it doesnt seem to work in game. This all seems ridiculously complex. I can manage alright aiming off, but above about 650m you run out of Mildots if you can't adjust the scope! Can someone please point a poor noob in the right direction with some clear and complete instructions? -
Woah! I noticed that there was an attack on gate facing your exfiltration point, but I think those guys are friendlies. There was a bit of a fire fight going on over there, but it didnt trigger the alarms. I shot the SLA guys from behind, without alerting the base. I suspect the alarms are due to you. You really have to crawl slowly up to the walls staying behind the cover of the underbrush or those guard towers will hit the buzzer. They are amazingly sensitive. If you can crawl up to the base of the wall though, you can headshot the tower guys without calling out the tanks...
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Thanks for the replies. Personally it seems to me that I can focus/unfocus on an object (especially in the mid distance) in real life much quicker than in the game. It especially seems to be an unnatural problem when I am scanning far down the street, and a baddy pops out of a doorway just off to my side. I often get popped before I get him clearly in my sights due to the disorientation of pivoting while my sights are unzooming. Even a second is too long in those situations. But in anycase, it seems there is no solution to this, right?
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Thanks very much TCP! I am almost ready for a bit of sniper practice. I can place some guys (live targets are always more realistic), but is there any way to lobotomize them? As soon as I fire, they start moving about and take cover and stuff. Bloody cowards! It really is a problem for sighting in my rifle! How can I order them to stand still and take it like men?
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Operation Flashpoint Remake, BIS listen to the people and follow these steps, please
gurachn replied to Equi's topic in BOHEMIA INTERACTIVE - GENERAL
I have to say that, although it is clear there is a lot of good content in ACE, it seems geared mainly for MP. I play mainly SP so I much prefer a collection of other mods. I never played OFP, but have heard amazing things about its campaign. CWR sounds amazing. What is its current status? Is it complete? -
I found that one really interesting too, though incredibly unlikely (one guy sent in against a base for an armored platoon? Realistic?) For a sleepy predawn base, those guys are also preternaturally alert! Be prepared for a lot of restarts before you crack that nut!
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I go to do the basic pilot (heli) tutorial, and the instructor tells me to get in the pilot seat and he will take the co-pilot. Then somehow he gets stuck and starts moonwalking on the spot. I get in the cockpit and wait for a while, but he never gets in. Just stays there moonwalking in place like MJ. Finally I get a message to take it up to start the engine and anscend to 20 m. I do it and then the guy shouts at me not to go off without him! I get fatigue duty and the mission restarts!! Anyone else have this problem? How can I fix this? I have tried flying choppers without this and cant seem to get anywhere!
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I am fairly new to ArmA and am having a rough time getting my SP squadmates to do what I want. The manual is way too brief and the tutorial is extremely basic. I have a feeling that my squad could actually be of use, if only I can figure out what all the commands do. I have tried to search for some guidance on this, but there doesnt seem to be anything out there, so here are my questions: 1. What exactly do the 'Stealth/Danger/Aware/Safe' modes do? 2. Stand up/crouched/Go prone all seem straightforward, but what does 'Stay low' mean? 3. Why when I call 'Stop' do my squadmates all turn to face the rear? 4. What exactly should I expect from 'Scan horizon', 'Engage at will', and 'Disengage'? 5. The 'advance' and 'flank' commands seem to have no effect. What do you need to do to get these to work? 6. 'Take cover' seems to cause my guys to want to leave the area where I put them and run back to base to hide under their beds! Can it not be used to get them to move behind that close tree or nearby wall?? Finally, I thought that the Team switch commands allowed you to take command of your guys directly (which would be a terrific help in attacking armor or even getting them properly positioned!). All of these seem to have no effect though. I have seen references to scripts that allow you to point at a guy and switch into his body, but they seem to be .sqf files which I am not sure if or how to apply these. Any help in getting all this sorted in SP would be greatly appreciated!
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Here is a link to a very nice squad control tutorial for ArmA2. A lot of the info seems to apply. http://forums.bistudio.com/showthread.php?t=81123 I would still like to know how to take control of my squaddies though (if that is even possible)!
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Yeah, me either. There are plenty of great flight sims out there. But I got ArmA to be a grunt. I have already encountered one mission in the SP Campaign though (the night one where you have to kill the armor) that had me steal a chopper and fly it back. Luckily the mission ended before I had to make a mess of landing! I also aint keen on the armor element, for the same reason. Some folk obviously like this stuff though...I just wish they had spent more time on the ai, instead of trying to put in these sim-light armor/air elements.
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I think that you are going to have to grab a bunch of 136's and go hunting. Sometimes it seems the convoy commander hunkers down and refuses to move. Scared? Waiting for support or a tow truck for his damaged vehicles? Who knows why... Go get em!
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A bit like teasing, isn't it? All those cool toys, but in the campaign all you will ever get to play with is your M4...
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Funny, sometimes the infantry riding get killed, and sometimes they manage to make it off and come after you. I also notice that if one truck gets blasted the rest will drop their guys to come hunt you. Nice! Yeah, those missions from the armory arent easy, I have beaten a few just by being super careful and paranoid, but they are definitely stacked to make them difficult.
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Nice one! Thanks, that worked. Still find flying a chopper difficult though. Managed to get through the mission, but landing on the exact spot took me ages in all cases. Probably realistic though, so I guess it will just take a ton more practice I guess. Wanted to laugh when after spending ages trying to get down, the instructor congratulated me for becoming a qualified chopper pilot! Low standards I guess!
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I failed this mission a number of times without even seeing the convoy! So finally I checked the map and saw that there is another, even more direct road that runs behind the village you are supposed to setup in. The next try, I set up my satchel charges in the village, then I set all the mines on the other road, then came back to the village to wait. Sure enough, I hear a boom in the distance, so I load up on 136s and jump in the truck, just in time to find the trucks backed up behind the mine-destroyed bmp. A bit of luck with the the rockets, and mission complete! Even though my scout never gave me the 'convoy coming' signal! INteresting variation, but makes total sense.