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Everything posted by alleycat
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What makes you think sprocket does not earn money on this? And to answer your question, I would get OA first then ARMA2 too because ARMA2 has a lot more units weapons and a very nice eastern european forested terrain.
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Is it possible to activate a retail copy of ARMA2 over steam?
alleycat posted a topic in ARMA 2 & OA - GENERAL
Is it possible to activate a retail copy of ARMA2 over steam? -
How to create pre mission loadouts that differs for each side?
alleycat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to create pre mission loadouts that differs for each side? i tried using case east and it crashed the complete game. -
Is it possible to activate a retail copy of ARMA2 over steam?
alleycat replied to alleycat's topic in ARMA 2 & OA - GENERAL
Will a retail box arma2 install work with a steam install of OA with the Combined operations thingy? -
How many ppl have you convinced to buy OA/BAF along with ArmA2 ?
alleycat replied to -)rStrangelove's topic in ARMA 2 & OA - GENERAL
I talked 7 steam friends into getting OA. -
I never fired a gun, but from what I can see firing a .50 bullet is going to be laser like accurate, becuase the weapon heavy, which should absorb the recoil, especially if mounted on a vehicle. I think people finding it too accurate should get their mind off the usual action movie/fps representation where mgs shoot like a spraycan. Mgs were designed to fire rifle sized bullets at the same accuracy as rifles and at a higher rate. All this critizism for it being too accurate is probably influenced too much by some weird logic where ROF has to be inversly proportional to accuracy. Funny how no one complains about .50 Rifles being "too damn accurate". Is it because they look so cool with that scope? a .50 MG has to be more accurate than a .50 rifle, because it is much heavier and is fired from a much more stable platform. I think thuis it totally made up. There is no intended inaccuracy "to spray an area". MGs are supposed to hit at long ranges. Not just make noise and supress. The suppression is a result of people fearing being killed by something firing at a high ROF AND accurate shots.
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Can someone explain what is new in this "recoil system"? And does it affect only brit dlc or the whole game? I just bought OA a week ago and it feels like normal arma2 to me as far as recoil is concerned?
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British Troops DLC released & Official 1.01 Update
alleycat replied to Pauldarrington's topic in ARMA 2 & OA - GENERAL
Come on guys, stop begging for free stuff. The DLC looks quite nice and from what I can tell in the "lite" version, weapon sounds do not suck. And the models look really nice. I would happily fork over another 9€ for a comparable german faction. Also getting a takistan sized new landmass to play on with considerable amount of new objects on it would be worth 20€ for me. Finally a game that does actually deliver a lot of things on DLC and expansion packs and people still beg for free stuff -
How to disable playable units in MP from auto spotting enemies?
alleycat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to disable playable units in MP from auto spotting enemies? I am making a mission where one player gets to hide from the others, and just being in view (as far the spotting AI is concerned) marks the player on the map and announces his position to the enemy players even though they actually are not able to "see" the player. Was there some form of command that can disable certain parts of the AI? -
How to order a unit to fire at a specific target or marker position?
alleycat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to order a unit to fire at a specific target or marker position? I tried using dotarget and dofire on basically anything, markers, roadcones, vehicles. Most tanks do not even bother aiming at it. Only got a M2 wielding tank to aim at it. I am using radio commands. -
Crew served weapons :: M2/TOW/Mk19
alleycat replied to evilnate's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Is is possible to have a unit start the mission with the disassembled mortar parts? So far I only got it to carry the empty tripod bag, but I have to disassemble a standing mortar to get the parts. EDIT: Oh I just noticed the bag is already filled. -
Creating a PVP scenario (2 sided coop)?
alleycat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Where can I find an overview of the different PVP oriented mission types and their basic entities needed in a map? For example, if I was to create a PVP mission with 2 teams, that have to kill each other to win, with no respawns and a clear set of gear defined at the start of the mission, what type of mission is it "classified as"? I would call it a "2-sided coop". But what are the correct designations in the decription.ext to get it working? -
"this execvm... problem"
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
So, if one player fires a trigger, why does not it simply do things globally, because in most cases you want anything happening to be global anway? I mean if a player fires a detected trigger by well, being detected, and the Ai becomes aware, that is a global thing. Also I do not get what createvehiclelocal was supposed to do. What I wanted was when ANY player steps on a trigger, I want that to start a script that does what is inside the script. And isnt it logical that I want the artillery barrage to fire once and not be multiplied by any other player firing it ALTHOUGH it was set to ONCE? The whole point of me using a script is because it is easier to read than having it written in a tiny box in the trigger. To me it feels like everything is loaded locally just to confuse people. -
What can cause a briefing for a mission to not work? I had a working one and all of a sudden, it will not appear in the mission. I even copied a briefing from another mission that does work in that other folder and it still wont show up. And I can not find any reason for this.
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Briefing stops working?
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
It was not a scripting error. Apparently setcaptive commands make you unable to read your briefing. Even triggers wont fire that would use your side as a condition. -
"this execvm... problem"
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
There is no game alike. btw question: If I call a script from a trigger, can I assume it is going to work as intended in mp? In a coop I made there was a surprise scripted mortar attack that spawned some shells in the air. It was activated by WEST PRESENT in the TRIGGER and set to ONCE. But every WEST player that stepped onto that trigger caused another barrage (or was the script calling it locally for everyone - 20 players?) And if it is executed locally, why did "global" things like all players experience the now multiplied mortar attack? Actually I got so paranoid after this that I do almost anything directly in the editor without scripts. Because even the most simple things go wrong in MP in ways not predictable to me. -
Chopper/aerial taxi script
alleycat replied to norrin's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is probably my new favorite script. -
How to get a helicopter to land, wait for a unit to board, fly away?
alleycat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to get a helicopter to land, wait for a unit to board, fly away. So far I got it to land at a waypoint, but it never takes off again. -
"this execvm... problem"
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
thx for the info. Also why is this game so painful to work with when it comes to multiplayer? I just had a mission break in coop because apparently the MP code cant take all players starting in a civi truck (moved in in the init file). Works flawlessly in SP. -
Briefing stops working?
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Yes have that. Also discovered that the bug fixed itself after I removed myself from starting in a civi truck. But then after another preview it appeared again. Could it be something is wrong with the PMC units? -
Briefing stops working?
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
-showscripterrors shows no errors, and I can not find the rpt file on my pc. There is nothing wrong with the briefing file itself, because if I copy into into another mission it works. -
"this execvm... problem"
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Why do simple things have to be so confusing in MP? Also going back on the artillery shell spawning, is there a way to have the shell spawn at a certain elevation without using scripts? I would rather have a simple trigger method instead of having to learn advanced scripting just to have a shell spawn in mid air. -
How to make a trigger dependant on other triggers?
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
That was useful. -
How to make a trigger dependant on other triggers?
alleycat posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
How to make a trigger dependant on other triggers? For example, I want a trigger to fire when 3 others have been fired. -
"this execvm... problem"
alleycat replied to alleycat's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This is confusing. I ran into a similar problem again. Basically I want any player in MP to be able to perform an action on another unit. And that action should call a script that should work absolutely waterproof in mp. Like, having the unit the script it was attached to say soemthing and then move somewhere: hostage globalchat "say something."; hostage move getpos hostagemarker; I have tried this within scripts but it always causes problems in MP.