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ladlon

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Posts posted by ladlon


  1. Seems like games/sims still need to break that whole flexibility barrier. Obviously it's extremely complex, but is something I'm hoping will eventually be addressed somehow.

    True freedom of moment... both in body posture and freedom of moving on/over/to objects (...including, like you said, jumping from things you normally should be able to).

    On the opposite end of the spectrum, you also have the tricky glitches by having the EXISTING freedom... like standing on a ledge with just one toe over it, and the rest of you off the edge... or landing on a stair railing, landing perfectly on it.

    I suppose one 'catch all' would be to have that trigger some random stumble (until you hit 'proper ground')... but I don't know...

    Speaking of which, the OPTION (...guys, I said OPTION, not FORCED...) of having things like random stumbling/tripping if running through an 'uneven' area (forest, where there's assumed roots and stuff on the ground). Done right, it could be 'amusingly frustrating' and add tension... as long as it isn't overused.

    But, this all requires the public to decide if the game (be it Arma or whatever) is a pure translation of your intended moves (...like an arcade game)... or more sim like, with randomness (...you indicate what you WANT to do, but that may not be what your virtual body MANAGES to do).

    Just curious if and how sims will address this sort of stuff in the future....


  2. It always seemed odd to me that the whole VR goggles thing was so big back when we didn't have the processing power to really make it work... and now that we do(?) the concept seems to have been long dropped.

    TrackIR is great (...I own a TrackIR4 myself), but obviously has it's limitations... Although you get used to the 'move your head, but keep your eyes on the screen' pretty quickly, it is nonetheless unnatural (...even though subtley so). Secondly, you are not fully immersed. You still see the surrounding room, and any confused cats or other pets in your peripheral. Total immersion would still be totally sweet.

    Why are VR goggles seemingly not being revisited these days? It seems such a great concept... It was just that the technology wasn't there yet back then.

    Seems like now, the 'big thing' is 3D... which I'm not wild about. I was at a store, and some clerk was showing a customer a computer running a RTS game with 3D glasses... The guy played it for a minute or so, and then concluded that you spend all your time 'focusing' your eyes, and that it was giving him a headache. The clerk agreed. I had to laugh, and again think, "...and WHY are we doing this?".


  3. Agreed, that's why I suggest the 'modifier' key that you hold down IF you want to climb over stuff. When you hold it down, you auto climb over things. When you don't hold it down, you don't. Basically, like what we have now, except that instead of the key triggering a climb at that very moment (requiring you to be in the right spot exactly), it triggers a climb when you hit the object (insuring that you ARE in the right spot). Minor difference, but might be better.

    Again, not saying it's a big issue... Just something I was thinking.

    And, ya, no console icons! Totally! ('Mash the triangle key repeatedly to kill enemy')

    ---------- Post added at 11:30 AM ---------- Previous post was at 10:33 AM ----------


  4. Hi, Jakerod. Yep, I'll try the supply crate thing. I just haven't got around to it. That should solve the weapon loadout issue, as you said.

    I also wanted to adjust some other parameters in the Combat mission (beyond what is allowed in main interface) relating to the Secom and Ambient Combat modules.

    Ultimately, if I can't do it, no worries... Just a game, afterall.

    Cheers!


  5. Here's a thought.... I fully understand why some people would not want an automatic climb if you hit a fence (...since, I'm assuming, they worry that you might accidentally climb when running to a fence).

    Fair enough... But how about this.... Rather than it doing it automatically.. and rather than you having to stand in the right spot and press V... You instead have a 'modifier' button/key (of sorts) that you can hold down. If held down, it does the auto climb if you collide with a fence. Without it pressed, it acts like the current Arma2 system. That way, if you WANT to be hopping fluently over each fence, you simply hold down the key (much like you hold down shift to walk), and each time you hit a fence, you hop over it. Let go, and the auto hop stops.


  6. I COULD just create a similar mission in the editor... but I'm not well-versed in coding... so before finding the Mission Wizard, when I was using the Editor to do Secom sessions, all I really could set up was the Secom mission module, the Ambient Combat, Ambient wildlife/civilians.... and a Huey and A-10 that wouldn't be part of my team (and parked in the airport) that I could temporarily call up and have as part of my team (..thus, order them to attack enemies, or pick us up.... so a 'quick and dirty' way to code an airstrike). But, I didn't have artillery of any sort, or supply support, or any of the other bonus features of the Mission Wizard/Combat session. So, even though making my own mission again would allow me the ABILITY to set up stuff, it would be a step backward, as I currently don't have the skills/knowledge to set up a lot of the more elaborate stuff (...which is why I was so glad to discover the Mission Wizard).

    So close, each time... but still not there. Best I have so far is the Mission Wizard/Combat session... Just can't adjust it.

    I'm sure those who are better versed in coding would be able to get into the file itself and adjust things manually. I'm just not one of them, unfortunately.


  7. Ya, I agree with both sides of the argument... I wasn't 100% 'must have it automatic', but at the same time, wasn't fully happy with how it currently is. Just seemed like if you are trying to walk through a fence, it might as well climb over it automatically.

    Certainly isn't a gamebraker by any means... Just once in a blue moon, you try climbing over a little fence, and realize that you weren't quite in the right position... and for a brief moment, it's a bit of a frustration as you look down, reassess your position, adjust and try again.

    Kind of reminds me of the one Monty Python skit (...obscure reference alert!...) where John Cleese plays a boxer, and there a scene where he is jogging along a city street until he comes up to a parked car, stands there confused for a moment, then turns and runs the other way.


  8. Hrmmm... I looked into it, and it doesn't appear like you can load MyMission games in the Editor, nor can you edit the missions within the Mission Wizard (aside from adding units... not adding/editing modules like Ambient Combat).

    So, again, I'm stumped as to how to adjust settings on a Mission Wizard session.


  9. Ya, I do searches all the time. I'm not asking on HOW to do it... Just a quick comment on whether it's a pain or not.

    I have no mods installed. No plans on going mod crazy anyway... Just ACE2, and whatever 'legit' mods are suggested (...not silly ones, or ones that don't truly improve the experience).


  10. Hello again, NoRailgunner....

    Yes, I was previously using the editor before discovering the Mission Wizard.

    It's not that I'm completely obsessed with wanting to use a UAV... it's that the MyMission/Combat sessions (which is what I use pretty much exclusively) HAS UAVs as part of it's support options (along with airstrikes, artillery, etc). So, it's IN there, and supposedly works (one would assume)... and I just want to know how to use it so that I can utilize it as an option. Kind of a shame that I'm 'awarded' UAV support (along with the other support), but have to avoid it simply because I have no idea how to use it. I understand it conceptually, and in the Armory section I can control it fine... but it seems broken or partially missing in the Combat session.

    So, ya, I can use it in the Editor, or the Armory, or even in the campaign... but I'm asking specifically what the deal is with it in the Combat sessions (or any of the Mission Wizard sessions). I play those because it's exactly what I want... random missions. I previously was setting up similar missions in the editor, but they lacked the support options, since that's a bit more complex to code, compared to the random placment, ambient combat and Secop modules... so when I found that the Mission Wizard (which has everything that I programmed in my custom Editor session, PLUS airstrikes, artillery, UAVs, supply support, etc) I naturally switched over.

    But why is it that no one will answer this one question... How do you use the UAV support in a Mission Wizard session once you call it in? It feels like it's some huge secret that everyone is holding! :eek:


  11. I did do searches for it... trust me. But the references I found were more for how to set it up in custom missions (editor) as well as how to use it in the CAMPAIGN... I found nothing about how to use it in a random Secop/Mission wizard session. There seems to be no commands available to control it in such sessions. I also found no mention of them in any manuals (..again, other than how to set one up in your own mission... setting up the modules, etc).

    I've gone into the Armory and played around with the UAV there... but that's not the same as in the Mission wizard, as in that type of session the UAV is not part of my team, so I don't have any way to control it, and there seems to be no menu items relating to it in such a session too.... unlike in the Armory session, where I CAN control it.

    I spend hours reading and searching through the forums, downloading and reading the PDFs, watching the videos. It just doesn't seem like people in the other posts are asking/answering the specific questions I'm pursuing... just stuff that's unrelated to my specific question.

    If you have a link to how to control a UAV in a Secop/Misison wizard session, I'd gladly read it and shut up about it.


  12. I'm a singleplayer type... Mission wizard/Combat mostly... with rare dips into the vanilla missions.

    But, ya, I think I'll just wait a little bit more and see what happens.

    What exactly is the issue some people have with the SiX updater?

    Can you easily install/update ACE2 manually? Since I play alone, keeping up to date won't be too critical.


  13. Hey, Gritz and forteh... Sorry, I haevn't been on this thread for a bit, if you were waiting for a response long.

    Thanks for the advice and stuff! Welcome to Arma2!

    Ya, I normally avoid 3rd person, but you are right about it being useful in such cases. Heck, even the dev diary video says that it is 'sort of more realistic than 1st person' (due to the 1st person view's lack of peripheral, etc).

    You know, the other thing too is that I'm on the default (big island) map... which is notorious for it's long grass anyway!

    But, again, I'm not bashing the game for being 'wrong', or that long grass is stupid.... I'm just there thinking, 'Well, this is realistic... This is good.... I just wonder how the heck everyone else is coping with this!'.

    It's kind of funny sometimes too... I'd crawl forward a bit to flatten the grass in front of me... .only to find more grass that was behind that batch! I'd end up crawling all over the place, in search of that 'bald spot', cursing every time I'd flatten some grass or shrubs, only to uncover more grass and shrubs. I kept expecting that I'd end up at the enemy's feet, with him looking down at me with a puzzled and amused look on his face, thinking, 'Dude, why are you crawling around, making crop circles?'


  14. Oh, ya. Sorry.... I didn't recognize it at first. Ya, Sense And Destroy Armour.... It mentions that in the menu list or something.

    :( So, WTF is with the UAV (in Secom or Mission Wizard sessions)? Why is it that there seems to be several things (grenades, UAV, etc) that seem to be broken, or don't make sense, etc.... yet I feel like I'm the only one having trouble (either knowing how they work, or getting them to work properly)? That's one weird thing I feel about Arma2 and the forum/users... I feel like they all have some different version, or that I'm completely missing something here that they won't fill me in on! (..not saying this is literally what is happening... just that it feel like it!).

    Kind of like getting the sim, and finding that the guns don't fire... yet no one in the forum is complaining about it... not that they mention it DOES work.... just they don't mention it at all! I keep expecting the Twilight Zone music to start playing!

    That's not to say there's not good people here... I'm not bashing them or their support to me. I hope you get what I'm trying to explain here.

    It's frustrating, as I say... but mostly in that I WANT to play this, and I know there's a great sim in there... I'm just 'wandering along the battlefield, wondering why my gun doesn't fire'.... so to speak.

    As for the grenade thing, I finally did get an answer a long while back.... basically saying 'Ya, I don't know how it works.... it doesn't really work properly, I think.... I don't bother with it...'. Frustrating, but at least it sort of lets me know that I'm not alone or going insane....not in terms of that, at least!

    I know I've said this a million times, but it still surprises me that someone hasn't made a full manual... Not the tactics type thing available, or the 'basics' game manuals that are available. Just seems by now some 'huge fan' would have done it.... as there seems to be with most other games. Take for example GTA.... There's always some guy who makes a PAINFULLY complete manual.... going through EVERY mission, listing EVERY item. My mind boggles when I view these things, thinking some guy took the time to write all this stuff down... dedication?.... or insanity?..... or nothing else to do in life? ;)

    Meanwhile, something like Arma2 that really warrents such a complete fan made manual doesn't have one (...again, aside from that dsleksy-whatever one, which is more of a tactics type thing... still VERY good, but not a 'what each menu item means and does' type of manual. I keep revisiting it, though, to see if some of the missing things have been added (...like the whole UAV thing).

    Just me quietly ranting a bit.... Nothing serious, and I do really appreciate the help from the regulars in my posts. :)


  15. Ya, I just downloaded ACE2 again (...figuring there may be a newer version since I last downloaded it). Never installed it yet (either one), but was pondering it yesterday.

    But, ya, you kind of re-affirmed a fear I have about the installer. I heard other people saying bad things about it (though I don't recall exactly what the issue was they were having). So, I too was holding off until an official version. I guess it's not there yet? Is it still beta?

    Looked like trying to install ACE2 manually (if you can even do that) would be a pain. The vids for the installer looked innocent enough... but I do recall a lot of people complaining about something about it.


  16. Oddly enough, I'm a big fan of the motion blur. Besides making it look more real (to me), I find it masks any frame rate hickups I may have. I'm getting a very nice framerate on my measly P4 Dual Core 2gig RAM Nvidia 8800GT system..... (although in a few recent Mission Editor games, my frame rate would quickly go to a crawl deep into the game... most likely due to too many AI opponents being spawned, rather than a graphics thing... since up to that point, the frame rate was great, even with settings high).

    I've got head bob on 30% too.

    I'm curious to play around with the Post effects now. I have mine set on Low, I think... I assumed it was just for the HDR glow and depth of field.


  17. Hi, Nielsneo... Thanks for pulling through once again!

    Ya, I've manage to use them all (aside from the UAV)... Just wasn't entirely positive of the targeting methods.. as sometimes a map clip seemed to work, other times it didn't... other times, it would place the X off target... so I wasn't really sure. Most of the time, it worked fine.

    Thanks for explaining the various artillery types! I kind of figured them out myself, but it's great to have 'official' verification! I've been using the HE one for everything (as at the time it seemed the most appropriate... at least with my limited knowledge). But your explanations are going to make future strikes much more affective!

    As for the UAV, mine ACTUALLY WORK, oddly enough. I never got the fuel issue. I'd have a UAV fly around, circling the area I targeted (I think....). Only issue was, that was about all I could seem to do. I couldn't access it's camera.... or control it... or have it mark enemies on the map (...after not being able to control it or view it's feed, I assumed that what it did was mark enemy units on the map). But, I couldn't find ANYTHING (commands, etc) that allowed me to do anything with it. So, at this point, all it is good for is having a UAV fly over your head!

    I know there were a few posts about the UAV in terms of using it in your own Editor missions.... People either didn't know how to set it up, or couldn't figure out how to fire weapons from it (...I still haven't seen an answer on that!). Shortly after purchasing the sim, I flew a UAV in the Armoury section... but couldn't figure out how to control the camera or fire. I could just fly around.

    I'm curious to play around with the different artillery strikes now... having only used the HE one. Is the SADARM kind of like a clusterbomb type thing?

    A big 'hey' to Jakerod, too.... who's been helping me out quite a bit in past posts as well! I seem to get a mix of plane types in airstrikes... both A-10s and others.


  18. Ya, it seemed random WHEN I was a squad leader... I'm not talking about the other guys shouting out for a medic... that makes sense that they would. I'm saying that it seems like MY character sometimes will automatically call out for a medic... whereas most other times, I have to do it manually.

    Then again, what MAY be happening is that when I DO hear it (seemingly having me automatically call out for a medic), maybe one of my teammates got injured at the same time as me, so it's HIM calling out... and not me. Not sure. It SEEMS like there are times where I'm the only one injured, and yet it SEEMS to automatically have me call out for a medic.

    Not a biggie...

    Ya, I'm close to installing some mods. I just want to get a good sense of understanding with the core game before making it even more complex and difficult with things like the ACE2 mod.

    I have to say, I'm still VERY frustrated with some things... mainly (to beat a dead horse) the lack of documentation on things OTHER THAN THE CORE GAME CONTROLS (...which have TONS of documentation). I've been trying to get answers on how to (for example) use UAVs in a Secop or MyMission (Mission wizard) session.... I can call them in, but I have no idea how to use them. Same with calling in airstrikes/artillery... I can actually use them fine... but I'm still a bit puzzled by how to specify a target, as it almost seems random what method is used (left click? middle click? On map or in 1st person mode?)... Sometimes the target X appears somewhere other than where I clicked. Just hoped to get some verification/clarification on that... but so far, no go. I'm left feeling like many parts of the game are 'secrets' that the rest of the players are keeping from me! They are supposedly not 'broken' (and exist and work in the game).... yet no one seems to want to tell me how they are using them. (I'm saying this all 'tongue-in-cheek, but am still serious about it)

    I'm also hesitating on the mods as I am worried about screwing up the install. I've just started installing user maps, and already most of them have some sort of unpacking error (...maybe corrupt files, I'm not sure)... and one of the ones that DID work kinda blows (reminding me that not all user made stuff is solid). As well, some of the maps aren't behaving well to things like the Mission Wizard, which is what I'm using (....for random, single player sessions). So, that all just makes me a bit worried about screwing up the (playable) vanilla Arma2.

    Plus, there's a chance that adding mods will just add more mysteries and confusion! ;)


  19. Along with the feeling of confusion, lack of control (of the battle, as well as of equipment, commands), etc... there's one other thing. The sad fact that much of today's generation seem obsessed with CONTINUOUS, ridiculously fast 'action' (be it in games or movies).

    I personally can't get into many of these contemporary games where it's button mashing and a screen filled with fast moving 'action' and enough optical/pyro effects to permanently fry your retinas! To me, it's boring, ironicall... both in movies and games. Action is relative (to me)... so you need calm parts to make the action 'action'. Go full blast for the entire time, and you tend to just numb to it and/or become disinterested.

    The concept can be seen with things like car chases... Classic ones like the one in Bullit and French Connection work really well because they are 'fast' and 'dangerous'.... but not so ridiculously fast and so ridiculously close (inhuman ability to maneuver the vehicle through spaces that are JUST big enough to squeeze through) as to 'lose you'. If they are too fast or precise, the viewer (being human) can't really react (in their mind) fast enough, and tends to 'take a back seat'... watching, rather than 'participating' (virtually steering in their mind, along with the driver)..... Slow it down a bit, and make the gaps reasonable, so that a human COULD actually process and react in time, and the viewer now actually 'drives along' with them... which is FAR more exciting. Ironically, slower (to a point) = more exciting!

    </rant and essay>

    So, that all said, I think that part of it is just that today's generation seems obsessed with 'stupidly fast' and mindless, continuous 'action'.... So, something like Arma2... where there are many moments of non-hyper action, realistically paced/non-hyper action... and (banish the thought) strategy and thought... would seem like watching paint dry to them.

    ....that, and they probably think there's not enough screen-filling, multi-coloured optical effects flying around and trailing behind everyone's movement.

    Another 2 cents.... making my total tally 4 cents now.


  20. I think, like some people mentioned, it's the lack of proper documentation.... especially for mainstream players. I'm a sim guy, and really give things a good go before giving up (including spending hours surfing the net, posting on forums, etc).

    Even after all this, I still have no clue about major parts of this sim... like how to use the UAV support in a Secop/MyMission(Mission wizard) session.... with no apparent hope of getting answers in sight...

    I can TOTALLY see a lot of people, mainstream especially, thinking 'I don't have a clue what's going on here! I can't figure out how to [something].... I keep getting killed! I can't get things to work!', and then gravitate towards games like Battlefield because the controls are pretty straightforward, and the documentation is complete. Yes, we know how to move, crouch, fire, tell squadmates to move or attack.... The manual explains it... The online guides explain it... The videos explain it... But, I find that all these resources seem to suddenly stop at a certain point, as if the other parts of the sim didn't exist (...Airstrikes, UAVs, for example).

    I know that is my main issue with it. I'm still plugging away at it, trying to find answers or discover how things work myself... I'm sure many players are not that 'dedicated' (or patient)... And, like I said, I'm still uncertain of how to get many things working even AFTER hours of research and discussion on the boards.

    The complexity of the sim.... plus the gaping holes in documentation.... and the merciless (real) difficulty of it (to those used to the Rambo scenarios) are a sure recipe to frustrate people and have them go to 'kinder, simpler' war 'simulations'.

    I keep at it because I KNOW the stuff is there and it works (...I think?)... and I love the complexity and scope. I just somehow have to figure out how everyone else is managing to control/do things.... or if they are even doing it (...as there ARE some things that people have asked about, and the answer they get reveals that MANY other seasoned players simply 'gave up' on that aspect.... like, if I'm not mistaken, how to use the grenade launcher gauge thing on the rifle... which I know was one of the things I too asked about). What IS there, and what I HAVE figured out are great, and that's why I keep trying to uncover the secrets of how to control/use/understand the rest... But, many out there won't invest so much effort and time.... arguably rightfully so.

    My 2 cents...

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