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ladlon

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Posts posted by ladlon


  1. That addon sounds cool. I'm still playing vanilla Arma2 (...although I JUST started loading user maps).

    I wouldn't necessarily want the 'MEDIC!!!!!' command automated... I was just wondering why it seems my guy shouts it automatically sometimes, and not others... I guess it's the degree of injury, like you said.


  2. Ya, NeMeSis... I thought of that, but it wouldn't trigger the second you hit the wall, but instead after you are trying to go through the wall. There's a natural delay in real life as well.

    But, ya, I see the merit in either system... it's just that the current one sometimes is a LITTLE frustrating, as it's often hard to tell if you are in the proper spot, and it's embarrassing when you do this whole pantomime, only to find you are still on the same side of the fence afterwards! It's fine if you are in 3rd person mode.

    Not a biggie... Just a thought.

    Sounds like ACE2 is trying to address it a bit.


  3. In another thread, I had suggested that they put in a 'briefly crane your head up for a better look' command (...body stays where it is, but the head/view goes up and lets you look around a bit).

    More ideal would be the ability to raise your head up/down in freelook... both with the ALT key and with TrackIR.

    But, that doesn't exactly address your concern... but maybe it could be incorporated towards a solution.

    If the grass is just too high for you, I'm told there are mods to reduce the height.


  4. Ya, I was blown away when I first discovered them. I don't play multiplayer (...nothing against it, I just tend to stay offline... If anything, I'd do a LAN game). As well, I'm a big fan of randomness. I hate scripted games, and always prefer things that are open ended and random. So, the Secop module (as well as the MyMission/Combat section, which was pointed out to me some time later) are great!

    I'd love it if more was done with the random, offline gameplay... although I recognize that in many cases, online multiplayer is where most of the focus goes.

    My main complaint/concern with Arma2 is the controls/commanding. So often, I screw up the command, or it doesn't go as planned, due to the less than ideal menu/command system. It's terrible when you don't feel in control of things (..as far as the commands/menu are concerned, not the battle situation). Frustrating, as underneath it all is a really wicked sim.


  5. In a Secop or MyMission session, immediately when someone dies, command calls you and says reinforcements are available at a rendezvous point.

    This is all lovely, except that at that very moment, you are often too busy doing things like shouting 'Holy $^#%!!!!! I've been shot!! Where did that come from!?!?!' and generally trying to deal with the situation, as it's usually pretty bad at that point.

    So, even though the concept of reinforcements at that point is welcome, the radio message coming in at that point can often be really annoying and intrusive (to you trying to assess what just happened, and how to deal with it).

    So, two possible suggestions I can think of...

    1) Give a bit of a random delay before the message comes in. That would give you a bit of time to deal with things.. .plus, it would be a bit more realistic, compared to the call literally coming in the second someone dies.

    2) Have it so YOU call to command for reinforcements, rather than them calling you... This would be a bit more complex a fix (compared to the delay option), but would result in a far more convenient and useful system, I think..

    I don't imagine they will be rushing to fix that one. But, there's my 2 cents...


  6. Just wondering if this might be a better solution... You know how the gates are really picky, as it sometimes is quite tricky to get the 'open gate' icon to appear? What if you simply had a permanent 'open gate' command (always there in the menu), and when you use it, THEN the program looks for a gate in front of you... rather than always looking for a gate, and seemingly having a very small 'trigger' on the gate.

    I'm no modder... but I'm just wondering if that logic (search in a large area for a gate only when you activate the 'open gate' command, as opposed to searching for a tiny gate trigger at all times during the gameplay) isn't more sound than the current one.

    Just flinging them out there as I think of them... :o


  7. The 'step over fence' action is okay, but sometimes a little awkward or inaccurate.

    Would it not be smarter to simply have your guy automatically step over anything that he is trying to 'pass through'? When you hit the low fence, and are continuing to try and move through it, just have the climb over action trigger.

    Again, the current system is generally fine, but on some occasions, I find I'm not positioned exactly right to climb over properly, and end up still at the same side of the fence, after doing my little pantomime!

    Just a thought...


  8. Hey, jpinard... Welcome to my thread!

    As you can see, I was in the same boat, and totally agree with you.

    I found a FEW bits of info in the Arma1 manual, which IS available in PDF format. Just do a search for Arma manual (...it'll be for Arma1).

    Still quite a few holes in it, though... like using support (air strikes, artillery, and UAVs)...

    I too am really surprised no one has made a COMPLETE manual for it. The dslyecxi thing is quite detailed, but more of a guide to playing than a 'press these buttons to do this' type of manual that you may be looking for.... at least from what I read on it. I'm not sure it relates to single player (against bots) either.


  9. Ya, I'm talking about the tall wire fence with the barbed wire on top. I just didn't want to waste a satchel (or alert the enemy) for a lousy wire fence...

    It's really just this one user map. Way too many large, fenced off areas without breaks, and very few gates (usually just one). Really annoying! Ya, using cars and stuff are simple solutions, but only if they are available.

    I'm still running vanilla Arma2... but plan to install ACE2 soon. Just getting used to the core game first.


  10. Ya, I've yet to install ACE2... I'm still playing vanilla... and loaded my first user map just yesterday.

    Figured I'd explore vanilla first, then slowly bring in the various mods.

    I think it's just this one map... There's tons of fenced off areas without many gates. Gets really annoying. The vanilla Arma2 maps at least have the occasional break in the fence, if there aren't gates nearby.


  11. Normally, I was fine with not being able to go through/over a fence, as there was often an entrance or hole at some point in the fence... but I recently installed my first user map, and it is FILLED with long stretches of fence (...it's virtually a maze of fences!), and it was driving me crazy having to run for miles along each fence, hoping to find a hole or gate.

    Seemed hilarious, this well-trained and skilled squad of men, ready to take on any challenge and foe.... except a fence. I had images of a crack squad of elite soldiers, swearing and panicking as they ran back and forth along a fence, covering half the island, trying to find a way through!

    Cars are great to plough through... if you can find them. I was tempted to place a charge, just out of frustration.


  12. In a MyMission/Combat session, you can call artillery, airstrikes and UAV's.... but I'm unclear on how to utilize them.

    Specifying the target for artillery and airstrikes seems hit&miss... and I'm not entirely sure how to actually do it (...left click on spot on map?.... middle click?.... aim at target in 1st person mode). Seems almost random 'how it's done' when I do it.... and sometimes the target is placed in some other spot away from where I clicked. Could someone give me the official procedure?

    Also, in the name of all that is good, somebody PLEASE tell me how you use the UAV support! :rolleyes:

    I can call the support in, and a UAV flies around... all that is lovely.... But, how is it actually utilized? Can I get control of it... or can I see the video feed.... or does it display enemies on the map? What exactly does it do, and how do I control/access it (or whatever you're supposed to do with it).

    I've checked the old Arma1 manual, searched online, etc... but found no documentation on that.


  13. Ah! Ya, I figured it was something like that, as I could have sworn that I saw 'Gear at...' or something to that affect in a past session.

    That's odd... I actually tried commanding a single team member, as I figured it might not work on multiple units, but I didn't see the command. I'll have to give it another try. I'm still battling with the menu system as it is.

    So, they won't do it ever themselves, right?

    I ask because it seems a lot of stuff in Arma2 is.... for lack of better word... seemingly inconsistent. Like sometimes my guy (leader) will shout out that he's wounded... whereas other times I have to manually shout it out.


  14. Hi, Walker. Ya, I was actually using the Editor exclusively (...I created a simple 4 man team, with the Secop and Ambient Combat mods active session), until someone pointed out the whole MyMission mission wizard section, that I didn't even know existed!

    So, now I play the MyMission/Combat session (which is like what I had in the editor, but adds things like airstrikes, artillery, etc), which was great.

    Only thing is, I didn't know how to modify anything, beyond the wizard's settings.

    So, I would be able to bring the MyMission mission into the editor? I never really noticed, so I'm not sure.


  15. Cool. Ya, I got it working. I'll read that mod folder thing, as all this (@ symbol, etc) was new to me when I posted this.

    Am I right in using the -winxp and -cpucount=2 if I'm using a P4 dual core WinXP Pro system?

    I'm probably not going to have a huge number of maps... Maybe 6 at most, I would imagine. I just installed my first extra map... that Podagorsk(?) one. Seems to work (including the insertion point now).

    About the only issue I have with that map is the %#$@ fences!! I spend most of the mission running along fences, trying to find a gate or a break in it. The guy who made this (otherwise excellent) map went fence crazy! I wish there was a 'cut a hole in this #^@% fence so I don't have to run 5 miles along the length of it' command! :mad:

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