ladlon
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Posts posted by ladlon
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Not sure if this is the correct place to post this. I posted it in the Editing section, but I think it may be a bug, so I figured I'd like to let the moderators/creators know (in case it is)...
I created a very simple scenario:
1 fire team with me as leader/player (My placement radius at 6000 to place us randomly)
Several modules (weather, ambient animals, Secom, etc) sync'd to it
2 helicopters (placed at one of the airports, so usually far from fire team's start point
Everything working fine, except that my fire team members start off a bit of a distance away from me, and when asked to regroup, they seem to gather at odd, seemingly random spots away from me (as well as facing random directions).
I've tried everything from telling them to move forward, to move back, to going somewhere specific, then telling them to regroup, but I can never get them to join with me as they normally would in previous attempts. No clue what new thing has created this. I've even deleted the fireteam (including myself) and re-created it (thinking that something got messed up with the settings), but no go...
Any theories or suggestions of what to try?
[Additional info]: The rest of my fire team seem to always be positioned (initially) in the same spots... one to my SW, and the other two bunched together to the SE... but all a fair distance away from me (1 grid square). When told to regroup, two run to a position north of me (1 grid square away), bunched together, and the other to a position NE of me (same distance). Seems like they are confused about my actual position (programming-wise).
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I created a very simple scenario:
1 fire team with me as leader/player (My placement radius at 6000 to place us randomly)
Several modules (weather, ambient animals, Secom, etc) sync'd to it
2 helicopters (placed at one of the airports, so usually far from fire team's start point
Everything working fine, except that my fire team members start off a bit of a distance away from me, and when asked to regroup, they seem to gather at odd, seemingly random spots away from me (as well as facing random directions).
I've tried everything from telling them to move forward, to move back, to going somewhere specific, then telling them to regroup, but I can never get them to join with me as they normally would in previous attempts. No clue what new thing has created this. I've even deleted the fireteam (including myself) and re-created it (thinking that something got messed up with the settings), but no go...
Any theories or suggestions of what to try?
[Additional info]: The rest of my fire team seem to always be positioned (initially) in the same spots... one to my SW, and the other two bunched together to the SE... but all a fair distance away from me (1 grid square). When told to regroup, two run to a position north of me (1 grid square away), bunched together, and the other to a position NE of me (same distance). Seems like they are confused about my actual position (programming-wise).
[LATE NOTE]: Ah! Okay, the 'cause' of this is the helicopters (which start off far from the group). For some reason, the fireteam guys SEEM to be considering them in their position calculations, as opposed to just considering me... I think. All I know, is that by removing the two helicopters, the squad now starts near me (properly) and behaves normally again. Again, any theories on what's going on here? I'd love to put the copters back in!
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Just some simple changes to the words used in Arma's audio...
'Structure' rather than 'house' (since many of the buildings your point to are not homes).
'Civilian' rather than 'man' (...or, if it shouldn't give away the alliance, then maybe 'person' rather than 'man'). Just weird having women pointed out as 'men'.
Small things, ya... but they do pull me out of the 'zone' for a moment. Normally, an easy fix, but I don't imagine they will be re-recording any voicework.
But, if they ARE... please consider my suggestions!
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Yep, sorry... You're both right. The topic kind of drifted to a true editing subject. I kept thinking the Editing forum of more of a scripting thing. But thanks for the overview. That's pretty much all I need.
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When the AI teammates have their guns pointing downwards, is that considered 'guns down', as I notice they travel like that a lot. Or, is guns down something further than that (guns slung over shoulder) which I haven't seen yet?
A Rainbow Six game had a replay feature?? That would have been great in some of the other ones (which I have)... or even Arma2 itself!....both for the learning/training aspect, as well as the cinematic fun of it.
Incidentally (totally off Arma topic)... Do you happen to know the name of the project that was happening a year or so ago that was supposed to be a 'very realistic' anti-terrorist sim (to cater to all those who still play Ravensheild, but need something a bit more elaborate and next-gen)? I thought it had the word 'black' in the name. Can't seem to find anything on it anymore (lost the website link), and was curious about it. Ravenshield was great (random tango hunt), but dated.... and Vegas (which I reluctantly purchased, long after release) decided to lock out all mods and map makers, essentially killing it's lifespan immediately. Shame...
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Okay, thanks, I'll tinker with that.
What about things like airstrikes and artillery? That was said to be a bit more complex. Could someone give me a summary, just so I get an idea and can tinker with that too?
What I use now is I have an A-10 as part of my fireteam (but make him a different Team colour), and just send him circling around somewhere. When I'm in trouble and need support, I select him and tell him to attack the enemy I'm pointing at. Works well.
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All good stuff.... Thanks!
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Sorry, still confused... Would the waypoint have to be in a specific spot (the spot to be supported), or is it just a formality, and in reality the support vehicle will go anywhere needed?
My scenario that I made is purely random (using the Secom module to create random events and missions). So I'm a bit confused about the need to create waypoints, as I normally associate them with scripted, predetermined paths and actions.
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Interesting... I'll look into that.
Maybe I should just hit the deck and then do a scan... and simply take the announcement as a warning of danger, rather than an indication of where it is. Scanning around IS one of my favorite things, afterall.
Just wish the binoculars were easier to use (raise/lower them quickly to get bearings, etc).
BTW, do the team mates properly drop or seek cover once someone's spotted, or do I have to worry about them being stupid and getting shot? I never really noticed, as I'm too busy dealing with my own safety!
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What's the support waypoint?
I wonder how I got that one ambulance to show up!
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@Jakerod: Ya... Just asking to see if the enemy announcement issue is really due to my team being too spread apart (and/or not facing the same general direction)... but it looks like many people are having the same issue.
Well, for now I guess I'm just going to check the map whenever someone says something... and then just keep really low when I go to a harder level (no enemies on map, no enemy red dot in 3D).
Comforting to know that in a real war, I'd probably last only a few seconds...:butbut:
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@afp: Even if they say 'North of me' (meaning THEM)?
@NoRailGunner: True enough (regarding relatively of North). Bad example. In that case, I'm talking of all the announcements that DON'T use compass directions.
@Jakerod: In that case, is this then telling me that my squad should generally stay as a group, and that splitting them up, having them face different directions is wrong in the first place?
@dmakatra: Hrmmm... Weird. So many of the things I'm finding difficult or odd in this sim are actually common issues that others are having too! I thought it was just me being stupid or not understanding how some game mechanic works. Same thing happened when I asked about grenade launchers (and the leaf sight), throwing grenades, using unmanned drones (locking on targets, etc), and using weapons on jets! I'm starting to wonder how everyone is playing, considering so many of the things I'm having trouble with are also common problems with so many other players!
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So is doing a total-reconversion mod! ;)
Ya, I hear ya... But still, considering how many people find it annoying, I'm surprised there isn't at least one attempted fix mod.
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So how ARE all you guys dealing with squad announcements, considering this? Especially on harder settings, where you can't just check the map to see where the heck the guys are talking about...
When a fireteam member calls out the location of the enemy, is he basing the location on the direction HE is facing? Is that always the case, or only if he specifically says something like 'North of me'?
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Ya, I was actually watching clips of the older versions... just out of overall curiosity. I did notice that too.
Granted, I fully understand that you will probably get SOME choppiness, since it's assembled piece by piece... but at the same time, the inflections of some of the elements are oddly off (compared to the other elements).
Still surprised no one has made a replacement pack for that... since it seems (partially) to be an issue of the recordings themselves.
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Again, I'm relatively new to the 'true military technique', so here's an innocent question...
How fast would a fireteam generally move across the terrain? At this point, if called to a point on the map for some Secom mission, I usually find myself running there, but am fully aware that this may very well not be the proper method.
On one hand, I would think that the team would move slowly and carefully... but at the same time (especially in the case of assisting friendlies under fire, etc) I would think they would rush there as fast as possible.
Just trying to get a sense of what the 'correct' way is... and of moving across the map in general. If things SEEM clear, is the team just walking along, down a road, guns down?
(Seems this MIGHT be a good time to dive into that tactics guide everyone gets pointed to, eh?)
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When setting up a simple scenario in the Editor (just my one squad, and the Ambient Battles and Secom modules), what would I need to set up to be able to call in for medical and/or ammo support?
I put in an ambulance and ammo truck (sync'd to my squad), which seem to move around a little sometimes (as opposed to being static objects)... and in one session, I actually had an ambulance come over to me while I was far out away from that spot (...not sure if it was the same ambulance, or one that was created via the secom or ambient battles module), but it was certainly welcome!
Could someone explain how I set it up so I can have ammo/medical support request capability (just so I can be sure). Also, is there a way I can set it up so I can request air support, airstrikes and/or artillery support? Just something where I can point at a particularly intimidating target and have them soften them up a bit...
(I know that succeeding in Secom missions will give you some support abilities, which is great... Just wondering how I can give myself that capability right from the start too)
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@pufu: Yep, I know. I'm just made the Apocalypse reference to help get an identification of the two smaller copters of my list of three... just to help others know what two copters I was trying to get the names of.
All good....
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@Thirdup: Yep, there's the first two (small and medium) that I was referring to. So the little guy is an OH-6.
Okay, cool. That completes it.... OH-6, UH-1 and Blackhawks.
Thanks everyone...
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What are the copters you see in Apocalypse Now?
(Please keep in mind this is just me asking out of curiosity.... not saying they should be in the game or not... from an accuracy/historical perspective)
[Late addition]: Oh, shoot... I just noticed that the 'mid sized' one I was trying to identify is actually the Huey! I was confusing the Huey with the Blackhawk. Kinda stupid of me, since I know what Blackhawk actually is! Just kind of confused them right now.
Okay, I now know two of the three copters I'm trying to identify. The only one missing is the little guy... Again, they were in Apocalypse Now. Spherical chasis with a very thin tail. The photos from the 'Little Birds' look like one of them might be it. Just looking for a specific match (...to the ones in the film). I think it's the AH6.
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So, educate me... I didn't say I was an expert... hence why I'm asking.
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Yep, or a variation or similar copter...
Seems there are more variations than I thought!
So, ya, you have the big Huey, the mid sized OH-58 and Bell 204, and the small MH6(?).
Cool... Thanks, guys.
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Ya, that's kinda what I mean (for the smallest one).
Basically, in Apocalypse Now (for example) you see three helicopter types (I think)... The big Huey's, the smaller 'police helicopter' shaped ones, and then the Bell Ranger type copters (sphere chasis, thin tail).
Okay, so those aren't in the vanilla Arma2. What are the names of those two types? The smallest ones are MH6/AH6?
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I suppose the only real concern I have (and reason to normally use mod managers) is the ability to remove a mod (...not just deactivate it, but remove all the support/data files cleanly from the vanilla version or the vanilla+other mods version.
Is Arma2 set up so that each mod would be in a separate folder within the main Arma2 directory (so ALL the files are physically seperated from the rest)?
I suspect I'll just add a sound mod and a graphic mod, and any 'this definitely fixes an existing issue' type mods... although I'm perfectly happy with vanilla at this point (...aside from the obvious voice issue).
For ACE2, are you forced to use the Six updater? Not that I'm insisting that it is evil... I just know that I'll be installing ACE2 at some point (once I'm comfortable with vanilla Arma2), and want to know my options. What exactly IS the issue (with some people) with Six?
Also, where's a good place to view maps that are available? (or at least see ratings for them before downloading)
Some guys not selectable via F keys
in ARMA 2 & OA - GENERAL
Posted
Would there be any (intended) reason why certain soldiers are not selectable via the corresponding F key, but still can be selected on the map (via the quick command/space bar method), including giving them commands?
I had two pilots that were with my fire team (...no idea if they were my own original guys, or reinforcements, or what), but even though they appeared on my fire team face icon list (bottom left) with F keys assigned on them (F7 and F9), they would not highlight when I pressed the F key (but COULD be selected via the map and quick command... and would carry out the orders fine).
Is there some situation that would result in this, or is this a bug?