ladlon
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Posts posted by ladlon
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@MrN: Ah! Clever!.... and (in retrospect) much appreciated!
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Thanks MrN....
Are victory conditions sometimes triggered before all the enemy are killed? It seems that I 'win' the Defend The Base missions before the fighting stops.
---------- Post added at 05:35 PM ---------- Previous post was at 05:33 PM ----------
Another suggestion... Why not have the home base guys standing outside, rather than in separate buildings? That would probably solve your positioning issue, plus the player wouldn't have to navigate up the stairs to reach each guy.
Just a thought...
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Ya, I'm liking this!
One question... While outside the danger zone, can you still run into enemies? If not, I would suggest less of a distance to the zone... or having (more?) enemies outside the zone.
Is there a way to 'hardwire' it so that I start with a scoped rifle every time, without having to re-gear?
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Okay, two potentially stupid questions:
1) What side do you play in these two mods? I ask so I know what difficulty I'm setting (for who) in the options screen! (...sorry, I'm not one of those guys who recognize uniforms of various countries, etc)
2) I hate to admit it, but I'm not entirely sure how your difficulty interface works! I get WHAT it does (as your readme explains that fine anyway)... but HOW you use it. I click in things, and that thing flashes... but that's about it. There doesn't appear to be any indication of what the current settings are... just buttons.
---------- Post added at 09:40 AM ---------- Previous post was at 09:38 AM ----------
BTW, I've been noticing some weird graphical issues... Some distant hills(?) are appearing as rectangles, but when you look at it from another angle, their normal form appears. I'm suspecting it's something like the fog clipping. I also spotted a few instances where the shadow of a building is misplaced, and kind of travels along with you (in front of you).
---------- Post added at 09:44 AM ---------- Previous post was at 09:40 AM ----------
I also noticed several instances where the audio (voice) is totally broken.... where, for example, Instead of 'All to that tree in front of us', you get '.........that....' or something to that affect.
I also once tried to find one fallen team member (as he was the only one who didn't board the extraction chopper), and he wouldn't respond to a 'Send Status Report' command (to find out what grid he was on).... Odd thing was, after a bit of a search for him, he ended up on the copter... but I think this still reveals a potential bug.
---------- Post added at 11:40 AM ---------- Previous post was at 09:44 AM ----------
Found another little quirk... All the home base guys (commander, pilot, medic) were shifted over to the right in their building, embedded in the wall. Not sure what triggered that. I had run the benchmark, then restarted, and in the newly started mission, he was placed improperly.
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I've been getting acceptable (seemingly good) performance so far... but I do notice that it SEEMS any slowdown I do get is CPU based, and not graphical based... By that, I mean (probably) too many units being present. I can crank the graphic settings up, and see no real fps hit.
That said, are there any settings I can make to help any CPU strain (...aside from the actual number of units, if the mission allows that sort of control)? I don't know... something like how much computation each unit gets, etc? (I'm talking in the vanilla Arma2)
The solutions I'm finding are all based on graphical slowdown, so I'm wondering if there's anything that can be done for CPU slowdown...
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Ya, I had a much more satisfying session last night... Did quite well (had a band of 10 guys this time, plus got myself a rocket launcher.... and was surprised that I hit and destroyed the enemy APC first try!). Ya, everything was great until the enemy copter came by and started mowing down my guys. It ended up just me (and one guy who I think was half dead in a tree, as he didn't follow me, trying to get towards the center of town, as the copter kept swooping by. I finally killed one of the soldiers that was eluding me for most of the game, but then looked up to see that copter pointed at me, and two missiles headed my way.
Almost made it!
So, one question (...and I suspect this is more of an Arma2 question than specific to your mod... but here goes)... How would I get some of my teammates to get a rocket launcher or other specifc weapon?
I didn't want to be the only guy capable of dealing with tanks... and in retrospect, a way to deal with the copter would have been very helpful (...I tried firing the rocket at him, but knew that was virtually pointless).
Again, I'm surprised that some of your guys aren't (by default) set up as anti-tank and anti-aircraft, seeing as you are assigned to destroy armour and aircraft in each mission.
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Cool. Ya, figured it wouldn't be too easy. I guess for now, if it's something obscure like AI, I'll just assume it's working (if there's no error message). Thanks.
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Saw the truck... probably saw the crates too, but figured we were fully geared up, so didn't bother to go to them. Okay, I'll check that.
Why aren't we set up with anti-tank gear from the beginning, if dealing with armour is a part of every mission?
The four guys was my doing... In the options, you could set how many people are in your squad. I just kept it low for simplicity, but figured that I'd have at least one anti-tank guy. I'm not big on the large team thing, as it bogs down my CPU sometimes, and I prefer the small group anyway. Looks like I may need them, though! I got completely swamped on the first mission, once I got into the danger zone! 8 guys, an APC and a tank (that basically liquified me as I tried to hid behind a rock).
Why no support options (airstrike, artillery)? That a conscious choice, or you didn't get around to coding that?
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Probably a really stupid question, and I appologize if this was answered already...
I played my first session of Cypher (...very nice, btw)... but one thing that confuses me.... I started with a 4 man squad, yet I run into tanks and APCs (which I am supposed to take out).... yet, I can't figure out exactly how I'm supposed to do that, seeing as I just have 4 guys with only machine guns. No one (I think) has any anti-tank weapons, and we can't call in any support (as far as I know)... so how exactly am I supposed to defeat them?
Maybe I'm missing something... But, I figured I'd ask and end the suffering. :rolleyes:
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Hey, Zothen and galzohar... Thanks for pointing me to Cypher. Looks cool. I've downloaded it, and will check it out sometime.
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Cool... I got the rope thing to work... hence, I got Duala GW to work. Nice!
Okay, so I'd still say that my biggest suggestion would be to rework the whole wounded thing... When you get wounded, you basically stop playing, and just sit and watch your guy writhe for several minutes. I like the concept of (possibly) being captured, and think that should still be incorperated in this... but the wounded part is, for lack of better words, annoying.
In vanilla Arma2, you can at least crawl around, shoot... participate and watch things.
So, I'd revert it back to that, but have a possiblity that you get captured... be it based on just a roll of the dice, or actual logistical reasons (enemy guy reaches you, your squad killed/injured).
The escape stuff is great... it's just that long section of watching your guy wiggling... mostly because you can't do ANYTHING at that point other than watch... and that's not fun.
I'm assuming that command gets switched over, and the new leader will (if not too busy) order a medic to help you? Not having the 'Shout for medic' thing is a bit frustrating... even if the AI will come to you anyway... Just something satisfying about being able to shout for them.... Kind of like the pedestrian button to change the traffic light... Probably doesn't do anything, but it's satisfying to have it nonetheless...
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Ah, yes! You are correct, NoRailgunner....
When the readme stuff gets into all that config files stuff, I tend to get all....wiggly, and close the file. But, that one was pretty easy.
Okay, I'll try that again. Thanks.
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Hey, is there documentation for the GW missions? I couldn't find any.... Not that it needs much, but I figured I'd read it, in case there was something I missed or wasnt' aware of...
Re: Fast Rope, and other annoyances ;)
But, you are saying to put the .pbo file in there... what about all the other stuff?
Meh, I'll just try a bunch of things until it stops giving me the error message. Seems like modding via modfolders is pretty harmless... although that recent sound mod DID have a folder outside the mod folder (that goes in the root, to be proptly forgotten when you go to uninstall it)... some UserConfig type folder.
Okay, I may give in and install the Six Updater.... But I will hold you personally repsonsible for any frustration or unhappiness it brings upon myself or my family.....and YES, I will return this product for a full refund... as soon as I find the receipt.... damn, where IS that thing?!?
...and I strongly suggest your product bare a large, clearly readable label stating 'Warning... Extreme, unrelenting darkness'.... (Just put it somewhere between where it says Lightly Killed, Unboned Frog and Monosodium Glutimate)
[shiver....] I can't belive the number of Python references.... You'd think we were all computer geeks or somethi.............. oh.
Moving on...
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I suppose I walked into that one....
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UGH... DENIED!!!!!!
I just installed the Chammy(?) sound mod thing you suggested... and it needs ACE_SM (or whatever the ACE sound thing is called.
I still haven't installed ACE2, as I am concerned about all the things I'm hearing about the Six Updater. I just don't want to screw things up.... (or spend several days battling with an install, for that matter).
Can a person not just install ACE2 manually? Is it not just another one of those modfolder type deals, or is this a big messy type of install? I know the point of the Six Updater is so you always have the most recent version.... but if I'm not planning on playing multiplayer, it seems less urgent to be up to date.
---------- Post added at 04:12 PM ---------- Previous post was at 04:01 PM ----------
@MrN:
Re: That bloody FastRope thing I keep whining about: Have you seen the directory structure of the FastRope mod? It's pretty complex... Does all that go into the addon folder? Seems like there's stuff that goes elsewhere... Again, really confusing to someone who doesn't know. Have a look, if you wouldnt' mind... There's all kinds of stuff in there!... including the .pbo file.... Unless I don't need any of that other stuff (which I doubt). Sorry, I'm normally pretty good at this sort of thing (after a rough start or two)... but this one is really leaving me in the dark.... (much like your mission.... OHH!!!!!! BURN!!!!!!! Ya! Making friends, here on the forum..... tee hee.... Sorry, couldn't resist...)
Re: Darkness that I recently jabbed you about: Okay, I'll probably start again. My squad will be so disappointed, though... and we were bonding so well. But, seriously, you may want to check it out, if you say that you are normally supposed to be rescued in daylight.... Me tinks she's busted....
Re: Holy hand grenade: So then.... if you have to press 4 to throw the grenade, would you in fact have to actually press 3? (...obscure Grail reference... I'll assume you got it.....)
Please add cow catapult.
Hey, you know.... as much as I hate to admit it, someone really should mod Medieval Total War (or something like that) to be a Python Holy Grail battle simulator.... with giant bunny seige towers, animal catapults, no horses, and occasional inturruptions by modern police...
Okay, but I've seen stupider ideas actually done....
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Just wondering if there's any way to verify that the mods you are launching via your Arma2 shortcut are in fact installed and running fine?... Some sort of list you can call up in-game?
Things like AI improving mods don't make themselves known as being installed as well as (say) a graphic change mod.
Long shot, but I figured I'd ask...
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@MrN:
Re: Modfolders: Ya, normally it's quite simple... the mod package is in a mod folder as it is (ex. @duala).... But, in the case of the Fast Rope one, it's not... plus there doesn't appear to be an Addon folder within that, as there normally is... so you really get no sense of where this is supposed to be. I dont even know if the contaning folder of the mod is supposed to be INSIDE a new @FastRope folder, or if it IS the @FastRope folder (and has to be renamed). As luck would have it, it's the only mod I've run into where it doesn't explain that in the readme!
Re: Night: I can't restart the mission! That breaks the immersion! :p No, seriously... Can you restart at all?... I mean, other than completely starting, which would kill all the points you accumulated, wouldn't it? Right now, it doens't seem like I had any option, other than to wander the pitch black home base, deciding if I would go on a (suicide) mission... if I could only find the Commander! I'll have to look into it.... but I don't think there are any restart options.
Re: Guys getting out of truck: Ya, it was pretty brutal... About 8 guys appeared around the back of the truck I was shooting at, drifted down to the ground, and the slideshow began. I don't know sh@t about programming this sort of thing, but figured it might help (if possible) to unload them one at a time. I suppose that's more realistic too... Might still be slow once they are all out, but at least you wouldn't have the sim screech to a halt at the point where they all exit.
Hey, does this have random weather? Seems like it... That's cool. That's something I've been wanting ever since starting Arma2... Not just an A to B (where you know where both are)... but an ongoing, dynamic weather.
Now, if only we can get the little bunny rabbits to fire laser beams..... A whole field of laser beam firing bunnies would be pretty sweet.... and have them explode when hit....
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No, I haven't installed it yet, but after some research, I'm assuming I have to create a mod folder @FastRope or something like that, and put the contents in there? The other modules (yours) are straightforward, as they are in a mod folder from the beginning, and it's very clear where things are supposed to go... but the fastrope one has lots of unique folders, with no indication of where it would go.
Ya, I've been playing in the dark for quite a while now... When I lost the first battle, I was captured, and it was nighttime.... so I had to escape in the dark, wander around the base in the dark, then the base got attacked (in the dark) and I was captured again, and was back in an enemy base (in the dark), and am now trying to escape in the dark.
I would say at LEAST put some lamps in on your home base, as it's nearly impossible to get around in complete darkness there. Seems odd that the whole base is like in a blackout... no working lights (other than the red flashing beacons). Again, an option to wait until morning would be good.. as right now, I'm cursed to play the rest of the missions in complete darkness, unless I stand there in real time for several hours, and wait for sunlight. I've been in darkness for the last two missions.
I'm all for the realism, but I just found that after stumbling around blindly, trying to find the exit to the tent, and then having no idea where I was (since I had no map), nor where the enemy was, and not being able to see where any crates are, it was getting a bit silly. Felt like playing Arma2 with a blindfold on the whole time. Not sure what the solution is, though... other than making nighttime 'dark', but not too dark.
As far as the 'teleporting soldier' thing... I hear ya. In Oblivion and Fallout3, I usually always walk all the way. But, I was under the impression that you would never encounter anything on the journey back, so nothing would happen.... so the trip itself is just a matter of waiting (since you can't do anything during it).... essentially a long cut scene.
If you CAN get attacked, then cool.
Not a huge thing.... As I said, I don't 'quick travel' much myself, as I like the travel and the immersion... as long as there's a point to it (...something can happen).
Can you divert a flight, midflight? Can I tell the pilot to land somewhere, or fly somewhere else?
One other thing I noted... During a convoy ambush, about 8 guys came out of one truck, and the game slowed to a crawl as they landed on the ground. I would imagine that's a CPU/AI strain thing happening there. Wondering if it would be possible to have them come out one after the other, rather than all at once? Maybe that would ease it a bit? Not sure.. Just a theory. Probably not even part of your mod (...part of the core Arma2 code, I would think).
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Choice is always a good thing... So many conflicts of 'half want this, half don't' could be remedied by simply making the feature optional.
I guess the only issue comes when you go online, and an option is considered as giving an unfair advantage... Can the online games not control the settings, though? (Honest question, as I don't do online)
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Ya, it's pretty much what we have already (so it won't piss off those that like the current system), but can be held down and triggers when you hit the fence, as opposed to triggering when you press the key, even if you aren't at a fence. Should be a harmless change to those who don't have a problem with the current way, and a helpful change to those who do.
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I'm playing singleplayer exclusively, so I don't have to worry about keeping in sync with servers.
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Another note: When you quit a mission, and are back in the GW main screen (facing the bunker), two odd things....
1) Your view alternates between looking forward, and looking slightly up. Not sure what that is supposed to be.
2) The two guys (Commander and Flight guy) are standing on the roof, rather than in their rooms.
---------- Post added at 12:12 AM ---------- Previous post was at 12:04 AM ----------
@MadRussian... Agreed on the long cut scene thing. I would shorten it too, and perhaps use a wide shot, so you can really watch the action, rather than these odd craning shots, which often don't give you a good view of things. I'd lose the red pulse thing too, since you know you're injured (being in the letterboxed cutscene mode). Would be great to be able to watch how the other guys fare.
Each time I escaped, I actually called for a helicopter using the Return To Base radio command... of course, I was lucky enough to actually find a radio. I think my squadmates had one or something, most of the time.
@MrN: Another nice feature would be to be able to 'skip' the flight home (do a bit of a jump in time to when you reach the base). Not a huge deal, though. I don't mind waiting... but I suppose an option would be nice.
Also, when you are injured, and it goes to the cut scene... is there any chance that you aren't captured... or that one of the guys heals you... or that your guys kill all the enemies, and you are not captured? If not, and it's always inevitable, then ya, I would totally just go to the 'you are captured' segment.
Argh, I'm stuck in nighttime right now.... I was hanging around base, after my nightime escape... and it apparently got attacked by enemies! (..Okay, that's cool... Fair enough....)... But then I got captured AGAIN.... and now I'm in a tent again, in pitch black.
What I'd give for nightvision, a flashlight, or the ability to sleep a while until it gets light out!
Even building a fire would be a blessing....
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I installed the newest Duala, and when starting up Arma2, I got the following error:
Data file too short
@duala/addons/ibr_plants.pbo
I replaced the plants file with a previous version I downloaded a day or two ago, and that seemed to fix it. Seems like the plant file in the latest Duala map package might have issues. Then again, maybe my download was corrupt. But, I figured I'd mention it...
[A little later.....]
Oh, okay now when I try and launch the Duala Dynamic mission, it says it needs the duala island file... which should be loaded. So, I'm not sure what that's about. I'll keep tinkering...
[A little later....]
Ugh... Probably something on my side. Not all the files are extracting from the .7z. Not sure why my system has such issues with .7z files.
[A little later... after a few drinks, and several minutes yelling randomly at the furniture...]
Ya, my system just seems random when it comes to .7z files. I got everything extracted though....
---------- Post added at 10:33 PM ---------- Previous post was at 10:05 PM ----------
Okay, now for a relevant post....
How do you install the fast rope thing? All the other modules are straight-forward, but the fast rope one has no indication of where it goes.... No mod folder indicated, and nothing in the readme.
Can someone help me out here?
---------- Post added at 11:05 PM ---------- Previous post was at 10:33 PM ----------
@MrN: A few things...
1) Looks like I have grass now. I didn't change anything, except load the new Duala (but I'm playing the Panthera GW). Whatever... it works!
2) As mentioned above, I am very confused about how to install the fast rope mod for the Duala GW. Can you (or any of the other users) help me out? Please explain it at 'idiot level'... just to be safe.
3) In my current Panthera session, my #2 teammate is apparently injured (red profile pic, but walking around fine). Went to the medic guy in the bunker to 'Heal Squad', but he says everyone is at full strength. Everything in the sim is acting as if he's fully healthy, yet his profile pic is red. Probably not anything to do with your mission (...seems like a core Arma2 thing), but I figured I'd mention it.
---------- Post added at 11:35 PM ---------- Previous post was at 11:05 PM ----------
@MrN: Another thing I noted... I was doing a mission, got shot, and captured. When it went to the enemy camp for the escape sequence, it was night... and (without my equipment) ridiculously hard to see! (Them's the brakes though.... Fair enough).
What was annoying, though, was that once I managed to get back to home base, it was still night, and the camp was completely without lights. I was on the helipad, but had a lot of difficulty even getting into each of the various bunkers (mission, re-arming, healing, request flight), as they were pitch black inside.
Are there supposed to be lights on the base?... or at least in the 'rooms' where you talk with the various base personel? If not, put that on my wishlist! ;)
Incidentally... Don't the soldiers at least carry flashlights? I can understant them not having nightvision... but without anything, you're virtually blind at night. Is there a way to let time pass, at least.. since doing a mission in darkness is nearly impossible?
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Oh, weird... Okay, my other maps have grass on. I'll have to check that then. So, you're saying that grass CAN be activated on that map, eh? Cool... I thought you had removed it (or not included it) in the map. Ya, there's certainly arguments for and against... but it does look cool with grass on the ground!
So, you like the Chammy sound mod, eh? Better than HiFi? Just asking, because I have no real opinion on either yet, and am looking for which one I should use.
Any other 'must have' mods that work with your missions? (Since I'm probably playing your Guerilla War missions most, if not all the time)
Will ACE2 work with yours? I'm still holding off on that, as I get the impression that it's not as clean/easy an install as the other @folder type additions.
I'm thinking of putting in the Zeus AI addition.... but I'm on the fence about the GL4 one.
WarFX is 'cool'.... but looks like it will kill frame rates (and is not necessarily realistic).
I'm just looking for mods that fix broken things, improve things (in a realistic way... or make them more user friendly).... not flying cars or Disney characters. ;)
If I spot any bugs, I'll let you know. So far, so good...
'Cipher' - full dynamic [SP & MP/Coop] with unlimited replayability
in ARMA 2 & OA - USER MISSIONS
Posted · Edited by ladlon
Hi, guys. Just playing a session now that is quite a bit of fun so far... I am at a factory just outside of the danger zone, and am perched up on the roof (3 stories up or so) with my scoped rifle. Already took care of two patrols (...the same type of guys that, up to now, had suddenly appeared ahead on the road as I was just approaching the danger zone! Argh!). So, that was great fun taking them out with ease. I'm just about to enter the zone now.. away from my nice safe rooftop hideout. I sense death in my future... :butbut:
Ya, I'm not very well versed in my weaponry, so I'm not always sure what is what (AA and Anti-tank, etc).
A shame that the Gear interface doesn't have hot tips (or whatever those are called) when you hover over things, so you can see what their names are, and get a sense of what is what by eye. Same with the ammo... Without knowning what ammo is for what weapon, it's a bit of a puzzle. I'm sure there's a wiki or something out there... but it's odd that the Gear interface doesn't list the names on the images (of the stuff you are holding) as a popup, and an indication of what ammo it uses.
I'm doing a single man mission now... so I'm not sure how I would deal with both vehicals AND aircraft, since I (rightfully) can't carry both a AA and SMAW, along with my beloved scoped rifle. For now, I'm just praying that a copter doesn't come by!
BTW, when the armed jeep (....sorry, I don't know all the names of vehicals and weapons... I'm an animator... :rolleyes:) came by (2nd patrol), and the guy in the back jumped out, the frame rate (at least of his running) was pretty nasty... Not sure why. There were only 2-3 guys, I think. Two guys from the jeep (I killed the driver first), and a civilian on the road nearby. It was almost like a lag thing... about 1/2 second for each 'frame'... but just for a few seconds (...well, I shot him, so it's hard to say how long that would have gone).
---------- Post added at 10:17 PM ---------- Previous post was at 10:12 PM ----------
Hrmmm... There's a second ammo crate? Good to know!
Still not sure how you get one of your teammates to take a specific weapon (...like if I wanted one of my guys to grab a stinger, since I can't get one if I grab the Anti-tank thing). Not a thing specific to your mod, but I figured I'd ask.
Cool that you can get attacked anywhere. I was worried that each trip to the danger zone would just be an exercise in 'getting there', and not have any real adventure to it.
Hrmmm... Ya, the editing of the gear loadout sounds a bit over me right now. I did some stuff in the editor before, but I kind of cringed when you mentioned 'open a PBO file'. Okay, I'll just hit the crate for now.