ladlon
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Posts posted by ladlon
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In a few games, including Arma2, I sometimes see a sort of moire pattern happening on buildings... like two textures struggling to occupy the same plane... but one is the building texture, and the other appears black... resulting in a sort of animated striped pattern.
Just curious what exactly that is, since I've seen it in other games too... and, if possible, how to fix that.
I think it generally appears when you are looking through a scope or binoculars.
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I'm with you on that one, Jakerod... I use it because it's random, and has the support stuff coded in. As I've pointed out, ad-nauseum :rolleyes: I started Arma2 using the Editor, and created my own little random mission thing (with the Secom module, Ambient Combat, and a VERY wide random placement of my team. Worked, but there was no support (artillery, airstrikes, etc).
Then I was introduced to the Mission Wizard, and all that was fixed (...at the cost of not being able to adjust a few things, like weapon loadout, specific module settings, etc)... So that's what I've been playing for the last few weeks.
Now, if I could get the artillery, airstrikes, UAVs, transport, etc support coded into the Editor, then I'd go back to it, since that would allow me to further add things and tweek them as needed. If someone could give me the code to put in (and explain where to put it, etc), I'd be more than happy to switch back to the editor.
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Lately, I can't seem to load (continue) my saved games in Arma2. The load screen appears, and the status bar goes for a bit, but ultimately, it goes to the desktop with a windows error window saying that it can't load the saved game.
Just started recently, and if I had to hazard a guess, I'd say it's some Windows permission thing, as I suspect it's the result of there now being an Admin AND regular user account... as opposed to the previous Admin only account. I think maybe that the save files (previously in under an admin account) cannot be accessed/modified now that the user is just a regular user? Just a theory...
Wondering if this is a known issue or if someone else ran into that. Haven't played around with it much,so I don't currently have any more details on that.
If it can't be fixed, could I just delete those saves and start them over?
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I'm talking about playing in a Mission Wizard - Combat session... Not a scripted mission.... Read my post!
So, all this about setting waypoints is not possible.
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Sometimes when I switch over to a team member that is apparently injured, I am unable to switch back to the leader I was previously (...my guess is that the character I switched to is actually dead, not injured, but was not shown as dead (yet) in the interface.
When this happens, I can't do anything other than restart, as none of the menus are available then.
Sorry I don't have more details, but that's the best I can give you right now.
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Oh, okay... Ya, so many times I would rush my guys over to a section of the route road, position them at strategic points, get them all to go stealthy, whip out the binoculars and watch and wait in anticipation of the first car appearing over the hill...... and waiting.... and waiting... and ... wondering if maybe we're in the right place.... and waiting... and wondering if we should move ahead a bit... or scope around... but then maybe stay put, as they might come over that hill......
....and....
...aw, nuts. Well, guess that ambush isn't happening!
Actually, that's been happening a lot lately.... I guess it's because I'm using a user map, rather than the default one.
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Hi, Pundaria. The support that you seem to be talking about is support from HQ... medical choppers, ammo trucks, etc.
If the mission doesn't have them 'coded' (programmed in), you'll get that 'Negative' response. You have to have the coding for support present in the mission, as well as having the specific units (medical copter, etc) physically placed on the map as well. Again, if whoever did the mission didn't do that, that command won't work.
SteveJA360 is correct. From what I remember (...as I too was asking the same question when I started playing Arma2...) you have to place the support units on the map, and then give them a single waypoint (...it can just be right beside them... it's just a formality).
As far as that annoying 'Where are you???' thing (...which I also asked about!...), I was told that you don't need to respond (...nor is there any real response available anyway). It appears to happen when one of your team members has lost sight of you. My solution, if anything, is to order that person (or everyone) to move to a certain spot. By giving them a specific spot on the map (as opposed to just saying 'come back to me', which is pointless if they don't know where you are), then they have a known place on the map to go to. Moving towards the lost guy, so he sees you, should also help.
If you are injured, and have a medic, then you can call your medic, as opposed to the HQ support. That's in the main menu ('Injured'). Be aware, though, that often they won't jump over and help you right away. Just keep shouting to them, and annoy them... as they often annoy you!
BTW, if and when you DO get an HQ ambulance helicopter arriving to you, it will land and stay there until you dismiss it. You can order team members to 'heal at that helicopter', as well as heal yourself at it (by getting close to it, and having a 'heal' option along with the usual 'get in as pilot, get in back, etc' commands you get with other vehicles.
Hope that helps...
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I'll try some more tests... Right now, there doesn't seem to be any rhyme or reason to whether they do or not... at least not what I can see. Obviously there has to be some deciding factor. I'm just not seeing it right now.
I'll let you know if I find anything.
I'm surprised there isn't some sort of safety code preventing an AI unit from detonating a charge they are standing right next too. As a result, you have have fun by doing two commands, one after the other.... Place Charge.... Detonate Charge...
Great way to get rid of an AI team member that's been annoying you with his bad pathfinding or ignoring your commands.... :rolleyes:
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I just did some more tests... Weird. Sometimes they detonate it automatically, as soon as they clear the area... Other times, they leave it alone! Wish I knew what the deciding factor was on that.
But, I was able to place supply crates on the map in the Mission Wizard session... so I could give myself satchel charges... as well as other fun weapons that I haven't had the chance to try. So, that's all good. Thanks for that suggestion.
I might put supply crates in each of the towns now, just so I can always resupply and switch to different weapons. That'll help a lot in making the missions more enjoyable.
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And hello yet again! Thanks for all your responses tonight!
1) And puts them on the map, right?
2) Ah! That might be it... Not a click, but just where the cursor is. That might explain why some X's are WAY off! I'll have to experiment with that...
3) Ya? I tried that in tonight's session, but it seemed like it only let me pick the one destination. Once again, the randomness! Okay, I'll try that again. If it works like you say, that would be great.
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Hello again...
Okay, I'll give that a try. I suppose too I could also do that supply crate trick you told me about earlier too, to give myself my own satchels.
I'm surprised you can't have the AI place a charge, but not detonate it until you order so.... I guess they figure you're just blowing up buildings and stuff.
I just wonder then why they DO have the Touch Off(?) command, which tells them to detonate... if they detonate it immediately after walking away from it anyway. The only time that command can seem be used is if they stay with the charge! (Since the won't detonate it automatically then).
Weird thing is, I thought I was able to just have them drop the charge (and not detonate it) in a previous session. Wish I could remember how I managed that!
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What's you general strategy when faced with a convoy ambush mission? Do you go along the sides of the road, hiding, waiting for them to come? Do you go to the middle of the route, the end?
I generally try and find a straight section towards the end, and position my guys just off the side of the road, spread out on either side, and have them hold fire until the convoy is almost surrounded by us.
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If so, could you explain to me:
1) How the UAV support is used. I can call them up, but have no apparent control or view from their cam. Does it just place enemies spotted on the map? You just call it up, and that's all you do?
2) Do you LEFT click on the map to select artillery, airstrike and UAV targets (when using them as a support request)? It seems to work SOME of the time, but often the X on the map is in a completely different spot than I clicked.
3) Once you've boarded a huey, brought on via the Transport support request, do you select your destination on the map (again with a left click)?
Hope someone out there can finally clear some of this up. I'm figuring some things out finally, but in general it seems kind of random.
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I've had a few convoy ambush missions (Mission Wizard) where I wait forever for the convoy... only to find they decided to detour through the field, rather than the road route. Do they generally go along the roads, or will they go through fields and stuff?
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Is there a way to have the AI place a satchel charge, but only detinate it when you order to do so? Right now, they only seem to blow it up soon after you tell them to move elsewhere. I'd like to be able to have them plant a charge, be ordered to move away (hide), and only detonate it when I tell them too.
Weird thing is, there is a Detonate Now type command, but the only way you can have them not detonate it right away is to have them stay by the charge... which has obvious problems!
Originally, I thought command was to set what TYPE of charge it is (.....remote detonation vs timed)... but I found out the hard way the it's actually a 'detonate now' command (...as I watched my guy explode.
BTW, can you get gear from your teammates? If so, I could always grab the charges from him and do it myself. I know I can switch to him, but then the CPU takes command, and does all kinds of unwanted things to my team placement and actions.
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Ahhhhh...... Sorry... Ya, okay, I get it. I was thinking 12 o'clock North.
Hey, what can I say?... I'm a civilian. :rolleyes:
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Playing a Mission Wizard: Combat session, and I told my squad to watch west... and the audio says 'All eyes... 12 o'clock'.
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Hi, rfc. I'm relatively new to Arma2, but figured I might be able to help you with a few things. Not sure how correct/accurate I will be, but at least have a look...
For one thing, if you go to the map screen, you can see what your task is. There's some 'section headings' on the top left... defaults to Map. Task is one of them. Click on it, and your tasks should be shown. If there are multiple tasks, you can select which one is your 'current' one. Whichever one you pick as the current one, will have a 'waypoint' marker (the yellow arrow with a number and sometimes a word). Follow towards that to reach your intended task destination. The number is the distance, and usually it says what the task is (...move, for example).
The menu system (not loved by all) is basically like headings and subheadings. They are accessed by the number keys. Example, 1 brings you to (say) the Move commands. Once you select 1, then a new set of (sub)commands appears, relating to movement. Once you have played for a while, and are familiar with the menus, you will be able to just quickly hit number keys to do specific orders, rather than mouse clicking through menus.
The audio of the voices can be very confusing... They'll say things like Move To That Building... and meanwhile it's not really a building (...might be a pole or something). Same with one saying Man In Front Of Us... Meanwhile, it's an old woman. That's just the limitations of the audio samples (...and some bad design choices).
Along the bottom of the screen should be photos of your teams, with their 'numbers'. If you are leader, you will be number 1. I think this row of photos only appears when you are a leader. So, to be honest, I'm not sure how you easily find out what number you are otherwise. You might be able to hit spacebar (to go into command mode), and if you put your crosshair/circle on each team member, their type and number will appear (...at least it does when you are a leader... Can't remember if that works when you're not. Have a look...)
Look for vids on YouTube, as well as downloading the manual for Arma1 (...just do a search), as it's quite similar.
But, ya, there will be a lot of seemingly unnecessary confusion as to how things work... trust me. But, the basics are pretty easy to get a grasp on (with the videos and guides and some trial and error).
Keep at it, and try not to get frustrated.... I'm still at it myself!
Enjoy!
---------- Post added at 07:39 PM ---------- Previous post was at 07:34 PM ----------
Oh, just thought of something as far as figuring out your number... Just try a bunch of the commands, like calling out where the leader is (...it's in the status menu). Watch for the text on the screen (of what you are saying). Anything you say usually has your number in front of it like: (1) 'Where are you?'... If you see yourself saying something, that number is your number.
Beyond that, it's the process of elimination... If you hear(and read/see) other team members saying stuff, their number is also shown... If it wasn't YOU who (for example) just shouted for a medic, then you can safely cross THAT number off as not yours!
But, ya, I feel your pain... Wish the numbers were shown on the map (on your team member's position icons).
Hope that helps...
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Yep, I misunderstood you. I thought you were talking about regular missions and stuff. I haven't played warfare (other than visiting it alone once).
My bad...
Ya, if that's the case, then supply trucks WOULD be cool.. as they would (as you mentioned) give you opportunity to ambush them and have an affect).
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Probably because they didn't know how to use certain features because of the lack of documentation.....:p
(Okay, sorry... I couldn't resist.)
---------- Post added at 03:13 PM ---------- Previous post was at 02:39 PM ----------
Hehe... Ya, there's still this one 'groan' in Arma2 (1.05) that bothers me... Kind of sounds like some surfer guy doing a sort of shivery 'Wuhhhhhh'. Keep expecting him to say 'Dude...' after it.
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@PogMoThoin: Excellent! I was looking for that myself! Ya, the other manuals just show the 'top layer' of the menu tree. I THOUGHT I saw a full listing of the sub-trees somewhere, but couldn't find it again. This radio commands part is exactly what I was looking for! Thanks!
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I'm just waiting for the video of some guy with this huge, clunky full body rig set up... looking much like the power loader from Aliens.... and him fumbling around his livingroom (complete with multiple holes in walls, smashed furniture and squished cat)... and his wife holding onto their children for dear life, all of them crying and pleading with him as he continues to report contacts.... :p
But, like I said... seriously, kudos to him. It's cool. It seems to work. Guy's at least thinking and doing stuff.
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I agree with Enad. I think this is an issue with most games/sims. No real reaction when hit. Personally, I find the more arcade games really unsatisfying because you're shooting and hitting, but aside from some pyro 'impact' effects, the enemy doesn't react much... and more importantly, never seems to weaken or be affected (physically or mentally) by the damage taken. It would be a lot more satisfying (for lack of better words) to have things/people wear out with damage...including speed, maneuverability, etc.
In Arma, specifically, it would give you better situational awareness (know how badly teammates and enemies are injured). Probably not terribly easy to do, and adds a lot of complexity... but, then again, reflections, 3D objects, texture maps, etc were once 'things of dreams' too.
For now, some sort of 'morale' type of variable... how aggressive, stealthy, responsive, etc the character is, based on injuries?
Just flinging it out there...
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I would imagine that it's a bit tricky, and more CPU strain to keep track of the convoys.... but I see what you are saying.
One possible solution that kind of addresses that, but without so much CPU strain might be to simply have the supplies at the train stations, docks and airports (without the physical vehicle moving to and from it). That way, if you need supplies, you know to go to the nearest one of those.
If this issue with that is that you don't want the supplies ALWAYS there (which perhaps is why you might be suggesting the moving vehicles), so you have to wait for them... you could just have the cargo/supplies APPEAR after certain intervals (without bothering with the vehicles themselves).
Just my 2 cents..
Convoys stay on road in general?
in ARMA 2 & OA - GENERAL
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Can't seem to get onto that site, node_runner... but I'll try again a few more times today. Thanks!