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Tom1

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Everything posted by Tom1

  1. Asides from Thirsk and this island, what other islands have you made, I suddenly feel an urge to download all your stuff :D
  2. Ok, I will make an ACE config for vilas weapons, although I will leave launchers, pistols and some special weapons like the groza that are already in ace out. I will be doing the config for: AN94 AEK971 AEK973 AK47 (and all "middle eastern copied") AKM AK74 AK74M AKs74u AS VAL VSS SVU SVD SV98 SR-3 PP19 RPD RPK47 RPK74 It uses custom sounds so players will have to download my edited vilas pack (with vilas' permission) or download the custom sounds and de-pbo their vilas pack and place the .wss files inside and then create a new pbo out of it (this may be difficult for begginers). When it is finished I might replace standard BIS/ACE weapons used by russians with Vilas and make that into a second config file. When all of that is complete, would you put my ACE configs for vilas AKs in your pack Robaldo? It would be easier for the community to not only download in one go, but your mod is very popular and they may not find my config pack.
  3. Tom1

    Arma 3 Case Mod

    I actually really liked dragon rising's box art. It was gritty, had good contrast of colours, and showed the scale of how it was meant to turn out and how arma actually is.
  4. Haha sickboy, all I have been able to accomplish so far is a .pbo file that changes the VME mens' weapons and ammo from the VME weapons and ammo to the ACEX_PLA weapons and ammo. I have a long way to go :D
  5. Grass, vegetation and shadows need to be able to be rendered (intelligently for performance) at distance in order to keep soldiers visably hidden from human players. Grass, vegetation and shadows need to have atleast partial veiw blocks so the AI have a hard time seeing through (but not impossible, same as us) to make close quaters in grassy areas 1. fair and 2. realistic. In my experiences, AI 'track' units in cqb once they have been detected. This means that they will know where you are about to pop out from and will be ready and waiting for you. Also I find it is near impossible to be stealthy vs AI in arma 2 because the second you stand up, at night, even when their backs are turned and they are 100 metres away, they still become alerted. They may not know my exact wherabouts yet, but they raise weapons and become alert. This kind of stuff should be fixed seeing as improved CQB is something BIS have been talking about and because of this CQB will become quite popular as players will no longer be scared of clunkiness in cqb. Also, it's a big ask, but seeing as physx is in arma 3, could we get vegetation physics please? If a soldier is alking through the bush the bushes will be disturbed and stuff, and this could even be used to make the awesome, yet sometimes annoying 'grass flattening feature' work heaps better. If this was the case the grass that actually is flatenned when you go prone would be more precise rather than whole patches that aren't even touching you. All these changes together would make playing with AI much more enjoyable and realistic, and the first and last suggestions would also make PvP much more realistic and would allow for players to play missions in close quater environments full of vegetation without having to worry about cheating AI.
  6. Are you still doing the vilas pack or did you mean you wont be doing either of the AK packs?
  7. I hear that the AI can't cheat and see you through thick grass in this mod? Is any of this true and if so, how did you do it? Would it work on other maps like cherno or would prone soldiers be almost invisible to other AIs? If the rumour is true then you guys should definitely talk to BIS before they finish arma 3, because at the moment you can't have a good forest battle with the AI without turning grass off:(
  8. Tom1

    ArmA3 Wishlist and Ideas

    PhysX vegetation being disturbed and maps that change for the season are great ideas. It wouldn't have to be supper detailed with the map slightly changing each day or week or even month. But the option to turn on snow or turn on slight flooding or turn on autumn plants instead of summer ones would be a nice addition to changing weather around in the editor. Or the option to
  9. Tom1

    Thoughts on using enemy uniforms

    arma 2 is a mil sim people. It was made for people who want to play like the would fight in real life, rather than run and gun like in BF (great game though). Yes ou can do whatever you want, you paid for the game, but respect the fact that this is the only good infantry mil sim out there and get over the fact that the ability to use enemy uniforms may affect your capture the flag, domination or team death match gamemode. If it can be done in real life, it shoudl be a welcomed feature to arma. Arma was made in a way that means players who act like one would in the military will be rewarded, those who act otherwise will fail. Just like in real life, unless you are constantly communicating, taking an enemy uniform will be very stupid idea. "Oh noeeeezzzz! In TvT everyone is going to steal uniforms and make it impossible to play." No, if you play like you would in real life, keep communicating correctly and account for your dead, your comrades' uniforms will not be stolen and if they are then you will be able to neutralize the threat quickly. Infact stealing a uniform will be very hard and will provide interesting new challenges in PvP and will only make the game more realistic. Some people think this feature would be more realistic but only if used sometimes; players who do it all the time will spoil the game. I say come verse my clan or any other realism based clan and try stealing enemy uniforms in a TvT match... you won't get very far ;) Before anyone comments saying "don't tell me how arma is MEANT to be played. I payed for it, I can play how I want", I agree with you, I am just saying it is designed to be realistic so players who fight in arma like they would in real life will always win over those who don't. Therefore serious players have nothing to worry about and should look forward to the new challenges and scenarios undercover uniforms will bring :) ---------- Post added at 07:42 PM ---------- Previous post was at 07:39 PM ---------- I suggest passwords like in Saving Private Ryan movie: "Thunder" ....."Flash", this could also be added to AI, not just be used in TvT, and AI may even try to start conversations with you asking for the password depending how suspicious they are.
  10. Tom1

    Grenades - Gameplay

    Don't grenades normally have a safety so you can pull the pin but keep it from counting down while you hold the safety?
  11. im editing the pbos giving all tanks and stuff ace configs, although i dont know how to put all the changes i make into a seperate file which will overright the existing ones if that makes any sense. All up I don't know how to make a config file like robaldo's ace configs rather than just editing the pbos how they are. Can anyone help?
  12. i want chinese pla army. VME is good but are stopping unless people help them. HELP THEM PEOPLE! :D
  13. Tom1

    Grenades - Gameplay

    ^ +100
  14. Can you please do the RH AK pack. It is the highest quality AK pack I have seen to date :)
  15. I'm sorry I am having trouble following this thread, I have a similar question: I have a group of survivors of a helicopter crash trying to evade enemy patrols until the rescue chopper arrives and they can signal the chopper. I want three groups of enemy soldiers in the area to start moving towards the current position of the survivors, I am doing this by adding a marker to the survivor group ("rungroup") and then every 5 minutes creating a new marker on the survivor group. sleep 60; _marker = createMarker ["Marker1", position rungroup]; sleep 300; _marker = createMarker ["Marker2", position rungroup]; sleep 300; _marker = createMarker ["Marker3", position rungroup]; sleep 300; etc etc Every 5 minutes I want the enemy patrols' waypoint to update its position to the newly created waypoint. The problem is, I have no clue how to use scripts to create waypoints on a markers position. I am confused when it comes to stuff like putting "getMarkerPos" inside one of my scripts. Can someone please show me how I would add a waypoint for "badgroup1" on "Marker1"? Thanks in advance :)
  16. Tom1

    They better have female soldiers...

    I don't see why they shouldn't be included in combat roles, although either way they definitly need to be able to use weapons like the male civilians.
  17. is the october 1st update the one linked on the first page of this thread?
  18. Hey everyone. An old problem in arma was that, due to machine limitations, grass at distance would fade, leaving totally exposed soldiers when you looked through your scope. Thankfully, this was fixed, sorta. If a soldier's legs are hidden in grass, at 500 metres through a sniper scope, while the grass is not visable, neither are the soldier's legs. Unfortunatly though, shadows also play a large role in camoflague in real life and arma 2. But, like the grass a while back, shadows will dissapear at range leaving the once hidden sniper totally exposed when viewed from a long distance with a scope. Now, using the exact same method used to fix the grass issue would not be very smart. Making the entire unit invisible because he is lying underneath a big tree? Hell no ;) The thing is, scopes are laggy enough as it is, most will find using an acog will instantly drop their fps, so more detail being created when in scope view is obviously not the right solution. Rendering shadows JUST where the unit is will stick out and is obvious to players so they know where to look, so that option is drawn out... I don't really have any good ideas, I mean, if you are going to make someone's legs invisible because it is hidden by grass, you could make units hidden by shadows slightly transparent at range where the shadows have disappeared, but i don't know how this would look :/ Anyone got any suggestions? Also I will post pictures about the problem I am having, I just need to read how big pictures are allowed to be on these forums so I don't get banned ;)
  19. agreed, this is much more important than having picture in picture scopes (zoomed in scope but the outside of the scope is not zoomed in) and mirrors. This actually effects gameplay drastically and would make the long range combat so much more realistic.
  20. Tom1

    More accessible mission design

    Yes, the OFP style's of missions were great, so few servers play these types of missions anymore. It's all about waiting 40 minutes at a weapons crate and killing lots of ai as a foot patrol on the same map with your favourite weapon. I always aim to create missions like OFP, but with the arma 2 crowd, having no respawns is a big no no :(
  21. Tom1

    Trophy tank defense system and modding

    The vehicle armour and anti tank weapons in ace 2 are good enough for now as a fix, but for arma 3, I really want more realistic vehicle armour and at weapons.
  22. What are we going to see in this next update? Will it have a grenade launcher on the qbz95? Will there be moving parts on the qbj88? Will the PLA Marines be avaliable in this update (i know there were in previous, non six-updater updates but not on six..) ? Good luck, looking forward to it :)
  23. Tom1

    Future Price options for ARMA games...

    I would pay 300 if xainment was used in arma 3
  24. Tom1

    AI not in foucs ?

    Another thing, i find no matter how good the ai is and what improvements are made, they just don't fight like you would in real life. They need to undertsand fire and movement (and use cover when avaliable while doign so), and this needs to be understood at many different levels. For example, in fireteams of 4, there should be two 'buddy teams' of 2 men each. They stick and move together. Each team will provide cover fire while the other moves. Squad level, each fireteam should be positioning and while one or two are giving covering fire, the other one or two move. I have seen them skirmish, where they will run around under fire, but the others are laying down heavy fire... this is a small step towards the end goal, but i dont think it is sufficient yet. They seem unorganised, and to simply 'find, fix, flank, finish' we shouldn't have to painstakingly micro manage them. Zeus AI is probably the best addon for AI so far IMO. All those features shoudl be in arma3.
  25. Tom1

    More accessible mission design

    who cares who plays CoD, stop arguing and insulting each other. "argueing over the internet is like running in the special olympics, even if you win you're still a retard". Now peter_bullet, if you want an action game like cod, play cod or bc2 or bf or halo or gears of war or killzone or brink or bullet storm or... well you get the idea. Arma was made not to be like those other games on purpose. Think of it this way, next time your watching internet porn, when the little option for gay porn shows up, you wouldn't click it and tell them all to be straight because it's what you want, as you already have countless loads of straight porn to watch. Same with arma... arma is not cod or bf. If you want the kind of action you were describing you should play cod or bf2. At the end of the day, peter_bullet arma is obviously not your desired genre so instead of complaining about it, buy one of the countless games from your desired genre and play them instead. Everyone else who is insulting him, step back and look at yourselves, you are arguing over the internet over a game. And it's not like he is going to get his way anyway so this is not at all a big deal.
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