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Medals
Everything posted by Tom1
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Hiya, sorry to bring up an old thread, I was just wondering how you got your bow awesomeness script working in your missions, as I extracted it and put it in my missions, even adding a line to the script that displays a hint that the script is working, yet I cannot retrieve my arrows, they do not make the impact sound and appear in their target (but the hint shows up, so I assume the script is being used???) Great campaign btw :)
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Hiya, are the arrows currently retrievable? Any plans for other older weaponry, like crossbows or slingshots?
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I just want proper trenches and foxholes to fight out of :\ Small placeable trenches in the editor, maybe a small mg nest/bunker covered in leaves that goes underground a tiny bit?
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sick loving these showcases.
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Lol, if you have the proper knowledge, hitpoints are more realistic than super formulas with bullet weight etc. How? Well if you take a look at the effects of the round in real life and give it a value that will impliment those affects in real life then you have more realistically simulated the real world effects of the round than if you invented a formula that isn't 100% correct and probably is really advanced and slows down the game with lag. People don't think those kinds of extended scripts slow down the game but if that were true I wouldn't experience a 10fps increase when playing without the ACE mod...
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I hope everyone can use bandages, but the medics are better. If the medics are the only ones able to use bandages that is no good :p
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^we need a thumbs up icon especially for this thread to see what everyone wants, this has my vote!
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He means that they wont like the gameplay or have the patience to experience arma how it is intended.
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I've got the idea the core game is already done at the moment they are just doing some heavy tweaking and tuning now that the barebones engine improvements/additions have been added. Be a bit silly to change engine now. I've always seen those pretty engines that show off pretty maps with a shit tonne of detail packed into a small space (console games pretty much) to be unoptimised for massivly open worlds...
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^ Yes! Simple shit like that. Most of the Russian tanks in arma have this, it mades everything more difficult in most ways but is more realistic and immersive, and well, isn't that the reason we all play arma? :D
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Multiplayer Balancing - Will Arma3's MP be balanced?
Tom1 replied to BLSmith2112's topic in ARMA 3 - GENERAL
IF insurgents wearing civilian clothes with no visbible weapons (maybe hiden or just stored in a car[which could make use ofvehicle search like vbs]) are not recognised as enemies, arma 3 will be assymetrically balanced. USA vs Russia/China/Armaverse Iran - Conventional Warfare, both have ultra-modern equipment and use similar tactics. USA may have slightly more advanced and technologically superior equipment BUT Russian equipment is still good but a lot cheaper due to the need to mass produce (e.g. T90 tank still very good at the same time as being a lot cheaper than an abrams). From what I know Russian equipment has heaps of firepower anyway easilly enough to balance out even number battles (but russians will usually have more numbers anyway) it is their electronics that have their equipment slightly lacking behind US equipment in these days of technological/electronic 'SMART' warfare. China is similar in this sense and if Iran was to build up their 'empire' and take over surrounding countries and become more powerful I suppose for game purposes they would also be similar to Russia and China. Guerillas are more mobile, are usually (initially) on the side of the local population (which asking for help from actually proveds quite helpful in large warfare style missions) and can (hopefully) blend in with civilians if the hide/ditch weapons and are wearing civilian clothes. It is believed by some that to win as a guerilla you just need to outsmart the tougher, superior side in conventional warfare, which is very difficult and unfair if they are both technologically and tactically superior. Wrong. Guerillas need to fight like they would in boxing or mma: with a gameplan that plays to their strengths and their enemies' weaknesses. E.g. No vehicles? Small numbers? Use the environment to your advantage to actually make the use of vehicles unadvisable (e.g. dense forest/jungle, urban terrain or mountainous terrain) and then use hit and run tactics, where you're more mobile than the larger and heavier (body armour and additional equipment) you can hit and then escape easilly ready to do it all again. I don't know, steal their uniforms and IR strobes to avoid their attack helicopter... Think outside the box, no matter what technologically inferior guerillas will always have the element of suprise in well made missions. For all of that to work a standard and more accessable game mode similar to warfare but easier to set up, more user friendly, able to be played on both small and large scale (without difficult set up in the editor- i.e. a simple warfare mission can be made using in-module dropdown menus instead of external functions and processes to be called upon) where you are actually able to be given or chose from a list of roles such as artillery team and you start with your side and are tasked with setting up an arty base close to the HQ then awaiting fire missions from players/ai. I know all of that can be done with scripting experience but it would be really cool if it was all possible with drop down menus and placeable game logics only. You still would have the freedom to piss off and go lone wolf and shoot at people if you wish but the gamemode would be more user friendly and easier to coordinate online in public matches because you don't all just spawn and have to talk to everyone else to allocate roles and callsigns and radio channels and objectives - Everything like that is already taken care of and ready from the get go. You could have clan like matches in public servers! All of that is a much better way to balance the game then using unrealistically modified stats. E.g. UK vs Takiban in arma 2. Takiban have T55, UK have challanger. BF style balancing would give the T55 upped stats and the Challanger reduced stats to even everything out, the T55 may be a bit faster and harder to hit, the Challanger might be a little bit better armoured with better weapons but slower and easier to hit. In Arma 3, the tanks will be as they are in real life, with the T55 being at least 5 times cheaper to produce and a lot faster to produce as well. This keeps public warfar, CTI and RTS games assymetrically balanced while keeping the realism. Custom coop missions (with specifically scripted objectives and no warfar/construction modules in play) or (team)deathmatch/ capture the flag, sector control, domination or AAS would rely on the mission maker to keep things balanced, usually by giving the inferior force greater numbers or an easier objective or an unconventional advatage. -
The current wounding system (with all 3 AIS modules) is great although limited bandages (regular riflemen) and medkits (spec ops/medics) would improve it a lot. Also, soldiers who are shot need to bleed with potential to bleed out if they aren't stabalised by a bandage OR 'healed' by a medkit. Having a short timespan to patch up more serious bleeding forces players to practise attending to casualties while underfire (not just medics in some cases) which in theory will be very common in post cold war era conventional fighting due to modern intermediate cartridge ammunition being specifically designed to wound rather than kill. This would make getting supressed with casualties very difficult, more realistic and more fun. If medics can heal wounded units this isn't super realistic as the units can get up and walk again, but it is the best option between realism (preserving medic AND the under fire casualty drill) and fun and MEDEVAC modules (user addons) are sure to come out quickly.
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Something like tcpw supression - great arma 2 mod gets ai to keep their heads down and actually react to overhead fire rather than just impacts.
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Multiplayer Balancing - Will Arma3's MP be balanced?
Tom1 replied to BLSmith2112's topic in ARMA 3 - GENERAL
The game is already well balanced if the missions are made well. Balancing equipment and fluffing up authenticty isn't what OFP/ArmA has been about for the past 11/12 years, it has always been about realism, authenticity and making the best out of what you are given. There are plenty of other games where equipment is all balanced with their own counter parts for the sake of fairness over realism, but you have to understand that the majority of the ofp/arma community have been playing this series because it puts authenticity and realism above standard fair balancing to create a truely unique experience and the community who will still be playing/modding arma 3 3months after release when the next big fps comes out are the people who enjoy the series for its authenticity and realism over balance. Authenticity and realism over balance does not equal poorer gameplay, even in the PvP department. If the mission is well designed it offers an assymetrically balanced mission in which one team is 'overpowered' and technologically superior whilst the other has another advantage, i.e. surprise, great defensive position, numbers and/or mobility. Technology is usually somewhat 'balanced' during war times as each and every side is constantly workign to outdo the other. If you get sides like USA up against China or Russia the equipment is all modern and 'balanced enough' to give mission makers the oppertunity to make 'balanced' conventional style missions. But then again war isn't fair most of the time, if not all of the time. Arma stands out because it is the one and only infantry fps that offers such a degree of authenticty and realism and allows players to experience the true brutality of conflict, or atleast the closest thing to it in video games. Speaking of assymetrical balance, with the new 'enemy uniform' feature where the uniform determains which side the unit is identified to belong to, it would be sick to see insurgents wearing civilian clothes and hiding their weapons in their cars and the AI will not engage. If rules of engagement are set to return fire only, retreating militia who hide/ditch their weapons can blend back into civilian population if the situation permits. Would add a couple layers of awesomesauce to the game :) -
You should be able to like, thumbs up or recommend comments here...
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I cannot find the login page for sprocket, where I downloaded BAF and PMC from. I payed for them both legitimately and when a pc error corrupted my games and forced me to reinstall everything, just copy and pasting my PMC and BAF modfolders into my new Combined Ops directory doesn't work, the content just doesn't show up in game and occasionally I get an error message like BAF_whatever.pbo cannot be found yet the .pbo file is still there. Is sprocket down or something? If not can someone please link me to the sign in page where I cano hopefully redownload my DLC. Looking forward to the AOTCR dlc coming soon. :)
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Can't redownload BAF or PMC from sprocket after reinstall of arma 2:co
Tom1 replied to Tom1's topic in ARMA 2 & OA - TROUBLESHOOTING
Thanks man, I thought sprocket was a seperate site and missed this altogether :p -
As long as anyone can try it if they pay I will happilly give BIS my money.
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ACE 3 would be nice but modular so you can keep some features and get rid of ones you don't like. For example, AI, Wounding system, Combat deafness, Weapon Rest etc should all be optional and in seperate sections. There are gunna be modern day Russians and Marines and their weapons and vehicles modded in from very early on, so I'm going to suggest something different like modern day PLA (Chinese Army) and modern day Iranian Army. The more large factions/superpowers (if you can call Iran a super power yet?) the better as they bring way more content (units, vehicles, weapons, scenarios) to the game and while stuff like Frenchpoint and Australians at War and Operation Northstar I am looking forward to, a milsim like Arma isn't complete without USA, Russia, China and Iran. Also, JSRS, especially with the improved distance mechanics in Arma 3's sound engine JSRS should be a great soundmod.
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I hope they allow us to place real trench objects in the editor, using setheight with negative values would alter the depth.
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End of the day even if the enhanced system is just a less buggy, visually awesome AIS module that doesn't need to be syncronised to everyone when placed in the editor I will be happy. Soldiers can stop [light] bleeding, Medics can stop bleeding and "refill" blood (IV = excuss for this) and all rifle rounds that penetrate the body (not just hit body armour but don't penetrate) will incapacitate a unit (agony) until "healed" by medic. Other soldiers can stop bleeding at this time but not heal. I was all for a complex wounding system with different treatment objects and options, but really all that needs to be done is a simulation of modern ammunition and tactics - rounds designed to wound targets to slow down enemy who are now busy attending to the casualty. Medevac can be added in via scripts but otherwise once "healled" the casualty can play again. Yes arcady but in order to get to this stage correct casualty reaction drills must be used and those seriously good enough/tactically sound to do this in a tight spot will have the option to script in (or call for human) medevac.
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:mad: FFFFFFFFUUUUUUUUUUUUU
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All general infantry in the US going into combat roles will be issued with full body armour. They will obviously only wear it when out of protection of their base or when under attack, but in most cases when you come up against an armed soldier, he will always be wearing armour. Almost all frontline troops from the majority of NATO (UK, Canada, Aus, NZ) also wear full body armour. Even China is adopting level III grade body armour for many of its frontline troops, and by the 2030's we may actually see the majority of chinese soldiers also better protected. Russians are also issued armour. I know in Russia the uniform and equipment policies aren't as strict as in the US, and I have heard soldiers can buy additional equipment/accesories/body armour to compliment their standard issue equipment. In most cases, the only place you will see NATO general infantry fighting without body armour is in hollywood/casual games trying to look badass ;) Rye: Got carried away talking about the possibilites of body armour and multiple variations of ammunition when backing up that body armour can indeed stop multiple bullets.
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DayZ is awesome and something similar/better zombie compatibility would be great to see, but I wan't to see the rest of the game finished to a high standard first. Arma is the one awesome game for infantry mil sim fans, zombies can be found in other games.
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Larger rounds (7.62x54 and 7.62x51 etc) are generally less effective than modern rifle ammunition such as the M855A1 5.56x45, 7N10 5.45x39 and the 5.8x42 DPB95 rounds when it comes to not only wounding profiles (as in wounds difficult to treat, wounds that need more attention and wounds that will most likely put a soldier out of the fight, but keep alive in order to force allies to re-direct attention to aiding the casualty) but also penetration of materials such as body armour. Level III and IV armour plates will stop roughly around 3-4 rounds although this depends on the tightness of the shot groups, in some cases armour will crack and lose effectiveness after 2 tightly placed shots but won't after 6 spread out shots. Kevlar can protecty against some shrapnel, round pistol ammo and small shotgun pellets but not pointed rifle ammunition. Modern US light and heavy body armour have the same level of ballistic protection from the SAPI/ESAPI/XSPAI plate inserts although the heavier armour sets have more 'soft protection' from pistols, pellets, shrapnel etc. In a conflict where both sides are coming up against armoured targets the use of armour piercing ammunition will no doubt rise dramatically, and rounds such as the M995 5.56x45, 7N24 5.45x39mm and DPB88 5.8x42mm all have roughly equal (some speculation in regards to chinese ammunition) and (again with some speculation) are able to pierce these levels of body armour (level III and IV) although they collectivley are less damaging to the armour's condition itself (due to needle like penetrator) and they have to be travelling at speeds only possible when fired from close distances, in most cases no further than 200 metres. While 200 metres still seems like a long way away this is far less than the rifles' effective range when utilising (also more accurate) ball ammunition. So ImperatorBellus88 has a great deal of truth behind what he is saying. Obviously infantry combat will be brought to closer engagement ranges with the use of air support, squad level portable artillary (light mortars), UAV/UGVs and improved technology, the use of infantry (and their effectiveness) will be kept for close range engaements in the near future, so engagements closer than 200 metres to ensure targets are wounded when shot in the torso are likely and accurately modelled body armour and ammunition variations won't negativelly effect the gameplay of arma 3, especially when non-infantry assets are used in conjuction with infantry. The choice between heavy and light armour with the new fatigue system would greatly improve the dynamics of both COOP and PVP, while both would offer protection to the midsection from ball ammo... pistols and shotguns would also be protected against to greater levels with heavier armour and explosions would have to be closer to inflict wounds (shrapnel resistance). Geurillas and local militia may not always have access to state of the art armour piercing ammunition or any armour at all! Think of the possibilities ;)