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Lexen

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Posts posted by Lexen


  1. Whups, should probably spoiler that...

    I could only reload once. Major mission failure on my account for not using other options. Second run I only used hellfire on the BMP (in the convoy), rest got to taste the cannon or FFARs. Long range Shilkas got Hellfires, rest was done with cannon. No need to refill, and mission success.

    Yeah, I got it done last night doing pretty much the same thing.

    All my pounding is done on the ground, not in the air. I can fly the hell out of a helo for troop transport, I just never shoot much though I love flying the AH64 and Cobras.


  2. I've found that if you really take a hard look at general rifle or handgun ballistics, it would be pretty difficult for folks to keep going. Obviously Bohemia would spend a lot of time coding individual ballistics into the game rather than a general set of ballistics with different abilities to drop you at various ranges.

    Bullets do lose quite a bit of punch at different ranges and adrenaline is quite a chemical... keep that in mind.

    I used to memorize ballistics for ...god only knows why, so I found this chart for you all to gaze at.

    For you guys that can't make the crossover:

    5.56mm is .223. You will have to find the grain size of the military bullet. From what I gather, the US also uses a hotter load here.

    7.62 x 51 = .308. It's usually a much heavier bullet.

    http://www.hornady.com/images/ballistics/ballistics_charts.pdf

    Most rifles are Zeroed to 200 for this chart (or most charts, actually).

    Small edit: The muzzle/energy section is what you need to be looking at. Take a 55 grain .223 as the example. It leaves the muzzle screaming at 3,200 feet per second and has an energy of 1,200 lbs (it's like a 1200 lb weight hitting you in the area the size of half a dime). At 500 meters, it has 300lbs of force, which is like getting hit with a 300lb weight.


  3. This mission is giving me absolute hell.

    (but at least I played the boot camp and didn't try to figure out a system with OJT)

    I'm having a huge issue with rearming the hellfires. You do the interrput mission to take down the convoy, then by the time you get back to shooting cans on fences, you're out of hellfires (or practically anyway).

    Is there a trick to rearming the helos? I can get them to refuel and I can repair them. They won't reload hellfires.

    I guess i'm going to have to start the mission over as my next step to see if that will fix it. The auto save point isn't that far into the mission, so it won't be a big loss.


  4. I've tryed both. If i try the class name (this addweapon 'G36c'), I appear with G36K Eotech - http://browser.dev-heaven.net/cfg_weapons/show/152770 :confused:

    Before the last ACE update I appeared with G36C, also in Vanilla version.

    I know i'm coming into this quite late, but whose special weapons box did this appear in?

    I have never seen a G36 in any ACE box, ever. As a matter of fact, we downloaded FFAA Armas just to have some variants of it for the guys that like that plastic POS.

    :)


  5. The best part about us is that we have several games going on at the same time. So, if you get bored in one, we have several more you can pick from.

    We are currently active in:

    Aion

    League of Legends (a free RTS)

    Arma II

    We also have a nice sized presence in APB beta right now too.

    On some nights, we have guys playing BF:BC2 but activity (honestly) has fallen off quite a bit this past month. I haven't seen anyone playing.

    Of course, we can't stop any of you from suggesting games to play (we're not going to CoD:MW2 at all, ever) but keep in mind that you won't get many of us to go to hugs and kisses online where everyone loves each other and gets along fine. (in other words, we won't be going to the "endless forest mmo")


  6. == The Black Company ==

    Of the Company, By the Company, For the Company.

    We are a diverse, multi-genre gaming clan formed in 2003. Through the years, we've Challenged the Worlds of AO, SWG, BF2, WoW, EvE, CoD4, CoD5, BF:BC2, BF:2142, AoC, Darkfall, and Aion (just to name a few). We play to have fun; we play to win.

    We offer an easy-going, low drama environment for all levels, where members can enjoy the game while advancing with the guild. The best and most capable among us will rise in rank to become a Sworn Brother.

    However, we won't take just anyone. We're interested in recruiting quality members, not quantity. To be considered for membership in the Company, players must be motivated, capable, and mature adults (18+). They must be able to follow instructions, be selfless in putting guild success first (Of. By. For.), and require no babysitting or hand-holding. We're looking for strong players who are good sports (gracious in victory and defeat), who play to have fun (no griefers), and are in it for the social experience as much as winning the game.

    If you feel that you've got what it takes to become a sworn brother of TBC, then apply now at our forums (http://www.black-company.org). Be warned, however, that sub-standard applications will be outright denied. Let us know about yourself and why you've come to join. Those who make the cut will become brothers and join us in the fight.

    ----------------

    ARMA II Specific Information:

    We are looking for 3 to 4 players that can be there for training and show up on mission nights (which are basically every friday). Important note: We are NOT looking for "game" members. We are looking for Black Company members. There is a big difference between someone who is going to be left behind in a game that we no longer play, and someone who is going to follow the Company from fight to fight.

    We are currently a mainly Co-Op group in ARMA II but we are not shy about PvP on other servers (that's for sure). As a guild, we are mainly a PvP guild but we have so much fun in ARMA II, it's taken a back seat. We tend to be very casual, but operate with a military heirarchy.

    We enjoy ARMA II for the diverse elements and the varied environments the game offers. We have a great group of mission designers and are able to modify most any mission we download to suit our playstyle (though we're not against challenging ourselves by scrounging for weapons and such).

    We have a training range on Isla Duala with pretty much anything you ever wanted to test, including enemy camps, simulated urban combat, and a 2000m sniper range (though in reality, you'll never take a 2000m shot in a mission).

    We also have a list of needed mods and custom uniform skins and billboards that are distributed in the Company only.

    What we want from our members in ARMA II is someone who can follow orders, can specialize in a few weapons, but still be able to pick up most anything and use it, and a player who is not afraid to get right in the middle of a firefight and get the job done.

    Sgt. Lexen

    Black Company


  7. Mandoble,

    I finally got some time and got it working. Great mod, great work. One question before I go back to the cave of mando learning:

    I'm looking at this block of code:

       if (isNil "mando_airsupport_type_ambox") then
      {
         if (_side != east) then
         {
            if (_side == resistance) then
            {
               mando_airsupport_type_ambox = "WeaponBoxGuer";
            }
            else
            {
               mando_airsupport_type_ambox = "WeaponBoxWest";
            };
         }
         else
         {
            mando_airsupport_type_ambox = "WeaponBoxEast";
         };
      };

    Can I change the the Weapon Boxes dropped from the helo to an ACE weapon box just by finding the correct classname as it applies to Mando? (correct me if im wrong here..."mando_airsupport_type_ambox" is being called in the method. I'm assuming that there's a class in mando, in one of the hundreds of files, that defines just what is a mando box....or did I shoot really high on that one? :lecture:)

    Appreciate any reply.


  8. Hi everyone.

    We just got the Mando Missile Mod downloaded and installed. We are very new users to this mod, meaning we don't have any prior experience with it. We put the necessary gamelogics down (init, full, and ACE) but when we go to use the air support console, it isn't there. We've poured over the readme and spent two weeks now experimenting with it (pretty much what we do with any mod). We've figured out quite a bit of it (or at least the parts that we're routinely going to use), but this one is eluding us.

    I opened the missions (console2) you supplied with the mod and essentially copied/pasted the files to see if that would make it work, but it didn't. I assume that it's because there were gamelogics on the map (which you said that you shouldn't do).

    I guess that my question is: Is there a total n00bs guide to using this thing?

    Since I assume that there isn't one, i'm guessing that we're going to have to forget the gamelogics and import the scripts we need?

    ---------- Post added at 01:21 PM ---------- Previous post was at 01:17 PM ----------

    as I was typing that, it hit me. The gamelogics are for specific things, not to put in everything. I guess I needed to see it written down before I "got it".

    lol...thanks for the sounding board. I think I can figure it out now.


  9. boy have I got a doozy...

    Seven guys from our clan did the latest ACE update last night. Worked well. One guy...(there's always one) cannot use earplugs now to save his life.

    We have the fix for it posted on our forums. He did it no less than 10 times (i'm not kidding). We even had the six updater re-make his config file so he could edit it again. Didn't work. Before we did the six updater thing, I mailed him mine! All he had to do was change the name. Still didn't work.

    I'm at the point of wanting to blame Steam (yet again), but i'd really rather spend my time trying to figure his problem out. It's apparently an end-user problem because none of the rest of us have the issue. Can anyone guess as to what would be causing this?

    Yes, we checked the simple things: Is the name the same as his profile. Is he editing it in the right spot (EDIT BELOW THIS LINE ftw!)? Yes. We walked through it for about an hour (with 4 of us in the channel), and before that, one other guy was assisting him.

    We're pretty experienced Ace / Six-Updater users but this is the second problem in a week that has us scratching our heads.


  10. Hello Ladies and Gentlemen...and Arma II players.

    I'm writing on behalf of a guild mate. So far, we have around 12 folks from our clan in the game with the ACE mod for ARMA II. Nearly every one of us had issues with the initial installation, but have all since resolved them rather nicely (though the userconfig error has become problematic...but we know the fix now, thanks to the wiki).

    Okay, here's the issue:

    We have one guild member who has downloaded and installed ACE three times now. Each time he does it, everything seems to go well, but on logging into our training range, he gets multiple ACEX errors (missing pbo's)...it's as if the system doesn't see it at all.

    I walked with him last night to check the file. Being in Vent, there isn't a whole lot I could do to fix it other than ask a lot of questions to find out as much as I can. We compared numbers of files and installations and file names and other crap.

    There are two other pieces of info I can give right now: His install is on his J: drive (a game drive) but that really shouldn't matter, should it? He's also getting an error with FFAA Armas, and the Australians At War weapons pack.

    Other info:

    He has:

    ACE

    ACEX

    ACEX_PLA

    ACEX_SM

    CBA

    I sincerely appreciate any replies.


  11. Update:

    One of our members tested this out with me last night and his barely had the flicker after opening the chute where mine is unplayable at times. He suggested that it may be a problem wholly unrelated to the game but rather with our aspect ratios or something along those lines.

    We tested it a little more and what made mine playable is as soon as I see us falling, go into 3rd person. The flicker still existed, but it stayed put long enough at key times to see where I was going. It almost makes me think of the smoke and how it affects third person mode. In smoke, we all "lose" our third person view because the smoke acts as a solid object to the 3rd person camera and pushes it up on you. So, I tried jumping out again, immediately going third person, then pressing the "-" key to pan even further back. It "seemed" to make it even better at first, but later tests showed little to no improvement.

    I'm kind of stumped at the moment. If I have this problem, then others in my group are going to have this problem to a greater or lesser degree, which means that HALO drops are out for modes of insertion.


  12. Bumping the old thread...

    I'm currently using a simple script to start the squad in the air, already in progress of a HALO jump. I've read that most of us still have the camera flicker problem. Has this been corrected yet? If so, is it something I can add to this script?

    this setpos [getpos this select 0, getpos this select 1,(getpos this select 2) 
    +2000]; this flyinheight 2000; this setvelocity [0,0,0]; [this] exec 
    "ca\air2\halo\data\Scripts\HALO_init.sqs ";
    

    Appreciate any replies.

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