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Everything posted by slay0rwr4th
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1rst Person Breathing noises way too loud and unrealistic.
slay0rwr4th replied to big_t's topic in ARMA 3 - GENERAL
Completely agree with this topic, I play with headphones and would like the volume of breathing reduced by around 50%, I'll still be able to hear it just fine but it won't be so invasive, I don't mind hearing the breathing as it's an indicator of fatigue but it's so damned loud in my ears it drives me up the wall, Yes I know I should walk/catch a lift but when your vehicle has just been blown to hell and you have a 10k walk back to base and only 2 other guys on the mp server in the same situation elsewhere.. you run or you die haha -
No more learning or skill required in new games?
slay0rwr4th replied to progamer's topic in OFFTOPIC - Games & Gaming
I agree with what you guys have said here and thankfully we still have guys around like BiS to make games for those of us that enjoying using our brains a bit. Dwarf Fortress is a good example of a game that makes you think and it has one hell of a learning curve, EVE: Online as well, although at times I feel it's only because the UI is so spread out that it takes someone with an eidetic memory to actually make use of it, funnily it's the same with DF. -
PMC04... argh (Possible Spoiler alert)
slay0rwr4th posted a topic in ARMA 2 & OA - OFFICIAL MISSIONS
Woops, actually its PMC04! I have one complaint about this mission, path-finding in the vehicles.... is horrid to say the least. -
PMC04... argh (Possible Spoiler alert)
slay0rwr4th replied to slay0rwr4th's topic in ARMA 2 & OA - OFFICIAL MISSIONS
sorry about replying late, i'm not sure which mosque one you are talking about? I think the... 5th or 6th mission might be the one but I don't remember the convoy moving at all, you finish the mission once the area is properly clear. Another weird issue with PMC04 is as fluffy mentioned, sometimes the other cars in the convoy just stop moving, I think I got to the end of the mission when I completed it and I was on my own. it still let me pass though so all good on that front. - I think they drive up hills etc as an evasive maneuver if you get to close to the action. -
HARCP - Dynamic Sound System
slay0rwr4th replied to tpM's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Any News? :) -
http://www.qbasix.com/ARMA2/ <- why dont you get your GSP to sign up to this, itll inform him of the latest betas as they come about, I fail to see how they're hard to install, they take 2 seconds to download, I usually miss half of them and just install the latest one that's available, it can only get better, you can also read up in the forum here about the progress of said beta, or check it's log file for gamebreaking fixes.
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read this if you want to be Commander in Warfare
slay0rwr4th replied to MaxRiga's topic in ARMA 2 & OA - MULTIPLAYER
haha yeah definately got a bit of reading and practice to do. -
read this if you want to be Commander in Warfare
slay0rwr4th replied to MaxRiga's topic in ARMA 2 & OA - MULTIPLAYER
I'm glad this thread is around, I got to be commander last night, i just got voted for lol. I've never commanded before (part-time gamer nowadays) so if it weren't for a few guys on my team knowing how things work things would've been much worse, but I made a few massive mistakes and with only one base build they really were critical. (too far nth east, hill behind the base giving positional advantage) at least I built on a road hahaha. I did spend my time upgrading infantry and gear, supply and LF though, though with how far the base was out, i was doing my best to compensate by getting to airlifts as quickly as possible... much to learn from :) -
I cannot patch the game to 1.54!
slay0rwr4th replied to wasicun's topic in ARMA 2 & OA - TROUBLESHOOTING
Got the same problem as you guys do, I'm trying out damaboo's idea but in the expansion/addons folder, hopefully get to see BAF in action tonight :) -
[OA]Tier One Operators V3.x (now with heavies!)
slay0rwr4th replied to mcnools's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
mafia 2? *googles* -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
slay0rwr4th replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Awesome! my workaround before this update was a script for a crate full of weapons (not cool, just messy) this will be great to implement, thanks Madbull! -
[R3F] Revive : A lightweight and efficient revive
slay0rwr4th replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Thanks Madbull, will give it a go soon, :) -
[R3F] Revive : A lightweight and efficient revive
slay0rwr4th replied to madbull's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
This might have already been asked, but can you get this running in SP too? even if it takes learning some more scripting on my part (gotta learn it anyway :D) - I was also wondering if it's still working in OA? -
[R3F] Artillery and Logistic: Manual artillery and advanced logistic (mission script)
slay0rwr4th replied to madbull's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
this mod rocks!, how much am I going to have to change in my mission when 1.4 comes out to implement it? or will it be the same just updated files? - Not that I'm worried, the tutorial last time was easy too :) -
ArmA II: Operation Arrowhead discussion thread
slay0rwr4th replied to Tonci87's topic in ARMA 2 & OA - GENERAL
Well, in Australia here, been up since 5am so thought I'd login and check things out, 2 hours eh? :D - kids are on school holidays so I'm hoping to get to check it out before they wake! -
Arma 2 1.06 Patch Suggestions
slay0rwr4th replied to Archamedes's topic in ARMA 2 & OA - SUGGESTIONS
Either way, I'd have to assume it'd be a game engine limitation? but as we all know, assuming makes an ass of you and me! lol -
Arma 2 1.06 Patch Suggestions
slay0rwr4th replied to Archamedes's topic in ARMA 2 & OA - SUGGESTIONS
what type of sabot round are you talking about? APCR? APDS? HVAP? There's some really interesting information about this type of round, I'll post a little here. "Typical velocities of APFSDS rounds vary between manufacturers and muzzle length/types. As a typical example, the American General Dynamics KEW-A1 has a muzzle velocity of 1,740 m/s (5,700 ft/s).[2] This compares to 914 m/s (3,000 ft/s) for a typical rifle (small arms) round. APFSDS rounds generally operate in the range of 1,400 to 1,900 m/s. The sabots also travel at such a high velocity that upon separation, they may continue for many hundreds of metres at speeds that can be lethal to troops and damage light vehicles." ---------- Post added at 10:22 AM ---------- Previous post was at 09:40 AM ---------- everywhere I look though, Sabot is a casing that goes around a type of shell, so it can fit in a barrel larger than it's bore. Might bore some but this stuff is pretty cool to read. ---------- Post added at 10:24 AM ---------- Previous post was at 10:22 AM ---------- sabot [sa′bÅ] (ordnance) Lightweight carrier in which a subcaliber projectile is centered to permit firing the projectile in the larger-caliber weapon; the sabot diameter fills the bore of the weapon from which the projectile is fired. -
Arma 2 1.06 Patch Suggestions
slay0rwr4th replied to Archamedes's topic in ARMA 2 & OA - SUGGESTIONS
You can move in map view, the thing is, your character will stop and crouch when you hit M, stand yourself back up and start running again, I even do it on multiplayer sometimes when I know I'm safe. ---------- Post added at 01:51 PM ---------- Previous post was at 01:49 PM ---------- I've ran into this problem too, a workaround is to set them to "safe" or "aware" and they'll get in the vehicles within the hour you asked them lol. Otherwise they're paranoid, and will be scoping out the surroundings, crouching and going prone and such, all to nothing but wilderness. (unless you're retreating) if you are retreating, use this command as fast as possible, 90% of the time it helps me :) ***If they won't go "safe" etc, try issuing the stop command first. ---------- Post added at 01:54 PM ---------- Previous post was at 01:51 PM ---------- It would change velocity, it would change angle, hell, there may even be a x% chance that the thing would hit a tree so damn hard it'd break up right there and knock down a nice section of forest. but I doubt it'd continue on in a straight line at it's target... ---------- Post added at 01:56 PM ---------- Previous post was at 01:54 PM ---------- I'd like to (love to) see the "logistics" side of [R3F]Arty_And_log integrated into the game, it's realistic, nuff said. ---------- Post added at 02:02 PM ---------- Previous post was at 01:56 PM ---------- adjustable weapon sights would also be great, they remind me alot of racing games, heaps of tuning options but do you really need them (alot of the time I'd see friends slamming people multiplayer/singleplayer with "default car tuning") but it'd be a cool feature, and would be a nice addition to people who enjoy sniping. -
what about building levels off what you know, so for instance, a simple level that shows off the whole briefing.sqf including as many different ways to complete a "task" as one can think of, there's so many different ways things can be executed that you could make an awesome mission, AND tutorial for how to build it at the same time.
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Shame there weren't tunnel systems in the forests.... :)
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Rejenorst, Wolfrug and maturin all have great ideas!
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<object width="480" height="385"><param name="movie" value="http://www.youtube.com/watch?v=0x0f_h6229w&hl=en_US&fs=1&"></param><param name="allowFullScreen" value="true"></param><param name="allowscriptaccess" value="always"></param><embed src="http://www.youtube.com/watch?v=0x0f_h6229w&hl=en_US&fs=1&" type="application/x-shockwave-flash" allowscriptaccess="always" allowfullscreen="true" width="480" height="385"></embed></object> Here's the intro sequence, thanks to scripting tutorials at youtube, essentially some panning shots of the approach to the island, a helicopter giving you a hand then buggering off, and a small preview of your first obj, I would have loved to crank the graphics to max and recorded it at 1440x900 (my max screen size) but it's just not possible on this box at the moment, I do want to re-record the section zooming on a mass grave with the graphics at highest setting, and maybe the view distance right down to compensate... thing is, when you change the view distance, the AI act differently (don't know enough about scripting etc yet) it took me long enough to make the helicopter act how I wanted with view distance full, it would always start maneuvering, I finally added a cutscene so you'd get a long distance shot of it in action, but miss out on the hit on it's target, A fair trade, considering what happens in this one (view distance around 3000) I'll upload a bit of mission (playing) footage soon, I tried it out last night (called it Mission Test #1) multiplayer to see if anything bad would happen and had a (Russian I think?) player join who seemed to enjoy it (we got our asses kicked though haha)
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Well, so much for making a video, it's nearly done, I'll upload soon, though the fps is horrendous haha.
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I've been working on a mission for Utes, basically, despite being horribly simple, you're to infiltrate Utes under the impression things have gone to hell, but it's much worse than first thought, and upon insertion will see guerilla's and insurgents fighting it out, from there I think I'll need to learn alot more scripting to have events trigger when you reach things, but as for ideas, I'm kind of just.. building a sizeable force in a town/area then validating it's reason for existence, then adding a 3rd party in to make things a little more interesting (depending on scenario). I've developed a bit of an intro sequence, though I hit a wall when turning the draw distance up; all of a sudden the helicopter and a nearby enemy tank could see each other, and responded violently, or, if I ordered the helicopter not to fire on it till a further waypoint it'd take evasive action to try and stay out of the way of fire... (again, extremely basic knowledge of scripting here) I'll post a video of the intro sequence so far in a minute, if you guys are interested I'd sure like some help/input, hell even some advice, maybe it'll give you guys some inspiration?
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I liked all the above, especially on the weapons side of it, (maybe adjustable iron sights too, seems to be modded more and more....) For vehicles softbody physics would be awesome (think rigs of rods) yeah smash through that tree, no problems, until it lands on your car rendering it useless (without a giant, unrealistic explosion) or you hit a fence a little too fast and smash up the front right of the car, and have to drive it in reverse (hard lock left to go straight) back to base or ditch it. Kind of reminds me of RPG's though, there'll be a stupid amount of weapons ingame, it'll be known that 5 of them are good throughout - the way they seperate them is to have specific usefulness, though most of the time you can survive just fine without them. Morrowind had tonnes of crap in it, I think I used a glass claymore and armor and didn't need much else, didn't particularly want to either. If you're going to have quantity it can't just be for the sake of it, there has to be reason, you have to be forced to use all of it (most of it)at some point or for some reason, there have to be definite advantages and disadvantages to said equipment, regardless of what it is. Like Nodunit said more toys end up being the same, with different appearance - Pointless.