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Everything posted by kireta21
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SCAR-L Replacement Project
kireta21 replied to slatts's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Hmm, maybe it could be done via separate .pbo containing only sound definition for burst? Main file could use vanilla sound, and for playing with soundmods, simple sound relacement configs for most popular soundmods? -
SCAR-L Replacement Project
kireta21 replied to slatts's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This mod is made of gold for me, SCARs just didn't feel right, now we can roam with M4's all we want, even nights. Great job. Sound reference for Burst fire mode on M4s causes conflict with soundmods. Removing these two lines seem to cause no troubles so far. -
No wonder, since Type-59 is Chinese copy of Soviet T-54A.
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OA Bootcamp Javelin Won't Lock on
kireta21 replied to narcisissma's topic in ARMA 2 & OA - TROUBLESHOOTING
That's only in ACE. And in ACE it won't work, because there's no CLU in crate. -
How to make a private game with aircarft for practise session?
kireta21 replied to Bazmondo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Non-playable means you can't use it as your avatar. But you can use your avatar (human) to take control of vehicle. You control crewman, crewman controls vehicle. When you set crewed vehicle as playable, you choose specific member of crew as your avatar. It's actually quite logical -
How to make a private game with aircarft for practise session?
kireta21 replied to Bazmondo's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Go to editor, put at least 2 playable characters, and all things you would like to try. Save -> Export to multiplayer mission. Launch MP, host mission you made, wait for your friend to join. Oh, and if you're using mods, he will need to run them as well. -
Is my tank gunner asleep?
kireta21 replied to pooroldspike's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
If you're launching via shortcut, make sure ArmA2 is loaded as well. If I remember well, using this method disables build-in mod manager, that is supposed to load ArmA2 content by default. -
This mission is the weakest in entire campaign, it's completely chaotic, and can be quite frustrating in fact. Keep your team close, they're good shots and never missID. When in doubt or out of range use team switch to take control of your sniper. It might be good idea to join other Marine squad for a while, so Chedaki will bleed out a bit, before you go into town. You can always tone down difficulty level. Also I always recommend playing SP with AI improving mods like ASR_AI and tpwcas Friendly-Foe identyfication isn't hard, remember all regular Marines wear same uniforms and carry black guns, and that will do for now. If you can't tell, firendly or foe, provoke them, move from behind corner, fire few potshots to draw attention, and go back. If hostile they'll fire back. Risky but 100% effective. It could be usefull to memorize how some basic weapons sound. M16, M240 = friendles, AK, PKM = hostiles. This way you'll know which areas are relatively safe. When you hear bullet hit, step into cover, even if you don't know where it's comming from.
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Happens all the time. I remember dude who got BSoD while holding live, armed grenade. If not for sgt who grabbed grenade and throw it second before explosion, dumb sob would blow himself up.
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Is my tank gunner asleep?
kireta21 replied to pooroldspike's topic in ARMA 2 & OA - QUESTIONS & ANSWERS
Gunner will (or at least should) engage targets by himself with MG and autocannon, but needs to be ordered to use maingun or ATGM. For that you may use this mod: PvPscene Tweaks: AIGunnerToUseAllWeapons AI C PvPscene -
Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
This is new mission end added by CWR2 team. Normally Strange Meeting starts if you fail to take Montignac. Now it also starts if you successfully extract, after taking it. -
Adding gear from addon without creating addon dependency - possible?
kireta21 replied to kireta21's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Should cause no problem when used in SP though. Main reason was to fix compatibility issues like vanilla Javelin beign useless when mission is played with ACE (since no CLU in briefing). Ammocrate with needed stuff like earplugs or meds should fix those problems. It would be ideal if this function could be used in description.ext, but this way works fine as well. -
Adding gear from addon without creating addon dependency - possible?
kireta21 posted a topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Just wondering - is there a possibility to add gear from various addons without creating addon dependency? Say, using condition to add batch of, say, ACE gear for Briefing when ACE is active? And other way around, adding vanilla gear if ACE is not detected? -
Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
@Kornuit In original OFP Night Patrol Armstrong have both NVG and Binoculars added, so no problem Defender had 1xT-80 up front, and 3xT-72s following. -
BAF Mountain Lair help! Using communications.
kireta21 replied to Tuomas's topic in ARMA 2 & OA - OFFICIAL MISSIONS
If I recall well, you need to be close to Taki camp. Dunno why, when I was close enough to request more support, enemy camp was nearly wiped out anyway. I played this mission right after BAF release, so things might have changed, though. -
Filename was PTSD.png :D http://i50.tinypic.com/513vp2.jpg (1820 kB)
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Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I believe PlaywithSix installs mods in MyDocuments instead of game folder, so -mod might not work. Launch it via PlaywithSix, or ArmA's build-in mod mannager. Might as well just copy CWR2 beta to game folder, just make sure to remove Demo version first. -
Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Works fine here. Make sure you really replaced older configs with new ones. Both use same date in filename, so mistake is quite possible. -
Sorry guys, I was half-asleep and made is sound weird. My point is, unless you're actually aiming, your rifle is not perfectly pointing where you look. While using body memory to aim is realistic, it don't allow you to provide accurate fire and is used mostly for quick supression - force them back into cover before they aim. IRL you don't move entire body just to move your aim a bit lef/right. Even if you have weapon ready to fire, when you look trough scope your aim will be off, and need to be readjusted. With Deadzone off scope will always be aimed at same position as crosshair - in the middle of screen, so even without crosshair on, we can tell exactly where weapon is currently aimed. There's no need to actually aquire target. It's in the middle already, or very little off. With deadzone on it's the same because weapon will scope-in in the middle of the crosshair, even if crosshair is moving all over the screen. Deadzone on and crosshair off would fix it, except, well, Deadzone seem to be not working too well atm. Not sure, bug or design, but when you reach border of freeaim zone, player's view don't seem to follow aim as it should. Not saying in ArmA2 it was perfect (though deadzone itself worked much better), since it was forcing scope in perfect front of you, ignoring where you've been aiming. Randomizing scope pisition basing on position of crosshair maybe? That would force you to properly lead scope on target, but aiming point would be still in general direction you have your crosshair pointed (or middle of screen with deadzone off). It would also make secondary sight much more usefull, holo to lead on target, scope to aim.
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Depends which part of it you understand as unrealistic. If you mean removing point we are looking at from middle of screen then yes, you might be right. But if by "unrealistic" you mean weapon not aiming exactly where we were looking momnet we look through sight, then no.
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Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Since pbo's are locked, I can't check it myself, but my guess is only milita (Res in civilian clothes) class have been updated with launcher slot, while Viktor uses (unlike in original Resistance) civilian class: "cwr2_civilian4" [edit] Oh, didn't notice. -
Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Now that's indeed weird. Have you changed armorstructural, maybe? As for LAW, in OFP LAW and RPG were identical. In reality M72 was mostly to be used against soft and lightly armored targets, but in OFP it's general use AT, since there was no M47 Dragon in game. [edit] Nah, just saying if we were to use realistic values :). Sometimes I wonder how OFP would look like if all related info on 80's gear was as easy to aquire in nineties as it is now :). -
Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Armor tweak works suprisingly well. I'm quite sure even you didn't expect it to work that well. T-72 can be disabled by: 3 hits in turret (2nd will disable gun), 2 hits in engine, or 1 in tracks. BMP-1 can be disabled by 1 RPG, but it takes 3 to burn it down, funny enough, unless hit in turret. Why funny? That's BMP's weak spot - 73mm ammo is stacked inside turret ring :D -
Cold War Rearmed² - Public Beta
kireta21 replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
That's ArmA2 stats, getting in a way of playing. AFVs are almost twice as hard as were in OFP, while avalable ATs are barely half as strong. OFP T-72 had armor=400, CWR2 T-72 has armor=690. OFP BMP had armor=200, CWR2 BMP has armor=150, but armorstructural=4 doubles protection compared to Flashpoint's AFV's (nearly all had armorstructural=2) OFP RPG-75 had Hit=500 and Indirecthit=150, I think. CWR2 PG7 has Hit=300 and Indirecthit=20. Some tweaks may be needed -
Actually "I jumped out of cover and shot MG in face" thing is a quickscoping, game debalancing "feature", and exact reason Dice introduced supression in BF3. In ArmA2 if Aiming Deadzone was set anywhere above 0, using scoped weapon forced player to properly aquire target, before he could shot it. Interesting, despite it was very realistic feature, many (judging from youtube videos like 90%) players disable it completely, because... it's a hassle to look for target. It's better to point, RMB, hit. In ArmA3 scope follows crosshair perfectly even with Deadzone on, scoping in puts you almost exactly where crosshair was.