Nielsen
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Everything posted by Nielsen
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ARMA 3 Engine and Fighting Positions, Trenches and Prepared Positions
Nielsen replied to falcon_565's topic in ARMA 3 - GENERAL
This would be soo cool... Fingers and toes crossed! -
Agreed. It's annoying when sniping and you see an AI take several rounds to the face, then get up and run to safety.
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WOW!.. This looks like an instant classic! Looking forward to trying it out. I really like the method, and the features video was cool as heck.. Two thumbs up. Thanks alot Reezo!
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AHA! Very clever :dance1:... So that was what Zorg_DK was talking about with his X52... Thanks for the tip :bounce3: NB: I still would like to be able to map it to a keyboard key - just for convenience ;) I really like the idea of cruise control :)
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Would you fellas please tell me where, cause I have spent my fair share of hours setting my controls just the way I like them, and have not seen this setting? :o Are you understanding me correctly? You realize that I'm not talking about toggle-walk so that I walk instead of running. I want to move forward without touching the keyboard! Could I really have missed this control setting for years? I hope so.:D @Zorg: En fornøjelse at møde dig :)
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I totally agree. The small things can make a huge difference in game experience... I like the idea of the sound of breathing in. It would add alot to marksmanship. But it should have to be sufficiently subtle so as to not be irritating when you do it all the time as a regular rifleman. Speaking of the little things, I still would love to have a way to toggle the forward motion, so I could walk forward without holding the 'w' key. (Maybe 'shift+W->W' ?) That is maybe not so much related to immersion, but it would really increase my gameplay experience... I do strive for realism, but only in some aspects. And some nights I go more 'all in' on realism than others. I would like to be able to take a drink of a soda while maintaining SA. Right now I have the option of loosing SA (hand off mouse), or loosing formation (hand off keyboard).. If I could walk without holding 'w' I could spoil myself to a soda or a smoke while scanning my sector :cool:. It would be especially cool when marching to a checkpoint or objective from several klicks out... Also with trackIR you would be able to walk and look around hands off (in safe areas ;)). That would be more realistic imo.
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This is very important to me. Going from auto to semi is a mess if you are packed up with gear. I hate switching my firemode selector while having to study the "firemode hint" in fear of accidentally popping of a nade... Also, the cluttered action-menu is confusing, and I hate to extract under fire, and have to make sure that Im boarding the vehicle and not just pulling out my sidearm. Then comes the problem when an AI steps in front of me and changes up the whole menu, making me hit the wrong button and ultimately getting me killed... All I wanted to do was do dive in the vehicle and GTFO.
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Amazing blood effects that should be in Arma 3
Nielsen replied to Dead3ye's topic in ARMA 3 - GENERAL
-QFT! That would really add to immersion imo. -
Yeah that would be cool.
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LOL... I feel you. People should know better than to use the C word in here :D
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Take on helicopter environments for ARMA 3 ?
Nielsen replied to gareththomasnz's topic in ARMA 3 - GENERAL
@CarlGustaffa: 5LEVEN said Arma4 though. And I certainly allow myself to have hope :).. BTT: I would love to see the TOH city in Arma3 even if it is very limitied in detail. I hope and guess that the community makes this happen. -
Take on helicopter environments for ARMA 3 ?
Nielsen replied to gareththomasnz's topic in ARMA 3 - GENERAL
I think this is a short but fairly persuasive post putting a realistic spin on the whole Euclideon thing. (Backing up and elaborating on what metalcraze [EDIT: and columdrum] said). http://notch.tumblr.com/post/8386977075/its-a-scam That said - Nothing naive in hope :cheers: EDIT: - QFT -
Thinking about the somewhat heavy spec requirements of past and future Arma titles. I think it would be a great move to implement a 'cache-module' into Arma3. I realize that there are allready community scripts for caching units, but an optimized, mp-working, official module would imho be awesome. Of course it should be configurable:cool:
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I agree more with the topic title than the OP. To me the ARMA cars are fine. But I would really love to see more emphasis on civilian (AI) behaviour. I think the ALICE(2) module is really great, and a huge step in the right direction. It can be a pain to use though. It would be awesome if it was easier/more configurable, so that we could set markers/triggers to define where to spawn civilians, and how many and such. I am aware of the config commands for the module, but I think it fair to say, that it can be hard to achieve the desired results, especially for people new to scripting. Alternatively it could be cool if you could place civilians in the editor, and give them some kind of init command, and that would include them in the ALICE list/fsm(?), so that they would also walk around and talk - and possibly be cached when you leave the area if that is possible with they way the module works. I also think making the 'DISSMISS' waypoint customizable so that we can define the movement radius, would be an awesome move. That would be a great help to build immersive environments without extensive scripting. The behaviour for dissmissed units is great, but in a few minutes they scatter all around the island.
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I really like the idea. I could see it beeing a problem with PvP though. Drawing from airsoft experience I have seen many a "civilian" player, giving other players positions away trying to get the "perfect (camera) shot". Not sure how big a problem that would be in Arma but I thought it was worth considering. :) EDIT: That would be awesome!
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I think the OP suggestion is way cool, and would love to be able to specify my own formations on the fly. However, I would also settle for a 'tighten' and 'loosen' formation option. Thoose are really needed!
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Indeed we were :D Me and my friend were all like: ---> :deal: ---> :rage::936: ---> :protest: :protest: They did really butcher the lore though. As if Star Trek lore was'nt complicated enough to begin with without new alternate timelines. :o *runs and hides*
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Need help spotting an error (6 lines of code and -showscripterror is not helping)
Nielsen replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I just got it working, though in a somewhat inefficient way. Your checkSide idead made me think. As I had it working with a civ trigger I made that again, and put a (if kindOf _x == "") clause in it to make sure only the right units were affected.. Now I have two triggers for each ambush though, as I detect BLUEFOR with one and trigger the CIV trigger with the code. Thanks for the help! I'm allways interested in more efficient ways of doing things, so I'd appreciate any more input on improving the method. If you've got better things to do, then no worries it is working ;) Here is all the relevant code as of now: -
Hey folks... Working on a mission and a couple of lines of code has stopped me dead in my tracks.. call compile format [" _AmbushT_%1 = createTrigger[""EmptyDetector"", getPos leader _InfGrp]; _AmbushT_%1 setTriggerActivation [""WEST"", ""PRESENT"", false]; _AmbushT_%1 setTriggerArea [8, 8, 0, false]; _AmbushT_%1 setTriggerStatements [""this and """"land"""" countType thislist > 0"","" hint """"ambushNOW""""; {_x addMagazine """"uns_tokarevmag""""; _x addWeapon """"uns_tokarev""""; _x addMagazine """"uns_tokarevmag""""; _x addMagazine """"uns_tokarevmag""""; _x setCaptive false;} forEach units %2;"", """"]; ",_y,_InfGrp]; _y is the number in a "for-to-do" loop. _InfGrp is a group I have just created within the script. The trigger executes and gives me the hint, and the _InfGrp is returning the group as it should. However the units do not recieve the weapons or setcaptive false. The .rpt gives me the following error: Error in expression <; _x setCaptive false;} forEach units O 1-1-H> Error position: <1-1-H> Error Missing ; I've been staring at it for hours, but I simply cannot see where that ; is missing... Can anyone tell me what is wrong with my syntax? Thx in advance Regards, Nielsen
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Need help spotting an error (6 lines of code and -showscripterror is not helping)
Nielsen replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
I'm not sure how to do it seperately. I've got a random amount of groups, on random places, with a random amount of troops (what can I say, I'm a randomholic :o ). All created within the script. I'm not sure how to pull it off seperately without the trigger when it is so dynamic. Thats exactly what I'm trying to do. I'm trying to make small ambushes at different locations. I had it working earlier with "forEach units thislist" in the trigger. But there are civilians around, and as the OPFOR are setCaptive they register as civilians. So that way I would arm the entire neighbourhood. That it worked with "thislist" indicated a problem with the group, but _InfGrp seems to return the group properly, and I've also tried to return an array with the units. But yeah, I want them to look like civilians until you get danger close (so your buddy will have to cover you good). They cant be waving weapons around initially. Any thoughts? -
Need help spotting an error (6 lines of code and -showscripterror is not helping)
Nielsen replied to Nielsen's topic in ARMA 2 & OA : MISSIONS - Editing & Scripting
Hmmm. When I tried replacing """" with "" ' like this: call compile format [" _AmbushT_%1 = createTrigger[""EmptyDetector"", getPos leader _InfGrp]; _AmbushT_%1 setTriggerActivation [""WEST"", ""PRESENT"", false]; _AmbushT_%1 setTriggerArea [8, 8, 0, false]; _AmbushT_%1 setTriggerStatements [""this and ""'land'"" countType thislist > 0"","" hint ""'ambushNOW'""; {_x addMagazine ""'uns_tokarevmag'""; _x addWeapon ""'uns_tokarev'""; _x addMagazine ""'uns_tokarevmag'""; _x addMagazine ""'uns_tokarevmag'""; _x setCaptive false;} forEach units %2;"", """"]; ",_y,_InfGrp]; The .rpt reports: Error in expression <ushT_3 setTriggerStatements ["this and "'land'" countType thislist > 0"," hint "> Error position: <'land'" countType thislist > 0"," hint "> Error Missing ] The same happens when I remove the ' in the above, so as to only use ""... Now it thinks I'm missing a ]... I'm getting really confuzzled here :confused: Any ideas? -
Did Arma2 makes you discriminate other FPS games?
Nielsen replied to gunso's topic in ARMA 2 & OA - GENERAL
Thats just how I feel.. These days I only play Arma and Falcon 4.0 AF though. -
Yeah, but I would rather not brutalize my keyboard, I have been using a small box of lead though :). But it must be so simple to implement, and there are so many other toggles in the game, I think this feature should be available. I cant understand why it has not been implemented. I deff. hope to see it in Arma3.
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I'm talking about auto-walk. A toggle that lets you walk without holding down the W key. I just think it would make it more fun to patrol. I like the idea of being able to take my hand of the keyboard for a second without breaking formation.
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Dunno if this has been thrown out there, but: Please give auto-walk, pls! :P You can toggle so many things in this game. I really would like to be able to toggle-walk! Would make patrols much more fun. Also, it would be awesome if you could preserve spent mags in a dump-pouch, and refill empty mags from ammo crates.