Tigerpaws
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New update v1.1 fixing the lag at game start for those that don't have a good pc. May still get a bit of lag after fast traveling to the base for 5-15sec. It is the only time you'll ever get it as you don't in the future fast travel to the enemies Update 1.2 Updated - Zeus is now connected to the 3 fire teams Changed - Respawn has a 3 sec delay Removed - Health Status Bar script since various resolutions caused problems
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Should work on dedicated server but not tested but was kept in mind while making the mod, maybe some one could confirm. It will save, but be aware in a server environment this won't work, only for lan server that you created and restart from ARMA has it already sorted out, default if you die and not shoot upon respawn you got 3 odd secs(give or take) to get to cover. But sometimes the AI can still kill you now and then, just a ARMA thing :) Unsure what you mean, unless they are replacing items in game I can't see them working. I made this mod for my young fella, he does not have the patience as what is needed for arma. But with that said it's not a run & gun like COD either, you will on your own rely heavily on your squad getting them positioned and set up quick. 1 squad on its own is all that's needed but 2 mates at least makes for a good game. Was thinking of setting up a scoring system based on least deaths compared to other team leaders, but have gotten sidetracked back to skyrim atm.
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Cool, thanks whiztler, it was driving me crazy that image not turning up started to think maybe it needed admin approval
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Description: Over 2200 dynamically generated troops to destroy within the map of Atlis and once each area is cleared it remains cleared as well as some IEDs being dynamically generated too. Your in charge of one squad of 7 men including yourself as squad leader, plus another 2 fire teams available though high command and 2 armored vechiles, but plays best as coop. Air support available (0-8-*) for pickup and drop off and chopper attack plus supply drop with Virtual Ammobox System (VAS). Respawn right where you last died to keep you right where the action is, in the battle field. :: Dynamic battles :: Zeus enabled :: Virtual Ammo Box (VAS) :: Vcom AI Overhaul Reactive Squads :: Random IEDs :: Dynamic Player Markers :: Fast traveling to home base :: High command available :: Realistic Jumping :: Support and Radio support available :: No mods or add-ons required 3rd Party Scripts & Thanks Dynamic Player Markers by aeroson Enemy Occupation System (EOS) by BangaBob Randomly generated roadside IEDs by brians200 Realistic Jumping Script by ProGamer Vcom AI 1.03 :: AI Overhaul - Reactive Squads by Genesis92x Virtual Ammobox System (VAS) by Tonic AKA TAW_Tonic Steam Workshop: v1.2 - Subscribe click subscribe above to add mod to ARMA 3 Forum topic: v1.2 - BI forums Armaholic v1.2 - Armaholic Download: v1.2 Operation Dragonskull v1.2 Installation: Extract the .pbo file(s) to your Steam/SteamApps/common/ArmA 3/MPMissions folder. Update 1.1 Sorted out the game lag at start, still their but only for 5-15 secs after fast travel to base Update 1.2 Updated - Zeus is now connected to the 3 fire teams Changed - Respawn has a 3 sec delay Removed - Health Status Bar script since various resolutions caused problems
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Hi guys I didn't do a good job of explaining a few things, my orig version of the game i gave to my nephew, and am running the steam version that tends to crash unless its just ARMA II(could be I7, unsure why, have not googled to see yet), so ARMA II is all i got running at the moment to refresh my memory with flaws But lets just look at ARMA II alone, why did it never get the support of the other releases? Fixes and improvments, this alone is what originally turned many gamers off of ARMA vowing its rubish. Took forever for enough patches to be released to play it without crashing AI Tank i can sneak up on no worries, i can even have a party. But go back to cover and shoot a bullet at it, it will aimbot you where ever you go. Leave the area by 2km and return it will know your ever movement behind buildings and every where you go. At night time none of the enemy have Nightvision, but they see you as clear as day. The Anti material sniper rifle is the most powerfull sniper gun to date there is, but has more drop then the Nato GL, in fact i prefer the nato GL to the sniper gun if it is in the open. Never been fixed. All you have to do is start shooting at targets at a range of 800m to 1500m. Anti-Material sniper has as much drop as most other sniper guns so to speak My main concerain with the game, will it be a ARMA 2 after release, lost and forgotton as they push out the others
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Hi all Please don't take what is here as the whole and soul of the game. It is the things that i saw in my eyes in ARMA II that needed fixing and wondered if ARMA III it will be fixed or not The Videos are great what i see http://www.arma3.com/surveilance/video-feed/ ARMA II Problems that annoyed me(I know there not called true AI, cant remember what there called but AI will do) 1) The AI shoot thought grass, do the new AI in ARMA III respond the same? Do they have a peripheral vision, and a fixed sight distance? They seemed very much at times to have super powers, some times its ok, occasionally you can get pinned down from absolute crazy insanity shots and im sniping, and the AI in vehicles can see you from absurd places that they don't have the ability to see from 2) Cant remember the name of it, but when you edit your own mission, i loved being a sniper and when the AI randomly spawn, the spawn points should be further away and more of them(ARMA III optics looks superior and could be fine now). I would love to see hot spots, even customise the amount of hotspots and troop density, and customise random aspects of vehicles and there compound. Basically i would love to see a map generated with 1000 troops with several hot spots and you patiently snipe then out and rpg em, ARMA II does a reasonable job, but it is not quite right Well those things above are the most important, if you can customise(yes you already can customise the battles i know) the battles to the above specs you would have a game that just keeps on going. I would be happy to pay $200 for, but in ARMA II those things dont exist like described in 1 and 2 above. There were a few other things but cant think of them, might have to fire up ARMA II again Im sure ARMA 3 will rock but hope the probs above don't exist, they really annoyed me at times, don't see many others saying the same but maybe many don't have the time to waste to post and hope to see changes, or am i the only one Quick edit 03.01.2012 of my setup and things Example of AI super abilities - Default Difficulty - ARMA II Vanilla - using FlashpointChernarus by thomsonb Find a crest of a hill (Video options >> Advanced >> Terrain Detail = Normal) at the top of the hill if you can look around while prone and not see a thing, then its perfect. Once you engage a enemy at 200m+ while Crouch then hit the ground(save game) now go to the left, they know where you are, reload save, this time pull back out of sight from the crest of the hill and head around, look at your map and most of the time there are heading to you(if you dont engage them while crouched only not moving there blind as bats if no shots fired in last 5 min). Again you can do this at a distance of 800m and then 1400m, at around 1200m and grass enabled and you engaged the enemy and are prone with zero visibility, AI can shoot you knowing you have crawled away with Zero visibility and it is without any optics on there guns, i need to turn grass off and be using a gun with optics to see them at 1200m and there prone(can see some but there is always a few impossible to locate). On a widescreen tv too, not 24" monitor Vanilla ARMA II, no cba no other altering mods(except console for ammo drop), Terrain Detail = Normal - mods FlashpointChernarus I never have any members in my squad its just me, so i have to locate the enemy. I have grass turned off, and difficulty at Regular(Veteran seems to be a bug of no AI spawning). With the "debug console" so i can my own ammo drop so to speak The setup "Let me set it up" Factions Setup U.S. Army vs Takistan Army + Takistan Militia Choose Player British Army Sniper TIS Time and Weather 9.00 am + Cloud cover 0% + Fog 0 % Groups Friendly 4 + Enemy 20 + Spawn 700 to 1500 Support All default except tanks @ 10% Now that's no walk in the park how i love to set things up and play, no AI on my team, but i got "Debug Console" for ammo drop, set at Normal difficulty. I average 30 kills till i die(average arond 40 - 50 with debug console now), if i take on squad members that can escalate to 70 plus kills, but there are times can die early on but mostly i do the owning only by understanding the AI super abilities Im also just started playing with same settings above FlashpointZargabad by thomsonb on ARMA II OA(OA seems ok, no crashing just BAF and PMC) and think its my favourite, also love laggy's Behind Enemy Lines, was good last time i played a few years ago
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Bohemia Interactive's future ARMA 3!
Tigerpaws replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
Thanks for the reply PuFu I guess it depends on what you type in the search for your results. Im so use to using II instead of 2, Arma III like what i typed produced different results completely to Arma 3. Webmaster can easily resolve that making II = 2 and III = 3 for searches' any way. Grass and AI Now after seeing what is happening i understand its not the grass, its the AI that is the problem. That being fixed like in how it is for OFDR, be great, those that have played OFDR will know you can go back to cover and at least know your partially safe again Wounded gun Shaking I know this depends greatly on the situation, but do know when it comes to life and death things change. My great grandfather severed in the Anglo-Boer war as a desert rat, he had a shoulder shot - shattering his shoulder yet he continued to shot 3 more attackers. Hit boxes Ok i never new that was in place already, it really felt like a single shot to the chest for a heart or lung shot did not do much with AK etc, but if my memory servers me well, im sure a single shot to the chest wont kill with a AK, or is it just me, stock Arma II Unit Setting Type What i was trying to explain is, every time i go to play a new scenario, i have to do like what you explained as what i have been doing, why cant i have a setting in the options that saves it based on my choice like Sniper Grenadier etc. Never have to choose what i need to be again Choosing Squad Ok, i have not found a way to alter my squad. There is the units section at the start, you got "Gear" that you can change, then there is "Team Switch" that never seems to do any thing, i guess im doing some thing wrong and this is where those changes are made? Champagne mode and Scenario - Sniper Ok my Operation Arrowhead arrived today, :) so i'll check this out. Thanks a heap for the info. So i imagine this wont be a problem in Arma III, as what is happening in stock Arma II now? Dogs of War Scenario I did struggle to explain this well, srry. When Arma III gets released if it could have what ever the main Map is, that same map in Scenario's with 1000 odd enemies, no support, just living off the enemies ammo, and you kill all. Like this mod from laggy Behind Enemy Lines Many thanks to every one :) -
Bohemia Interactive's future ARMA 3!
Tigerpaws replied to MulleDK19's topic in ARMA 2 & OA - SUGGESTIONS
Hi I must say i love the game, with it strengths there are a few weaknesses as well. Any way i did a forum search (searched for Arma iii in titles only gave 2 results), and did not find anything much covering the improvements i would love to see in Arma III Sorry if some of these things have been covered, but this is every thing that i find to me would make it truly outstanding. It's the closest thing you could have without being in battle Grass Fix Yes its probably already been covered how the bots shoot thought the grass as if there is no grass. Only way i can play is by having the game settings "Terrian Detail ->> Very Low" then i have no grass but i do hate the look of not having grass, but it is the only way for me not to be owned Bots Aimbotting This is really for the Tanks that are in groups, kill a few enemies and if there are tanks, they can see you from that point foreward of time any where at crazy distances. But if you dont kill any enemies you can almost walk up to most tanks(not head on) like there having a picnic. And worst of all if you stire up the hornets nest, and run away by up to 1km and then return, there still as bad as when you left. Now i have in the town areas went around a building to launch the RPG then to the other side and finished off some tanks, but sometimes it like they know what your going to do and as soon as you just take a peak they drill you before you you could even aim your second shot to finish them off. Yes not so bad if you got that ammo for the rpg that does them over in one shot, but when you are surviving off what ever you get off the enemy it can be tought. Oh btw when you kill one bot some times they instantly find you from 300meters hiding sort of behind a tree. And the same for fog all the bots including my team member can see far better then me, i wont get kills unless i position my self to the horizon line at a distance where they are coming over the hill, its only then on the horizon line i can see them in time to kill them. Still my squad gives me a run for money on kills. Since normally i get all the kills and they get none. And the fog is bad if it is a hollow, i'll get nothing virtually and be there getting shot, when i have the advantage being prone and not moving. Wounded Gun Shaking I dont mind it, but it is not set correctly, next time your wounded crawl up to the next tree at point blank range. You are moving wildly, that wild moving at a 400 metre range would equate to a 50 meter movement or even far greater, im only just guessing a estimate here. So this is not what happens in the real world when shooting. The very finest of movement can make any gun with a scope at 400 meter move 10-20cm no worries(not wounded). Now lets clarify every thing, i dont want it removed, but at point blank it should just be moving at barely visible when wounded, but over say 400 meter be exactly the same as how it is now in Arma II. Improved hit Boxes Ok, this is a request that might not be for every one, so its a request as a game option setting would be best(wont be of any good if the grass fix never happens, or i'll need to play with no grass). I would love to see Realism as if you get a shot on the heart that is a kill, head shot the same and single lungs shot to send enemies to the ground and the same like wise for me too. Now one thing i liked in Operation Flashpoint Dragon Rising is if your shot in the leg, well you cant run as fast, and OFDR has the same effect if your shot in the Arm you'll have trouble aiming. Now from above "Wounded Gun Shaking" should only really be there if it is the upper part of the body been shot, and probably more apparent when its the arm. This would make it great in my opinion Unit Setting Type - Optional I love being a sniper, be great to have a setting that saves my prefered guns in the squad instead of me having to remove the sniper his gun and giving him mine then equipping his gun to me Choosing a Squad - Optional Very very optional, being able to pick my squad of 4 men. Or only 1 like the medic. I really rather only one, especially if you fail a mission if you find one of them not following you and he gets killed cause you changed to them to kill a tank, and forgot to tell him to regroup, why should i ever need to do that. That is something that needs to be fixed, each time you change to them and then back to squad leader they wont move, but i never told them to stop. Champagne mode and Scenario - Sniper I could be wrong, it might be just the mod i was using but suspect its not the mod(Dogs of War), but i got the feeling Anti-Material Sniper in Scenario mode shoots at the correct range, but in Champagne mode i was sniping enemies at around 700 meters roughly and as they ran the other way trying to find me getting further away it was hitting the ground, no mater how high i aimed up in the air, i think around 750-800 meters. It felt like i was using a AK Dogs of War example - Optional Scenario for Arma III I love replaying dogs of war, but i Manage every thing(no AI) and and head off to kill every thing with my 3 squad members that i tend to leave behind in areas where they cant be killed. But what i would love to see in Arma III and when it is finished, i'll use dogs of war as a example, is Dogs of War as a Scenario with no unit respawning, but me and a medic and another squad member. The chopper gets shot down deep behind enemy lines and the map has just as many enemies as Dogs of War does plus(You can choose to do whatever you like, try and kill them all) A base where there are 500 men, that is like a hornets nest if you try and take them, and to be so difficult you need to be sniping from a hill top and have to retreat and try many different things to take them out. Plus another couple of smaller bases of 100 odd, even having them spawn only when you get in range of say 2km to keep down the amount of enemies on the map, but no re-spawning Well i think that covers most of the things i would love to see in Arma III, everything else i love in Arma II Could not find any thing on the net if there will be a Arma III, will there be one??? I will be buying it if you could make it like Arma II. Plus with the fixes above, i wont mind paying $200 dollars for it, just to let you devs know how much those fixes would mean to see Arma III rockin. In my eyes it would be the ultimate. Oh almost forgot would love to see mortars and stuff too Link of interest for devs for weapons eg mortars etc en.wikipedia.org/wiki/List_of_individual_weapons_of_the_U.S._Armed_Forces en.wikipedia.org/wiki/List_of_U.S._Army_weapons_by_supply_catalog_designation And thank you very very much Bohemia for the patches, it gave such grief when i first got it from crashes, where now its a dream with stability.