kveldulv_halvard
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10 GoodAbout kveldulv_halvard
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The two things this game needs serious improvements on; 1.) Bullet Damage. The damage ratios are complete garbage. Fix these damages and sure as hell fix them by caliber/range of effectiveness. If your going to make an FPS based on any realism, you need to research velocity/energy/penetration variables based on distance and even material for the calibers your coding into a game. Sorry but a ballistic helmet is only IIIA and isnt going to stop a rifle round at close range (maybe a shot from 500-600 yards in a slower round like an AK 7.62x39, but not a damn .338 Lapua!). 2.) Body Armor for Clouds? It seems like the clouds takes a lot more bullets from the body armor they have (10 shots) while the flames die in 4 shots (still to many shots). While I can see the purpose behind the clouds taking more hits due to the body armor based on the story line, they have not disadvantages. For examples, you can sprint your ass off just as fast and far with the full kitted clouds as you can with the lighter more agile flames. I have seen the clouds take head shots from .338 rounds and only loose half health on hardcore but yet a flame can take 1 9mm round to the head and die! WTF? If your going to give one side a serious advantage like body armor, you need to also give them a weakness (realistically). Just as it would be so for the flames with no body armor yet for that trade off more agile. I can personally tell you running in full kit (65-71lbs of shit pending mis-spec items) your not going to run nearly as fast and sure as hell not as long, your not very agile either. Try it yourself, throw on a Level IIIA plate carrier, toss some Level IV hard plates (hell even go the lighter composite ceramics rather than AR550 steel), load up 4 mags (load them), grab a real steel AR/AK (not your Airsoft plastic toys or nerf guns), throw on a camelbak 3l fill of water, if you dont have an IFAK then add an extra full mag to simulate the weight of one, put on a radio (a real one people not your cheap walmart crap and if you dont have one well add another mag to sim the weight) then get your ass out there and sprint. This is a light loud out as well (aprox 46lbs). Rinse and repeat only this time drop all the armor (soft and hard), just run the carrier with 4 mags no radio or IFAK. See how much more agile and faster you will be able to sprint in a kit only about 15-20lbs. If you want to make it more dynamic, allow the player to select their load out on a more customization level. If they want to run armor for the trade off on stamina, mobility and speed then go for it (but again realistic guys, research your rounds and what threat level they are and if armor can stop them or not because i can tell you, nothing is going to stop that .338 Laupa round unless you are a long distance away!).
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Changing Respawn locations action menu??
kveldulv_halvard posted a topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Ok guys I am brand new at dipping my hands into coding for A2/OA. I am trying to figure out a way to on a object set with an action menu. For example, You walk up to a house and when aiming at the house your action menu now pops up with "Save Spawn Location Here" which triggers a script to now allow you to spawn at that location, rather than the default spawn location. So i guess this is more of a compound coding, one how to get the action menu to pop up when "aiming" at the house, and two how to save that spawn location. Any ideas? I know there are multiplue types of respawn sets respawn_west respawn_east respawn_guerrila respawn_civilian are what i can find. Maybe first set a marker for "respawn_west" and then on the action menu it changes you from the "west" side to the "guerrilla" side and you begin to respawn at the "respawn_guerrila" marker? I would prefer this method so that people who do not wish to "respawn" at the house location will be hostile to those using the house as a respawn location and will not have points removed for killing someone who has not chosen to respawn at the house.