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colosseum

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Everything posted by colosseum

  1. colosseum

    So im new here and have a few questions.

    Once you learn how to play ArmA and get past the general derpitude of the action menu and some of the animations, it becomes very fun and a much cheaper (and IMO better) alternative to Michael Bay-produced Call of Duty games etc. ArmA requires patience, cooperation and being careful overall. It's one of those games where you can't expect it to take care of you.
  2. The 7.62x39 round is inherently less powerful than the 7.62 NATO or .303 round just because it is an intermediate cartridge, designed for a different purpose than the full-size rifle rounds. The 7.62x39 M43 cartridge was designed for conscript armies to fire from their AK-47s on full-auto with bayonets fixed as they charged behind T-34 and T-55 tanks through the Fulda Gap...
  3. Have looked high and low for the answer to this but found none... I want to end a mission when BLUFOR comes into a certain area, but I don't like the jarring effect that the instant "End #1" trigger type will give you. My idea is to have the screen fade to black while saying "The End" or something similar, and then to have it end once the screen has faded black entirely. How do I do this? I did the following: 1. Trigger BLUFOR present with On Act field saying: this exec "endMission.sqs"; 2. endMission.sqs file with the following: titleText ["\n\n\n\n\nYou successfully escaped!","PLAIN",0.3] titleCut ["","BLACK OUT",3] 3 fadeSound 0 endMission "END1" Never seemed to work!!
  4. The script does not execute no matter what I try! I've placed a hint into the on act field of the trigger and it fires with no problems but the endMission.sqs script does not execute. ---------- Post added at 01:19 AM ---------- Previous post was at 01:15 AM ---------- Derp, I figured it out. It has to be executed by the player. The trigger field needs "player exec "endMission.sqs", and not "this exec...". Answered my own question!
  5. colosseum

    What is your favorite ARMA 2 Loadout?

    FN FAL + mags 2x RGO frags Colt M1911A1 + mags Binoculars US khaki patrol pack with extras, usually extra FN mags, 2 satchels and a grenade.
  6. colosseum

    Why is this game not more popular?

    I could list my reasons but I'd just be repeating what everyone else has said, and I'd sound like an old geezer curmudgeon at the same time, so forget it. I'll just say that ArmA and ArmA2 are the greatest military games ever made in my opinion.
  7. colosseum

    Best Sidearm in OA

    M1911A1, because there is no Browning Hi-Power or stock .455 Webley Mk.VI. Classic guns are the only guns that matter.
  8. So true. I've discovered that the best combination for killing tanks (when you can't make a critical kill) is to have a buddy with a rifle cover you as you hit the tank. He shoots any crew that hop out... mission accomplished.
  9. All, I'm working on a downed pilot game set on Lingor. I've got patrolling An-2s and UH-1Hs, and I want to create a trigger so that a squad of motorized infantry in Land Rovers are sent to attack the player at their current location when the OPFOR aircraft detect them. Is this as simple as giving the OPFOR ground team a Seek and destroy waypoint that gets activated by a BLUFOR detected by OPFOR trigger or is there more to it? Thanks very much, Ian
  10. Thanks guys. I will try both. Is there a script like removeWaypoint? I figure if I make the BLUFOR detected by OPFOR trigger set to activate repeatedly, the script will need to remove all of the ground team's previous waypoints and then give them the new waypoint at the player's position.
  11. My problem is that the player could be in any number of areas, and the enemy ground team needs to be sent to the area where they are detected. ArmA2 doesn't seem to have an editor dynamic for "Ground team, this is Air Team, enemy spotted at grid 052101", with the ground team then heading there to attack. Any ideas?
  12. I doubt it. They were probably wishing for air support, fancy rifles and equipment, tanks and armor support etc...
  13. Mosin-Nagant IMO should definitely have made an appearance...
  14. I've always been a .30 caliber elitist to begin with and this game isn't helping me that much... Friend of mine is even worse about it (flat out refuses to shoot anyone's AR-15s), and we played a Mission Wizard game as USMC vs. Russians. He was yelling at the computer for how poor the M4A1 performs vs. the FAL and SCAR-H ingame.
  15. colosseum

    COOP 5 Crash (Lingor v1.3)

    After a week's worth of testing it's obvious to me that the Charon zombies are not an option anymore -- after about 30 minutes' worth of play, the game lags so much that it's just not enjoyable. Working on a way to incorporate Celery's zombies as we speak!
  16. All, A friend and I have been working on a zombies map based on Lingor. taking a cue from the original Quarantine levels made for Armed Assault, the map features not only zombies but also a rebel faction. The premise behind it is that Lingor has become the center of a zombie virus (naturally), and you're part of a 5-man multi-national squad whose helicopter has been shot down by rebels while trying to rescue some stranded survivors at the far southeast end of the island. After surviving the crash, but with almost all of your equipment gone (naturally), you have to make your way back to the Maruko international airport where the NATO relief force has established a safe zone. I shamelessly stole Celery's pretty excellent idea of severely limiting ammunition and weapons found on the map, so the player is forced to play tactically or they will die. I have triggers are Undead Mod spawn modules set up in almost every town, as well as random spawners hidden throughout the countryside. Some of my major questions to the community are as follows: 1. Would the community prefer Charon's Undead Mod or Celery's (IMO excellent) addon-free zombie scripts? 2. Is Lingor a good map for a zombie game to begin with? 3. Does anyone have any interest in this game? 4. Would anyone with a server be willing to playtest with me? Thanks all, Ian
  17. I've kind of wondered why the L42A1 or Enforcer never made an appearance...
  18. I'm tired of using boring ACU American infantry in my zombie games and I'd like to incorporate some Russians, MVD, and Takistanis as playable units, but since they're OPFOR, they just fight my BLUFOR playable units. Is there a script to set a single unit to BLUFOR instead of OPFOR or Independent?
  19. BLUFOR units not in their group fire on them...
  20. The ideal rifle... shame everyone jerks it to 5.56 nonsense these days.
  21. How can I forgot the FN along with the Lee-Enfield... During zombie games, I take an SMLE and my friend takes the FN... we are unstoppable.
  22. 5.56 and 5.45 rounds seem to bounce off a lot of enemy units at range. Satisfying to watch a real rifle smack them down with one shot at 600 yards...
  23. colosseum

    COOP 5 Crash (Lingor v1.3)

    I like the jungle environment of Lingor, and combined with thunderstorms and rain it's excellent. I agree with using Celery's units. IMO they are a lot better and more functional than Charon's Undead, which seem to have problems. Plus the fast zombies are a lot more dangerous in the ArmA world than the slow zombies. If you guys are interested in testing on a server, please let me know how to do that... I'm pretty new to all this!
  24. Love all of the Celery zombie games. So much fun. Would love to see a similar game set on Lingor or Duala.
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