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Everything posted by foffy
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The map system lets you choose side missions, and despite the Description files showcasing where and what you should be progressing with, when completing these sidemissions the game actually doesn't take the completion of the mission into account at all. You can effectively redo the same mission an infinite number of times. Also, the game is supposed to take into account a system where doing or not doing these missions effects the main skirmishes; this too doesn't work. Someone would have to make an entirely new system to take all of this into account, and that seems to be too much work. I don't know how to do it, and neither does SHJ, who I'm leaving the updated releases of the three campaigns to. SHJ has plans of redoing the shop in Queen's Gambit and placing the whole system on a timer instead of money, because the money system doesn't work in ArmA II either.
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Cold War Rearmed² - Public Beta
foffy replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Pretty coo' stuff, man. :3 I have a question about another mission, and this one I may have an answer to if I can become Solid Snake; in Reckoning, is there any air units active at the start of the mission, or only when the base is alerted of my unit? I was thinking of planning a slow insertion, take out the guards, and hopefully not have to deal with any air units...choppers are damned terrifying. -
AEG - ArmA Electrical Grids Script Pack and Addon for ArmA 3
foffy replied to loyalguard's topic in ARMA 3 - ADDONS & MODS: DISCUSSION
I know this may not be related, but do you think making a system like that in ArmA III will make it possible to just do the same in ArmA II? -
FRL Airforce Addons release thread
foffy replied to [frl]myke's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Is GLT Real Air Weapons compatible with ACE, or does ACE attempt to do something similar with missile ballistics? -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I have one more question about mods here. I believe ASR AI attributes overall skillsets to the AI, but I wanted to know the following; with mods that offer presents such as that, or mods that change AI behavior, do they disable the toggling of the difficulty slider for these attributes? I switch between regular and recruit with the same slider, and there is a CLEAR difference between how they response, even if the enemy slider is at the left side. Doesn't putting it at zero make it the lowest possible? Why is difficulty effecting this despite getting full slider control. Also, does it disable other features such as extended armor even if they're turned on? EDIT: Another question. I've considered adding a few more mods, so maybe you guys can help me understand if any of these conflict with the mods I'm currently using. - ASR MapGrids - Landtex - ScopeFX - TrueMods (this adds more realism that complements most of ACE, primarily the enhanced response with movements and more realistic zooming normally) So far, the only issue I see is that not all of the guns have ScopeFX enabled, and the zooming for some guns with TrueMods might not be right. The only clashing issue I found is that if you're trying to walk when lobbing a grenade and have ACE's grenade system in place, it instantly chucks it in front of you. -
Can you force them to heal themselves? Or do you mean that you're given zero options for the AI and they lack the cognitive ability to use it?
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For those here saying Steam was a bad move, can you please tell me why you think this? This is one of the only places I visit on the internet that seems to have such a hostile view of Valve and the Steam platform. I've seen mods for tons of games available on Steam, so how does making it Steam-only kill this? The mods we have now clearly aren't effected by anything this service offers unless there's something coming that I don't know about that all of the naysayers do know about. To me, the move to Steam was a no brainer; there's been at least one ArmA release in the top sellers on Steam list since DayZ launched last year, making that platform the most successful avenue BI has had with any of their games. Wrap your head around that; for over a year, something in the ArmA series has been on the best seller list on Steam every single week, where ArmA III was outselling fucking TOMB RAIDER when it launched. How was this move incredibly dumb? Two months since the Alpha launch and ArmA III is still on those charts. BI has found incredible success on Steam, so it is very logical that moving forward they would heavily pump the game on that platform. And who knows if Steam will be the only platform for it; The Witcher 2 launched with DRM, and after a few weeks CD Projekt removed all DRM content from every channel they released the game in. Changes can happen with things.
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Red Hammer Campaign for use with CWR2 mod
foffy replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
Yeah, I recall that being an issue people had with the original campaign. I'm sure of the campaigns that have been released officially as retail products (so this counts all ArmA games as well as IFL and ToH), Red Hammer is probably the hardest campaign ever made. Cold War Assault probably had some of the hardest types of missions made for the franchise, because a lot of them involve solo play a lot more than later ArmA games, and Red Hammer has the most of these. Sure, the med packs make healing easier, but you're still often in missions where the numbers game is always in favor of the enemy, even as early as the first mission. -
Cold War Rearmed² - Public Beta
foffy replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Was that config very similar to what you guys put for Occupation? I recall taking out a BMP with just one RPG round. I thought most BMPs needed two shots in vanilla ArmA, and then moreso with ACE. -
Cold War Rearmed² - Public Beta
foffy replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have a question about the Resistance campaign. I'm currently doing the Hostages mission, and I'm not sure if this is supposed to happen but are tanks supposed to come after a period of time, or only when they're alerted? I remember in CWR for ArmA I that if they were alerted, the rescue mission fails and it becomes an extract mission. I'm not getting that here. -
Red Hammer Campaign for use with CWR2 mod
foffy replied to Brainbug's topic in ARMA 2 & OA - USER MISSIONS
I love you. I was actually translating this on my own, but most of what I was doing was through Google Translate. SHJ is a pretty swell guy, and thanks for making his efforts more known to people. -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I see, thanks for the response. TPW CAS is a suppression mod that works on both the player and AI, making the AI seem less like standing ducks in conflict (this still happens but at far longer ranges), TPW LOS is a line of sight mod, aiming to improve the AI's ability to respond to things in very close range, and Shacktac Bunnyhop is an addon that lets you do a running jump over objects instead of a small vault over. Hopefully I explained it well enough to catch your interest in maybe trying them out. EDIT: I also have a question about the games lighting. Is there a mod that makes it...less awkward? I love how the game tries to emulate the concept of vision and "syncing" within a view, but for whatever reason anytime I am looking in the direction of the sun, the ground is so dark. I can't see shit. It's like the ground morphs into one solid color. I figure it could be the settings on my HDTV contributing to it, but I've not experienced anything at all like this in ArmA III, even under the same conditions. The sun glare in ArmA II numbs detail on the ground when you're looking in its direction and it's gotten pretty bad as I tend to be getting gunned down by people I can't see, but if we swapped the roles, they could easily pick me out. Gamma brightens the game too much and brightness doesn't seem to have a good variable; either too dark or too bloomed. -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I see. Pretty cool. I figure I'd also ask here about mods I'm currently using, and asking if there's any overlap. All of these are on SixUpdater except one, as I mainly go through there thanks to it keeping status updates without me manually digging for stuff. ACE (and all of the ACEX stuff) ACRE ASR ASR AI Blastcore Visuals CAA1 (For ArmA I) CWR2 (For ArmA: CWC) JSRS (All of it) JTD Rifle Collision System (this is the only one not on SixUpdater) Saku AI Driver Sakulightfix Shacktac ACRE Volume Shacktac Bunnyhop Shacktac Interact Shacktac Littlebird Enhance Shacktac Map Autobrightness Shacktac Movement TPW AI LOS TPW CAS I figure all of those complement one another without bugs/issues save for ACE SM and JSRS? I only have ACE SM to replace the sound effects of thinks JSRS doesn't change, as I'm assuming it doesn't change all of them... If any of those overlap, feel free to tell me. I picked the crème de la crème of what was offered in SixUpdater to core enhancements, but the rifle addon was because I loved the ArmA III variant, which strangely was on SixUpdater, but the previous version was not. EDIT: Also, I have a question regarding ACE wounds. I've enabled them to override BIS wound systems, but it seems the AI very rarely takes into account of using their own materials to heal. Is there a way I can address this? -
Hey folks, I've come here with good news and a catch. I've since gotten into contact with SHJStudio and after looking at all he's done, I am currently ending my efforts to convert the campaigns. I think he's done a more refined job on the work, and in fact has finished Royal Flush. It still has some bugs; the biggest being that your group is almost always hostile, even to other friendlies. I think this is because he's grouped the players unit as Blufor and as you're allied with the SLA Partisans, they're automatically Opfor. This means that they'll always be confronting with one another, and this breaks so many missions. I'm bringing that up here in case any of you guys know a workaround to this. I'm not sure if SHJ has the time (the language barrier has been an issue, as he only knows German and I only know English) but I figure I might as well use my time to help solve these kinks. Anyone have any idea on how to solve this? Would switching East to West (or vice versa) fix this? The catch here is that his campaigns offer slightly less. He's converted Sahrani Conflict, Rahmadi Conficlt, Royal Flush, and some Scenarios. The only things lacking from ArmA I is that Sahrani Conflict has all of the side missions removed (the map system is busted 100%), and of the 10 or so Scenarios, there's now 6, and one of them used to be a side mission from Sahrani Conflict. You can play all of these except Royal Flush in the link I made in the post above this one, though they're all in German. I plan on translating these, or to find out if SHJ reset them to use strings as he did with Royal Flush, making the need for a translation unnecessary. Sorry to those who were looking forward to what I was doing, but truly, SHJ accomplished a lot more than I did, and his work updated the game to feel more modern, realistic, and balanced. I strongly suggest you try his campaigns and compare them to what I did, and you'll see his are more polished. My "servicing" efforts don't end with this, as I've said before. I plan on translating his Red Hammer campaign for CWR2, as I know a lot of people have asked for that.
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Cold War Rearmed² Discussion
foffy replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I was thinking of the co-op missions, mainly. :P- 1308 replies
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Cold War Rearmed² Discussion
foffy replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey, I figure I'd ask here. For the sake of curiosity, is there a way to enable all of the co-operative missions as scenarios for offline play? The reason I ask is because in multiplayer the game seems to use default difficulty settings despite me tampering with those for offline play.- 1308 replies
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All in Arma (AiA) - TKOH/OA/A2/A1 merge with A3
foffy replied to .kju's topic in ARMA 3 - ADDONS & MODS: COMPLETE
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Jungle Wars: Island of Lingor
foffy replied to icebreakr's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
Do IceBreakr's other islands have campaigns and SP missions made for them? -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
I see. I've also heard that ASR already features many elements that Zeus did, but expands on them. Is this true, or was this from a Zeus hater? :P EDIT: Also, what are some fully reworked mods that add something super huge to the game? Okay, that's a very broad question, but I mean more like the Invasion 1944 and Unsung Vietnam mods. Is there anything else like those? The only things close to that sense of pure immersion in terms of addons would be IceBreakr's island. Are those the cream of the crop? -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Does Zeus AI overlap with anything? One of the things I worry about with so many AI mods is that they'll make the AI do some really stupid or inconsistent things, as it jumbles between which addon it wants to follow. Looking at SixUpdater, I have the most recently updated AI additions, along with Saku AI Driver. Makes me wonder if patches or the addons I already have can already accomplish what Zeus AI does, along with the others I don't have on SixUpdater. -
TPWCAS - TPWC AI Suppression System
foffy replied to ollem's topic in ARMA 2 & OA - ADDONS & MODS: COMPLETE
I have a question; I am currently using TPWCAS and TPWLOS but as separate addons. What I wanted to know was if there was any benefit to enabling TPWLOS in the TPWCAS configuration file. I figure if they're not embedded they're both running separately, no? Or is TPWCAS overwriting and nixing TPWLOS unless I enable the setting? EDIT: Also, if I use this offline for single player missions but the configuration is currently set tpwcas_mode = 3, does it have any effect that's different than setting it to 1 for single player? I'm guessing here that setting it to 1 enables the player and AI to feel the effects universally, but setting it to 3 only means the AI will feel the effects from human players? -
Arma 2 Addon request thread
foffy replied to Placebo's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Hey dere, I have a question. I've been tampering with getting some AI mods, and I was wondering what some of the betters ones were. I currently am using ACE, ASR Appendix, ASR AI, TPW AI LOS, and TPW AI Suppression System. I figure these are all of the newest, most refined AI mods? They all seem to compliment one another so well, too. Unless I'm not seeing them override and overlap with one another... -
tpw_houselights - automatic house lighting for Arma2 and Arma3
foffy replied to tpw's topic in ARMA 3 - ADDONS & MODS: COMPLETE
I have a question if you don't mind. Do these lights come on WHEN you enter buildings, or come on for enterable buildings? :P -
Hey there, I figure I'd ask this so that it helps make my efforts a little smoother regarding a project I'm partaking in. Now, I know for example that you can make a blank vehicle and fill it up with units, but for the sake of convenience, the following is something I think would be something to help me a bit more. For example, say I have a force that use certain vehicles, but certain vehicles for said force actually load a unit from a different force inside of them. How exactly do I change this? I have a RACS tank, but inside it are USMC units, how can I change the information about the tank to make it load RACS units instead? The second question is similar; say I have a vehicle I like that I'd like another faction to have with their own units, how do I define that for the faction that lacks it? I assume these are super silly questions, but I am absolutely unfamiliar with modding stuff, so I figure I'd ask the guys here. I also posted this here because the stuff in questioned is already modeled, and now it's a case of changing some things.
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Cold War Rearmed² Discussion
foffy replied to W0lle's topic in ARMA 2 & OA - ADDONS & MODS: DISCUSSION
Is this campaign Retaliation per chance, or something else? I only ask because I recall some CWR2 guys namedropping that as another campaign, but I'm not sure if that was scrapped.- 1308 replies
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