Cripsis
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Posts posted by Cripsis
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Thankyou Giallustio.
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Could someone please help me out with customizing infantry unit loadouts. When starting my mission I want my M107 sniper's ammo to be M107 tracer rounds, and I need to arm some OPFOR RPG gunners with OG-7 rounds.
I wrote -
this addMagazine "10Rnd. M107 Tracer";
in the m107 snipers Init Field but it didn't work. I think I have a vague idea of how the script should be, something like this -
this addWeapon "CLASSNAME"; this addMagazine "CLASSNAME";
but I don't know the proper CLASSNAMES. Any help would be greatly appreciated.
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Personaly I think BIS would probably be doing themselves a favour if they made a single small dense urban map with some larger scale buildings on itI really like your idea, except I'd prefer all of the buildings to be enterable and the map boundaries to be either ocean or open desert.
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I wonder if we can control the unmanned vehicles from a remote cockpit, or perhaps control a number of unmanned vehicles simultaneously so we can view the battlefield from multiple angles.
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You can with the 'carry' animation. :pistols:OK thanks, I haven't seen this before.
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Are you guys asking for animations of troops carrying rifles one handed?
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it's not "unrealistic" for someone to carry 2 guns, AT launcher and backpack.That would be a very rare event, perhaps possible if carrying a wounded comrades weapon but it's an extremely unlikely scenario.
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I'm inclined to think the new animations and AI improvements will have a big influence on enticing new players to ARMA3. I was impressed with the ragdoll animations shown at E3, when games are pleasing to the eye it makes the gaming experience even more enjoyable.
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I think this guy makes a lot of comments very relevant to this thread topic.
GkkQW15x4KA
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I love setting up sniper scenarios against a number of enemy AI whose waypoints cycle through multiple buildings, this way I never know which building or floor they will fire from. I'd love to set up sniper missions in highrise buildings similar to this -
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Obviously a city full of enterable skyscrapers is out of the question, but a few highrise buildings would be practicable.
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I think that a game like ArmA would be fine if around 80% of the buildings were enterable, but that's no reason to not aim for any better!All the buildings in OA are enterable and furnished and the game runs silky smooth even during hectic firefights so I don't see any reason for including any buildings that are un-enterable.
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every house should be enterable.I completely agree with you. I hate the idea of BF3 style buildings that are made simply for "decoration" purposes.
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The clunkyness of Arma's movement is the reason nobody bothers to make tall enterable buildings.I agree that room to room fighting is out of the question for AI with ARMA 2 engine, but the AI will definitely fight from building to building. I know for certain that the AI move to and fight from the upper floors of buildings in Zargabad and Avgani, I dont see any reason why they wouldnt behave the same way in taller buildings.
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My personal assessment of BIS' ability with their existing technology? Doable.I agree, providing that they don't overdo the amount of highrise buidings. I'm actually quite surprised that there aren't any mods with enterable highrise buildings.
In my honest opinion, it's possible to consider developing a separate line of games specifically designed for urban warfareI'm truly flabbergasted that this hasn't already happened yet. It's not rocket science that FPS games set in urban environments sell big, I mean really BIG. Attention to realism would set BIS's titles apart from the COD/BF3 style mainsteam shooters, I'm absolutely convinced they would make far more profit selling games like that than TOH and Carrier Command.
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Thankyou for your help ProfTournesol but I don't want to play with low quality textures. I think I'll just buy A2 again, should be interesting to see how it plays on my new rig. :)
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Thanks Rye. I lost my A2 disk when moving house so I can only play OA now, which really pisses me off because there are no maps available for OA standalone, they all require A2. (sucks because I really want to try out the Fallujah and Helmand maps).
I was going to wait until A3 release but now that it's been delayed to Q4 I might re-purchase A2.
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ARMA 3 mission objective - drop napalm on Mayor's office. :D
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I like the red brick buildings in Fallujah you can get up to the top floor in, had some good missions from those.How many storeys tall are they Rye? I haven't played that map.
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I think PhysX will also be used to simulate shock waves, like when the grenade blew the four guys over at E3. I wonder if this will also apply to vehicles, for example will large explosions close to vehicles have an effect on the vehicles.
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I'd be more than happy with a small city the size of Avgani or Zargabad with a dozen or so high rise office/apartment towers scattered about.
Say for example the buildings were roughly ten-storeys tall, that would really change the dynamics of the battlefield. Snipers and marksmen would be a constant danger, counter-sniper duels would make for some epic gameplay, and we would always need to be wary of being trapped in the upper-floors of buildings by enemy infantry sneaking up from below.
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Do you have the link by any chance? I would like to see this.http://marinesmagazine.dodlive.mil/2010/06/29/fallujah-looking-back-at-the-fury/
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Thanks PuFu.
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Am I correct in my assumption that PhysX will only be used for infantry ragdoll simulation and vehicle collisions (for example when vehicles roll-over or crash into trees, rocks, houses, other vehicles, sandbag fortifications, etc.)
Are there any other features I haven't mentioned that PhysX might be used for?
A2/OA/BAF Assets in A3 - Official Add-Ons (discounted for owners of the originals)
in ARMA 3 - GENERAL
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I'd like a map similar to Chernarus, with all houses and buildings enterable, and I'm willing to pay handsomely for it!