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Everything posted by wattywatts
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ARMA 2: Community Configuration Project (A2CCP)
wattywatts replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Something to think about - when lots of people here are talking about realism, why not to disable autoGuide of ATGMs in game difficulty at all? Why should SACLOS missiles be able to lock on target, breaking the tech-advance of modern vehicles? All other difficulty options don't "break the line" as much as this. 1. - it would put the game closer to reality 2. - all addon-makers and the CCP now would have easier work, as they won't need to 'somehow' determine how the SACLOS missiles should behave when the AutoGuide is on (see Metis, NLAW and Dragon before CCP) -
ARMA 2: Community Configuration Project (A2CCP)
wattywatts replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Already made a ticket some time ago - they all now work perfect, just try yourself :) -
ARMA 2: Community Configuration Project (A2CCP)
wattywatts replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
@Kju Thanks for feedback and info in CCP. I'm away for few days, so I'll take a closer look at tickets next week. -
[SP] Squad commander - ACR official mission remake
wattywatts posted a topic in ARMA 2 & OA - USER MISSIONS
Squad commander Version: 1.0 Required addons: None Required version: ArmA 2 Operation Arrowhead v. 1.62 + ACR DLC v. 1.0 Supported languages: English, Czech Dubbing: None Author: Watty Watts A few words at the beginning - Squad commander is a remake of one of the first official missions and probably the first High command mission we all played in ArmA 2. In it, player's squad was responsible for clearing a small village from few insurgents, however with far superior firepower on his side. If player called air strike and / or attack helicopter, the mission was over in few minutes, which really didn't test player's command skills. Most of the enemies just stand in the middle of the village without any patrolling waypoints or any initiative except for their squad leader's commands, also the perfectly marked mine field was easily avoidable. All in all, the mission was quite short and easy, so this remake, which takes place in near future (meaning you will be using modern equipment and vehicles of the Army of the Czech republic), will be longer and harder. Now about the mission - Chernarus, 2015. After finally stabilizing their country after 2009 crisis, chernarussian government decided to join EU. The country is - of course - divided into two camps by their opinoins on EU. Those who want to join the Union claim that this is the only way to prevent the history from repeating itself, those who want to stay out of the Union point out EU's failures, recent economical crisis, disunity in some crucial questions and other disadvantages. Unfortunately it's not far from words to weapons in this country. Nationalists, who couldn't accept the accessing process, joined together on the remnants of the old NAPA militias. And the first dead came soon. Czecho-slovak battlegroup, which was active at this time, was called for immediate action. As a leader of infantry squad, your mission is to coordinate attack of all teams and breach enemy's improvised defences. If you succeed, reinforcements and much needed humanitarian aid will soon arrive at nearby airport. If you fail... Download links: UlozTo.cz, Armaholic.com -
[SP] Squad commander - ACR official mission remake
wattywatts replied to wattywatts's topic in ARMA 2 & OA - USER MISSIONS
My team-mates don't call me "Wally" :) -
[SP] Squad commander - ACR official mission remake
wattywatts replied to wattywatts's topic in ARMA 2 & OA - USER MISSIONS
Well there aren't so many official missions and not all of them can be remaked with ACR units (for example Eye for eye or Freedom fighters, which are played as partisan; or piloting missions as I am really bad pilot), plus I never tried to create warfare mission, so unfortunatelly Rising bear - which would be really great - won't be available, or at least not this year. I wanted to create missions where player act as a squad member, squad leader and HC leader and to use most of the equipment, vehicles and weapons - older and newer - so one can basically try everything what our national army have been or is using. Creating my own missions would take much more time, so I connected this ACR "promo" or "showcase" with brushing up my editing skills a bit and learning new things, without much thinking of mission concept, place, power balancing etc., because the basis has already been done by BIS. Still, ACR needs its first patch badly, so it will hopefully come in 1.63 next month. As lots of beginning music bands start with cover versions, they ultimately must make something original, which is the same approach I'm using. Since there weren't many things I relased - and I played BIS games since OFP (not first ArmA though) - I would be happy to finally create a (not too long) campaign. Unfortunatelly I don't have to use my imagination so much as there are too many inspirations for conflicts nowadays. -
[SP] Squad commander - ACR official mission remake
wattywatts replied to wattywatts's topic in ARMA 2 & OA - USER MISSIONS
Thanks all for feedback, third and probably the last remake will be somewhere in December. As for the BMP -
ARMA 2: Community Configuration Project (A2CCP)
wattywatts replied to maruk's topic in ARMA 2 & OA : ADDONS - Configs & Scripting
Here are some things I could think of and which probably haven't been mentioned so far: Units Every faction should have their basic 'soldier', 'sniper', 'sharpshooter', 'AT' atc. units without specifying their weapon in brackets. Mission makers now can't give takistani 'Partisan (AK-47)' or 'Grenadier (M16 GL)' any other weapon without the obvious difference. Same for takistani militia, PMC contractors and some BAF and US units. M47 Dragon I think that the missile is quite underpowered. Although a bit older, it was designed to destroy MBTs, but in currrent version it can only destroy vehicles up to BRDM-2 by single hit. It should be able to destroy vehicles up to BMP-2 / T-34 and knock out T-55 with single hit. Stringer, Igla, Strela and RBS-70 The same as above for aerial vehicles. They can disable helicopter instantly, but sometimes even three missiles aren't enough to completely destroy them. So AI wastes lots of missiles on already disabled helicopters and it's also hard to get credit for destroying them. AA missiles as whole Very small maneuverability make them hard to use for AI. For man portable AA lanuchers it's enough to fly a bit higher (300 - 400 m) over battlefield (or circle around) and even missile fired directly at your tail can't hit you. Aircraft missiles should alse have some delay between firing next one. AI should wait if the first missile destroyed the target and if not, then fire again. Flares As AA missiles are great danger for all aerial vehicles, pilots should use more flares than just four. Burst of ten could be default (and only) setting for all aerial vehicles. These three last suggestions should result in better and more dangerous air and anti-air combat. Also amount of flares carried by helicopters and planes could be revised - 360 flares for single Merlin is far too much. BAF backpacks All backpacks available in editor are empty from the start and their variants are available through command, all BAF backpacks in editor are already full and there is no empty BAF backpack variant, so it would be good to unify this. BRDM-2 ATGM There should be some delay between firing another missile as they are manually guided one by one by gunner. In current version it's like missile machinegun. Vehicle armor Modern wheeled APCs (LAV-25, BTR-90, Stryker, Pandur II) have 'soft' armor (150) ingame, which is, however, made of much more durable materials then simple aluminium on BMP-3 (300) or BMP-2 (250), so they should have more vehicle armor (350-400). Watching most modern APCs being destroyed by single mine or knocked out with one RPG or even HMG fire is quite sad. Vehicles with explosive armor - M1A2 TUSK, M2A3 Bradley and T72M4 CZ should also have logically more armour than their basic variant. Weapons RPK and MG36 are missing the MG symbol by squad member icons and, like other LMGs, its user should not be able to have backpack or missile launcher. One should not be able have backpack or missile launcher when using AS-50, which is same class as M107 and KSVK. As L86A2 is weapon of sharpshooters, it should therefore have 'sniper' instead of 'mg' symbol by squad members. Lee Enfield probably shouldn't have sniper symbol. It doesn't even have any scope. SPG-9's rate of fire is far to high. -
[SP] Morning dew - ACR official mission remake
wattywatts replied to wattywatts's topic in ARMA 2 & OA - USER MISSIONS
Thanks for the feedback. So long "AI stuck" (caused by auto combat mode when the enemy is spotted) didn't occur to me while testing the mission. The group's progress is not dependent on triggers - clearing areas - but only by AI commander, so I can't do much about this. For mission makers it's always better to make the player commander, but not everybody want to command and as in the original mission the player was subordinate, so is he here. As for the end of the mission, I didn't want to end it as soon as the camp is clear, but when your squad (squad leader to be precise) is close enough to confirm it, which is about 30 meters. Well if this occurs too often I will change it from 'group leader' to 'anybody from the group'. The expected gameplay is from 12 - 15 minutes. Sa-58 with ironsights is there to make it a bit more difficult :icon_smile: In almost every mission you can use at least CCO or ACOG variants of scopes and take down targets hundreds meters away while in relative safe distance. And as the mission takes place few years ago, I didn't use modernised variants of Sa58s or CZ 805 BREN. -
Does anybody know class names of the new ACR speaker/s or faces? The older speakers from vanilla (Male01CZ...) don't have the option to whisper in stealth mode.
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As I originally wrote in ACR DLC general discussion, the new units of Czech army look really great and lots of people are definitely going to use them in their missions or campaigns, but compared to other factions, there aren't so many types or variants of them, which is - as I believe - a bit (and unnecessarily) limiting. My "wishlist" could seem long, but since ArmA 3, DayZ and other games are being developed and updated, most of the content I'd really love to see are just combinations of existing models, retexturing them or smaller config changes, which probably wouldn't be that much extra work to do, compared to expanded gameplay options (and more accurate depiction of our national army). So let's begin :D Vehicles T72M4 CZ and Pandur II - altough they aren't being deployed in Afghanistan as Dingos or BMPs (so they really are just in woodland camo as far as I know), it would be great to have them in desert camo too. As the most modern upgrade, the T72M4's commander HMG should have the zooming and zeroing option. T72 - the not upgraded version is kept in storage, but it could be in-game available in both camo variants (for example in missions where the lack of thermal optics is required). BVP-1 - as the model exist and Czech army is using this APC, it should be available, again in both camo versions. Dingo - as a mine and IED resistant vehicle it should have more armour. Land Rover Defender Kajman - the original desert "Offroad special" equiped with AGS-30 and PKM. As other factions have lots of variants of their vehicles (HMMWVs, UAZs, Jackals, Offroads), it could be available with DsHKM as a main weapon too, and both in woodland variants. Tatra 810 UK-59 - should really have UK-59 and not PKM. Aircraft L-159 - though great model, camo and sounds, its' weapon selection is quite limiting. The other combat aircraft - except of L-39ZA - have the ability to attack all types of targets with reasonable amount of ammo. There could be two more versions - one with 2 unguided rockets pods instead of 2 Mavericks, the other with 4 LGBs instead of 4 Mavericks. As a quite modern plane, it could have the missile warning system. Static weapons For some reason the ACR static weapons that came out with Arrowhead (Podnos 2B14, DsHKM and AGS-17) can't be disassembled, although all other static weapons could. Since there is a minitripod version of DsHKM, ZU-23 and searchlight, they should be available for ACR too. As for static AT defence, ACR isn't using SPG-9, but 9M111 Fagot and 9M113 Konkurs missiles. Spike static mount, as the missile is used in Pandurs, could be also available, but all these would require a whole new model. Units Some units are either missing in other camo version or are missing completely, so to be on par with other factions, there should be: - Soldier (Backpack) and MG assistant for woodland camo - Squad leader (as section leader is already available), AA specialist (with Strela-2 as ACR doesn't have Igla as far as I know) and maybe AA spec. assistant for both camos. - Special forces have only few types of units, some of them (squad leader and grenadier) have their backpacks invisible. SF should have units like medic, light machinegunner, forward air controller, sniper and spotter (without ghillie suit) and maybe some more types like assault grenadier, SD scout or other. Weapons The M4, M16, AK74, L85A1 or FN SCAR have a lot of variants, but CZ 805 BREN has only 4 for Light and 1 for Heavy version. Also silenced weapons should have laser instead of flashlight. CZ 805 BREN A1 - ironsights, ironsights + GL - CCO (the backup optics from the original model) + flashlight, CCO + flashlight + GL - RCO + laser, RCO + laser + GL => these are two original versions CZ 805 BREN A2 - ironsights => original version - CCO + flashlight - CCO SD + laser CZ 805 BREN B1 / B2 As for 7.62x39 version (the heavy variant is incorrectly used with 7.62x51 NATO) it could be either the same (or similar) as the above (with higher recoil and slower rate of fire) or cut out (for 7.62 there are Sa-58 variants). CZ Scorpion EVO III I think that the 20 round magazine is probably more suited for single-shot only civilian variants, army should have 30 round magazines. Scorpion also shouldn't be able to use CZ 75 Phantom magazines. - ironsights => original version - CCO + flashlight - CCO SD + laser CZ 75 Phantom - Classic with flashlight, SD with laser M249 - ACR is using the 7.62 versions of the MINIMI, so the Mk 48 mod. 0 model could be used for two versions - ironsights (regular units) - CCO + flashlight (special forces) Others Since ACR is now using much more weapons, there should be more weapon crates like: - standard weapons - special weapons - launchers - ammo And generally - the rangefinder should be in woodland / olive camo too. As I said, it is quite a long list, but most of it should't be too much work, as it includes only combining already existing models, textures and sounds, and some config changes. So I'm asking if anything of this is going to be in a ACR patch (or if there is modder with some free time :) ).
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Happened here many times. It's false alarm (you're using AVG, aren't you). Disable it (or just resident shield), finish the instalation and enable it again. You will probably receive another warning from the TEMP/Setup.exe so just delete it there and it's done.
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I think we both know that this wasn't the point :)
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Hi guys, all in all, I completely agree that the DLC, in current version, is great for mission makers (as the units and euipment are great) but "new" maps a missions just aren't on the level we're used to. I think there are lots of people who plan to make some missions or even campaings with ACR to show the full potential of the DLC (including me of course), but in my opinion there could be more versions of vehicles and weapons to enlarge the amount of mission types and players' role in them. For example using the L-159 Alca in mission means destroying four vehicles, one or two choppers or planes and you are just left with the cannon. A10, Su25 or Su-34 have a wider variety of weapons on wider variety of enemies. As for Alca, I'd be glad to have version with S-8 rockets and one with LGBs. Or more variants of CZ 805 with diffrent optics and either flashlight or laser. I hope I'm not alone with this opinion and since BIS are now working on ArmA 3 (and hopefully on some patches for ArmA 2), I'm not asking for completely new models (like adding Challenger or Eurofighter for BAF) but mixing existing models. If there are more people with this opinion, then I'll make thread in Suggestions. Well in general this can be applied on all three DLCs, but we'll see. And just to have the class list complete, the RBS 70 bag is "RBS70_Bag_ACR".