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artemas

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Everything posted by artemas

  1. On the subject of base-building, while most of the fortifications appear pretty much exactly where you place them, the 3 and 5 block medium HESCOEs always end up slightly to one side. Which is an issue in the editor as well, if I recall. Anyway, an earlier build of your mission seemed to have not had that issue. Other than that, I'm loving it.
  2. artemas

    Body armor

    i know, right?
  3. Given the required proximity to the supply truck in order to build in the first place, i'm not sure using fortifications as moving cover is likely to be a serious issue. I guess co-op might be more at risk of abusing it however. I too would like a easier to use building mechanic. Some 3d editors available for the game leave the player's body where it is, but allow an isometric point of view while place objects. Perhaps an alternative to think about?
  4. artemas

    Body armor

    I feel like the inclusion of body armour should go hand in hand with a more detailed wounding system. As much as it might horrify some people here, the locational wounding and damage system in Operation Flashpoint: Red River was actually pretty slick, simple and effective. Damage to legs or arms would (if bad enough) prevent running or sprinting, or severely hinder aiming. It was possible to bleed out, if first aid wasnt applied promptly enough, and if a soldier was incapacitated, a teammate (including enemy ai for their comrades) could revive them. Having the torso or head covered by armour that take several heavy hits would be offset by the fact that the given soldier might be otherwise incapacitated: unable to move or fight effectively due to leg or arm wounds. Some revive or first aid scripts already model some of these features, but are often pretty buggy or incomplete. They really need to be built into the core game by BIS themselves. Of course, one of the problems that many arma players will have is that many people have mentally associated the "one bullet to kill" damage model with reality. This is largely due to the lack of armour in previous arma games, but has resulted in a somewhat scewed impression of "how things are".
  5. just a heads up dude, but i can't find a link on your first post, quoting seems to have broken it. EDIT: You know what, turns out it was a problem on my end, sorry about that. Great stuff dude.
  6. Hey massi, I really appreciate what you've done here (your african conflict mod is an especial favourite). I was curious about the MG3, and its rate of fire. Specifically, it seems quite slow firing, which unfortunately takes a lot of the fun out of Hitler's Zipper.
  7. REDFOR is also a military term. The idea being to make the naming scheme more consistent, and entirely based on colours, ie blue, green and red, rather than the ambiguous and suggestive blue, independent and opposition that we have now. Of course, the real point is to fundamentally change how the sides and factions interact, and the above is infinitely less important than that.
  8. The issue though is what if your scenario attempts to model more than three sides? Anyway, I agree, this current system is an awkward implementation, and something badly needs to be done about it. Either add additional sides that can be attached to any other, or better, the faction idea with a quick and dirty "friends with", "enemies with" "neutral with" column that you can click and drag for every faction. Though I think that using sides could be a useful default, ie the NATO factions are all friends by default, and enemies with REDFOR groups, but tinkering could remove some from one column, and add to others.
  9. artemas

    Realism or "Balance"?

    I think this poll is a bit of a loaded question. But on the subject of realism, the issue is that "realism" is often used as a tag by the denizens of this forum to legitimate their own preferences - see the big debate on stamina. Realism, as has already been said, certainly does have a balance all its own. But a lot of that balance is pretty unfun, or doesnt scale to a two hour play session, or are just hard to model. Suppression, for example, is a major principle in modern combat, as soldiers understandably want to avoid getting shot up. But in a game like arma, which cannot simulate actually dying, (without making the game not very fun) has trouble. Enter various abstract suppression systems that other games have used, like BF3 or PR. Again, a contentious issue in this community. Depending on what side of the fence you sit, it is either "realistic" or "unrealistic". Many people on this forum already (if subconsciously) favour "balance" on some issues, just to make the game playable. How many multiplayer servers are there that COMPLETELY disallow respawning? The proliferation of VAS, instead of strictly assigned kit is also a token of when disregarding a type of realism for ease of use rarely gets a bad word. In other words, it is pretty common for people to favour both "realism" AND "balance", but on different issues. I voted realism within reason.
  10. artemas

    Altis: Criticism and Suggestions

    On the subject of forests, I feel that its a bit odd that the area north of Finri (where most of the logging occurs) doesnt actually have as much of a forest as you'd think. Its really just a few separated copses of trees, not a large forest.
  11. artemas

    Altis: Criticism and Suggestions

    I don't know what you're talking about dude, the real island has a big lake (with dam), and several streams. You can even find them in-game, they're all just missing the water. So its not so much "wanting to change whats there" and far more "adding the things that ARE and SHOULD BE there"
  12. the other thing is that the size of the helicopter is a bit overkill for any police task NOT related to Search and Rescue. The Hummingbird or the Orca feel more appropriately sized for a police vehicle. Of course, this is assuming an Anglo policing tradition. If you're aiming for a more continental European Gendarmerie, then all sorts of para military stuff becomes more plausible.
  13. feels more like a rescue chopper than a police one. The colour scheme sort of depends on the purpose of the helicopter, here mostly surveillance, often at night, so they're painted black or dark blue. Maybe coastal rescue is part of the police remit on Altis?
  14. artemas

    Bush's "Strange New Worlds"

    these are awesome! Now if only the altis science domes were available in the editor...
  15. artemas

    Project Mars One

    you mentioned on an update a few days ago that "oxygen simulation is 100%", what sort of atmosphere system were you planning on having? And where are you now?
  16. artemas

    SciFi SW Mod

    So, the two methods are either A) have the black undersuit as the uniform, and the armour as the vest, or B) have the black undersuit and armour as the uniform, and leave the vest free. I'm in favour of the latter, for those tacticool stormtroopers with chest rigs. Is there any advantage to the former?
  17. The spectrum of speed and endurance under differing loads is far too narrow at the moment. While overloaded guys receive stamina effects easily enough, so too do unencumbered guys. There's not much of a difference. Furthermore, 10k ruck runs are a normal part of military training, so forcing the system to prevent doing that is fairly misguided. I am certainly not a fan of a 'force to walk' function either. You almost always have enough strength to push yourself into a run that little bit more. I think blur and shake would suffice to induce you to take it slow. ps. Didn't ACE have you actually blackout if you ran out of stamina? Unless you're completely unclimatized in scorching hot conditions, i'm not interested.
  18. artemas

    Under Suppression Fire Effect

    That's great to hear! Especially the round variable effect on suppression.
  19. artemas

    Under Suppression Fire Effect

    What I gathered from the videos, was that it was volume-based. IE, receiving 10 or 15 near hits in the video would suppress a bit, for a limited time, 30 or 40 rounds suppressed fully for longer. Each bullet 'adds' to the 'suppression meter' so to speak. Also, an alternative visual effect that could be tried is the 'fade to black' thing that PR for BF2 used, though maybe not as over-the-top. Anyway, great work so far, looking forward to trying this out. EDIT: Just saw that the mod creator already mentioned PR, so the black-fade is probably something he's aware of. I'm open to various colour effects and such, but watching the videos again, it seemed to me that the greyscale seemed to diminish the blur effect. I think both the blur effect and the camera shake are awesome, but am a little bit more ambivalent to the desaturation, especially if it diminishes the other two. Of course, i'm watching these videos in a tiny window, so maybe its different in-game.
  20. hey no worries dude, i've had a blast playing around with your pack and icewindo's swat guys
  21. Is the mp5 supposed to have negative recoil? Firing pushes the muzzle down.
  22. I've got the same issue using the dev build, optics can't be mounted on any of the rifles, and soldiers no longer spawn with optics. This occurred with 0.2 and .26, as well as the last dozen or so dev builds. But i don't expect anyone to go through the hassle of fixing for dev builds.
  23. artemas

    Wind simulation

    an attractive way of providing a wind indicator is throwing some particle effects into the game that blow around, like leaves or tufts of grass. The stronger the wind the more of them there are, with little wind, few or none. Plenty of other games do this to add to ambiance, and an especially pretty example exists in Bad Company 2 what with the blowing sand or snow.
  24. Actually, there is often a whole range of darkness at night, and depends on things like cloud cover, phases of the moon, starlight, etc. I'd love for it to be dependent on these meteorological factors than a standard "is too dark to see no matter what".
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