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Von Quest

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Posts posted by Von Quest


  1. Could you be a bit more specific?

    Are these just visual items? Looking for some things you can actually grab and move like intel-type things; classified folders, files, blueprints, microchips, etc.

    I play mostly spec-ops style missions. HALO in and sneak to a comm tower, intercept encrypted enemy communications, or hit a command building and simulate grabbing some X intel. And so on... If you could fill-in the X part with cool stuff, that would rock!

    I tried ARP2 but I don't think you can grab anything either (unless I missed something). I have yet to contact the maker but saw your post and decided to chime in quick.


  2. Should this be in BETA TROUBLESHOOTING? Perhaps Map & Mission Editing?

    Being new I'm finding these Forums a bit awkward and disheveled at times. :o

    Anyway,

    If you use this in your init.sqf file, can you still customize certain Units/Groups?

    Also, is there an explanation in detail on these somewhere? Wiki? Can't find...

    For example: spotDistance if set to 1 (100% max) would be what? 1km, 2km?

    Does anyone have the most current list?

    - aimingAccuracy

    - aimingShake

    - aimingSpeed

    - spotDistance

    - spotTime

    - courage

    - commanding

    - general

    - endurance

    - reloadSpeed

    What I've found so far (unofficial).


  3. You can setup the exact dimensions of the field. Use 100m or 1km and then place in the exact middle of the Map Grid. Use landmarks from X to Y to 'know', or set down Markers to 'see' while playing. There are a zillion Marker types, colors, etc you can use. You can set these when map/mission making AND you can even set and mark on Map WHILE you are playing in real-time. (double-click RMB I think, then use arrows to adjust?) Something to think about anyway.

    Any context to your map/mission? Helps to give examples and detail in here as this game is so customizable and there are many different ways to do the same thing. My 2 cents.


  4. Freaking Love It! This is a MUST in every Map/Mission I do. Seems to work perfect.

    Q's:

    1. Played around with your numbers. Do you know by some slim chance what THE

    exact value is to be realistic? Or are you just guessing? I tried the range from

    10-30. Right now I think I just settled on 20 for now until further testing when

    I get more time. Will have to do some homework with a known Rifle/Cartridge,

    known Distance, and known Wind Strength (?) to get close to published data to find

    the closest variable to use in your script.

    [Will also need something to measure the drift of projectile from scope crosshair;

    so add known width of Target]

    2. Also was thinking about working on my first script for a Kestrel/Sniper System

    to use in concert with your script. Any thoughts on this? I would be doing a

    script to somehow pullup the "Quest Sniper Buddy" (or whatever) and it would

    show on the graphical display the details you would need to calculate that

    long-range shot. My main question is do you know what range the (windStr)

    Wind Strength is?

    If I cant find the exact data, I would have to display something vague like

    nil,light,fair,strong,etc wind readout. What is the max Wind Strength

    when at 100%? You (or anyone) know?

    Great Script! Thanks!!


  5. So many genius sides to ArmA.

    One of the best is its 100% customizable. Anything that ADDS to the game, ADDS to the Game. Love the futuristic theme but play with alot of modern mods added in. One quirk though; if this if semi-futurisitc... the buildings on Stratis are fairly rundown. Hoping some of the Bases, Command Centers, Buildings, etc will reflect that a tad more (maybe?) in final version with Altis.


  6. Using TrackIR as well. Refuse to play without now. Love it!

    Will chime in as stating I'm not a big fan of the newer "3D" Scopes also.

    How are they "3D" exactly? Just Zooms-In the entire screen. Not good.

    The Sniper (Optic SOS) works good though. TrackIR is not effected.

    Would be great if ONLY the scope-part was zoomed but the outer was

    still in 'normal' view (even possible?). I'm all for just going back to the

    black outer screens. My 2 cents...


  7. Whoa!

    Anyone else? Unable to load any and ALL Maps now after update BETA 0.72.

    Can not load already made Maps OR even just PREVIEW a new/blank map.

    Anyone know a fix for this? I'm fairly new at ArmA (about a month) so

    I'm not sure if I can fix this myself, or wait for another quick official update.

    Had a ArmA party planned today for a few weeks now, but now can not

    play. Zoiks! Starting to panic a tad. Had huge plans for tonight but now

    will have to cancel if unable to fix.

    BIS:

    Releasing an update works better on a Monday or Tuesday. Most of us

    have plans and squad parties on weekends and do not have time to fix.

    ----------------------------------------------------------------------

    UPDATE:

    FIXED - DELETE THREAD: Forgot to try and disable MODs before I freaked.

    cfgFoot/insertIntoMouth/go.exe Will now have to track down which one

    of the zillion addons I have that was the issue. Sorry guys! :o


  8. Having issues myself.

    Freefall can control left/right spin (yaw) with gaming controller analog stick. BUT have to use keyboard for forward/backward tracking. Once chute is pulled, can not control in MP. Spin is erratic and we often break ankles on impact. Tested and played dozens of jumps so far. Always the same. SP works good to use keyboard, but MP odd behavior and THUD, ouch! :k:

    Good times. Even with current (public beta) version, still super fun!

    ----------------------------------------------------------------

    UPDATE:

    BETA 0.72 Did more testing and still major problems in MP. Single player works good, but in MP its near impossible to controller after we pull cord. Chutes always pull hard to left and we die on impact may 80% of the time. And the 20% we do not we always get hurt pretty bad. Believe we've done 60 or 70 jumps now and NEVER have we both had good clean landings at the same time. Hmmm... Fingers crossed this gets fixed at some point.


  9. May start working on a Sniper/Weather/Kestrel type device/readout/mod. Anyone know if we can translate the Wind Strength? the values are 0-1 right? BUT what range is this in the real world? Example: what would 50% (0.5) be? 10mph? 20mph?

    A work around could be just saying the winds are 'none/lite/fair/strong/etc', or something vague. But a precise value or even just a close approx range would be super cool for this [possible] project.

    Thanks.

    Update:

    Already have direction worked out. Example 94.676378 would readout as W to E on little gadget.

    For Wind Strength (windStr) the GUI slider can be set by player in-game from 0-100; as in 0-100% of max. Right? So the readout for a value is 0-1. Currently (public beta) this has no effect of course. Hoping this will be added for the final version. For now there are at least 2 mods/scripts that you can use so wind will effect bullet trajectory. (wasn't sure if first post was clear as I had to type fast since I was at work, shhh) This would be used in sniper-type missions for those who may like that extra challenge & immersion spec-ops experience.

    So to be clear, the main two would be Wind Direction and the Wind Strength to make your long-range shot. I will likely also include others like Humidity, Elevation, etc. just for a bit more realism/role-play/immersion.

    In-Game Example:

    You manage to track down a high-ranking general after hours of skull-dragging and recon. You setup for that 1400 meter shot. You pull out your "Von Quest Sniper Buddy" and the display screen reads:

    Wind: W to E at 8mph; 11% Humidity; Elevation 78m ASL; etc. Cold-Barrel shot... Calculate... Kaboom!

    Also may need some help with setting up an actual gadget so those values will be displayed in a graphical display. If anyone can point me in the right direction that would be great (or I may just reverse-engineer whats out there to see whats under the hood). Thanks again, you guyz rock!


  10. 300m is a bit low? I jump over 36,000' (11,111m) then fall through the great clouds. Good chance you miss the LZ but trying to 'fly' there is half the fun. :p

    What I do to keep everything in-game; is set your chemlights and smoke (both or one) then just Sync with Trigger. Set Trigger to activate when ANY BLUFOR enters the LZ, or you can GROUP the Trigger to you (or anyone) so only YOU would trigger it. Set the Trigger around the LZ at whatever size you want/need.

    Sidenote: Parachuting in MP (LAN) causes most landings to be very rough because can not steer. Also hand positions are not correct. Just hang there. Oh, and no sound when opening the chute. Should be loud and dramatic. Anyone else?

    Love parachuting into an operation! Very Cool!!


  11. This is amazing!

    When I first found ArmA this was the first addon I tried. Freaking awesome!

    Is there any update/fix so it can detect IF you are wearing the re-breather? Seems to turn ON no matter what you are doing. Obviously you can use only IF you're going to dive. But I run games/ops (LAN) where I have large missions where we drop our water gear and continue on with the mission but we can't swim without the Dive Mate turning ON even though we are only in plain fatigues. (Or maybe some clever work-around that I'm missing being new? Re-breather init field perhaps?)

    Also, any plans on doing a SCUBA Open-Circut Mod addon? It would be great to have the choice of either the re-breather for combat ops AND also a SCUBA setup (w/ your Dive Mate) when doing deep dive missions like recovering sensitive intel or items that went down in, for example, an aircraft crash over deep ocean. Wouldn't need be be fancy or exact with hoses, just a Backpack mod with the cylinders to sell it. Anyway...

    Great work! Thanks!!


  12. I love this idea (kinda dark, I know).

    Didn't want to work in MP though. I have the same issue/question also; anyway to set the time to longer? Would love to have just 1 fly show up after like 10 or 20 minutes. Then add 1 for every minute thereafter to a max of X. (maybe 7-12?)

    Great work so far.


  13. I was just thinking about this the other day. I found ArmA just a month ago or so and WOW! This might be the greatest game/sim ever created. Never thought I'd see the day...

    Anyway, being new I haven't found too many issues yet that kinda irked me. (Plus don't want to be too harsh as the game is in Beta, obviously.) After suffering through the early stages of this new addiction, I decided to finally jump in on this thread:

    I agree. Would LOVE to see the Doors addressed at some point (or mod). There are a few 'mini-game' elements that could be tackled for a huge impact. Medic-type stuff, disarming explosives, etc., and the CQC side of ArmA.

    Doors could just clip through you when opening, or open inward as suggested. I love the idea of a scroll-wheel option to control an incremental opening to peek inside. This is a great idea! Using your wheel to slowly open would cause the enemy to notice if opened too far, OR, too fast. Using default would open as usual (when fixed) if you didn't want to spend the time or just need to enter guns-a-blazin'.

    Another level: Door types with breachable options. Normal, reinforced, and steal doors. All with LOCK options! Whatcha think? IF Locked, normal can be kicked-in? Reinforced needs to be introduced to Mr. Shotgun? And Steel may need some explosive to breach. Different locks could be used also. Key needed. Keypad with combination. etc. This would add another large immersion layer to the mix. The game is already super-awesome, but the CQC area still needs a good dose of polish. Its a glaring contrast to the genius you find everywhere else.

    Think of the complexity and game-play if the Doors were improved. Hostage Rescue, Intel Op, etc., and you have to deal with clearing and/or sneaking through a office building or command center. Super cool...

    "Its 0300hrs and you HALO in under the cover of darkness. The sky is black. The sea is black. You can smell the saltwater as you race toward it. You splash down and then SCUBA toward the target. After finding the drain you make your way through the system and then up into the basement. The stank odor reminds you of that op last year that went pair-shaped. Not this time you think. As you work your way through the complex, activity is very light. Most doors are unlocked. Using blueprints from a CIA contact you find the target room. Valuable Intel is just a few feet away. This mission is a breeze. Another medal for sure... You enter the passkey: *buzz; red light*. Crap! Locked!! Son-of-a%$#@! The passkey is wrong or its been changed! What do you do? Scrub the mission, or blow the door and wake every grumpy AK wielding knucklehead in this backwater stink shop? Hmm..."

    Yes, DOORS! Better doors.

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