Jump to content

pipyn1970

Member
  • Content Count

    226
  • Joined

  • Last visited

  • Medals

Community Reputation

18 Good

About pipyn1970

  • Rank
    Staff Sergeant

Profile Information

  • Gender
    Male

Recent Profile Visitors

538 profile views
  1. pipyn1970

    Laws of War DLC Feedback

    I was a little dissapointed With the civilian faction guys. It would of been nice to have women, farmers, tractors maybe? As we are focusing on how war effects not only troops but the Civ Pop, It would of been nice to see people returning home now the village was made safe and maybe more use of the bulldog or a proper anti mine roller on the hunter.
  2. pipyn1970

    Laws of War DLC Feedback

    I love how this campaign is made. In my opinion It's the best one of then all BUT... I wish 2 things were different. 1) I wish there was a proper mine detector in the players hand. 2) I wish that as the player was marking the mines only, that he Maybe Sprayed close to the mine with a large dot or x.
  3. pipyn1970

    Tanks DLC Feedback

    Regarding the DLC, I wish they would also fix something that to me is So bad but with a little love could open up a new way of playing. I know this is a TANKS DLC but it would be amazing if they would fix the MRAP'S in the game as part of the DLC. Here are my wishes: 1) IRL the M-ATV has run flat tires so if they are shot out the vehicle can keep going for about 2ks. Please can we have this? 2) If the engine block is shot, it can still travel for about 1.5ks so this would be nice. 3) It's an MRAP! Today they can whithstand most small arms fire and i'm told most types of mines and IED's. Yes the vehicles might be so damaged they cant drive but the people inside will almost survive it. So By 2035 the Protection will be better. Please can We have MRAP'S that Live up to the name? 4) Please make the glass on the MRAP'S even tougher and also the tires against small arms. 5) Please flesh out the Cabins with radios and a proper TAC or SAT NAV for the commanders side. Having MRAP's that don't explode just looking it AT mines or IED's would be a game changer as if the vehicle is damaged then you have to protect it while your recovery truck ( hint hint - the new mmrs i think its called) would Come and take it back to base to be fixed. Also one Last dream/request/wish is could we please please please have proper ISTAR's tools and Monitors in any ground vehicle that is meant to be a recon vehicle?
  4. Hi folks, I would like to start a topic about the future of the Royal Marines & what sort of vehicles & weapons they would have in the year 2035 (Arma world). How would they get from Ship to shore? Would they still use landing craft or Airlifted in 2035? What sort of Ship would they operate from (a newer version of HMS Bulwark or one of the new carriers)? Would they still be using the 5.56 cal or will they use a heavier Rnd? What sort of UGV/UAV would they use, if any? Ive seen around the internet they will soon be having or even do have a newer "Viking" vehicle but is it likely they would still use it in 2035 or maybe follow the U.S Marines route & opt for an amphibious 8 wheeled APC that can launch from the mother ship, thus binning the Mk10 landing craft (or maybe the Mk12 by 2035)? As the world is more focused on fighting terrorism at the moment, do you think they will spend more time in Assault boats searching other boats for arms or would that role be given to someone else? Is building a newer LPD a good way to go or is it better to have a multi-role carrier fill the role of the LPD as well? What about if they built a carrier in the future with a well deck (I think its called) to launch land vehicles from or if the Royal Marines of 2035 will launch from the new carriers then is it really practical to airlift their vehicles also? What if the Sky's are not in our control? I would be happy for anyone interested in this sort of debate to offer their thoughts on the subject & where possible to offer reason why this or why that sort of thing. I look forward to reading the posts folks
  5. pipyn1970

    Tanks DLC Feedback

    I was thinking of this but with a different concept that might fit in to the Arma world mate. That's why I suggested a Scout vehicle that a recon (recce) team operate from & can deploy the stomper & Darta from. But I tried to give it enough scope so that when & If the BI guys see it they could see the potential of such a vehicle. Would be nice I think to see such a team operate with this vehicle & deploy RL tactics with MilSim units.
  6. pipyn1970

    Tanks DLC Feedback

    How about a new "scout" vehicle that has a low profile & is wheel based ( 6 or 8), has a crew of 2 (driver & commander/gunner) & then has one in the back who controls a stowed away little unarmed stomper UGV & stowed on top would be a Darta? in the back of the vehicle would be a monitor where the UAV controller interacts with to launch & control the UAV/UGV. The monitor would only show the poor quality grainy view that we see now or slightly less quality maybe. The important thing here is that from within the vehicle the controller cant hear the constant droning of the drones unless they are very close by. Any contacts the drones pick up could be fed into 2 radar screens maybe, 1 for the controller & 1 for the commanders seat. Maybe the commander has to then mark the map of the contacts or send them via a data link to other commanders? The UGV would be able to drive from a ramp to leave or enter the mother vehicle & the Darta would have its own small inverted Helipad on top of the vehicle where it would automatically clip into. The Stomper would be visible within the back of the vehicle if its not been deployed. Maybe painted with a stealthy camo? I think any recon units who love playing that role would love their own vehicle like this, After all it is 2035. Imagine your a Recon team within a MilSim group. Your Unit has no Intel on the enemy within an area & its far to hot to fly in. The Unit commander could deploy the Scout vehicle forward into the area. They have to pick their route carefully. They get to the enemy bandit country & lay up. The Scout vehicle has been hidden within a hull down position with a stealth camo net draped over. Trees all around to help hide your shape. The area you have to check is covered with mountains & small farms & tracks & woods. The driver & UAV controller patrol out to place (cant remember their names) the hand held "eyes" on the ground to an area where the vehicle cant see, maybe hidden behind a hill next to a small track. The commander uses his turret to scan 360 while your away. The patrol come back. The UAV controller then deploys the stomper to a position the commander wants. The stomper is hidden from prying eyes & the Scout vehicle is hidden further back. The Darta is then deployed further away, high in the sky, watching, seeing everything. Contacts appear on the "radar" within the vehicle. The commander sends the intel via Data link to the main base. The main fighting body can now launch their attack while the Scout team watch the events unfold on their screens within the vehicle. Mission over & the main fighting body RTB. The Recon team pack up & either RTB or move to another area.
  7. pipyn1970

    Tanks DLC Feedback

    It's completely useless feature-wise.and there's no point in implementing it for aesthetic reasons since it isn't even visible 99.999% of the time. Maybe give the player (vehicle crew) the option of does he/she want to spend their mission looking into a full screen scope (unrealistic I think) or give them the MFD pages where they can see the same thing (poor quality?) by looking at the screens within the positions they play & also at the same time look around to see the other player & talk to them. People would I think be more happy to play in 1st person that way & yes the game play would be more of a challenge but also more rewarding in my opinion.
  8. pipyn1970

    Tanks DLC Feedback

    Please no. To me the Marshall just seems underpowered for a Marine vehicle from the 2030's. The US Marines are working on a new ACV that would see it through past 2030 (I think) & some of the requirements were: To be launched further from land & I think to have a sea speed of about 15 mph (sorry if I have some of the figures wrong but I don't have the info to hand), carry a full squad, Be mine & IED resistant for tomorrows battlefield, Be able to launch without a landing craft & maybe others I seem to of forgotten about right now. So looking at the world of Arma these are my reasons I said to upgrade to Marshall: The maps are small so if maybe one day we did get a "Marine" DLC complete with static working Amphibious ship, like maybe a future USS Wasp, (I'm thinking a base in the ocean where the player can operate from & the base would be on different levels) & maybe an AI controlled Frigate for protection, the mission maker could place them with the carrier at the edge of the map so enemy players cant pick them off from the land. At the moment the only way of getting Marines to the shore is either via helicopter or assault boats. If we used the assault boats then they either get left there or have to be driven back & either way the Marines that's landed have no Fire support from a ground vehicle. Imagine if the Marines could launch from the mother boat in their own vehicles & still be able to use the vehicles through out the mission & that the armour was upgraded to proper modern standards (2030), the driver (at least) had a proper interior for his pleasure. Image the enjoyment the clan would get from playing in such a role. I think loads of people would like to join the (arma) Marines with that sort of detail. That's why I said I wished they would take another look at the Marshall. Keep its shape, yes. I think most future vehicles like this will be wheeled anyway for Urban warfare. Just flesh it out, give it proper interiors, Bring it up to 2030 armour values & either make the skin kinda stealthy or allow us to deploy stealthy camo nets that would reduce the vehicles signature. Maybe let us also have proper ammo counts for the vehicle?
  9. pipyn1970

    Tanks DLC Feedback

    What I think this DLC should be like is this: Bring into arma RL armour values, Update turrets, Invent better AI crew who can be a valued member of the team, Give each armoured or MRAP vehicles proper RL IED/ATmine proper blast protection (maybe the crew & dismounts would suffer shock or very light wounds) but the vehicle would protect them, Re work the torque of all MRAP's & armoured vehicles so they have proper guts while climbing, Amend the Marshal to be "more like" the new U.S Marines ACV & amend other AFV's to be more like the Puma?, Re work the rear of the slammer UP so the back is home to extra ammo instead of troops? Increase the ammo carried of all the armoured vehicles & the "hot topic" Interiors for the MilSim 1st person players. Also proper RL versions of the LAWS (so amend the ones we got in the game already instead of making new models). Oh yeah & one other thing I would love to see is real cammo netting deployment - If your vehicle is trying to hide then it would be nice if you could "deploy" proper cammo netting to hide it from both ground troops & aircraft. The warrior IFV for example has tubes all over the vehicle to place the "net poles" to hide the vehicle. In 2035 maybe in RL the nets used then might be made of a material that reduces the vehicles heat sig & outline better?
  10. pipyn1970

    Trouble with code

    The part of the mission I'm trying to create guys is this: Player is tasked to search a warehouse. As he enters the area in front, the enemy will fire an LMG into a trigger the player has just walked into & will continue to do so while the player is in there. The area in question wont be hit hard but it gives the player the impression the enemy are trying to fix him be suppressive the trigger area. When I had the code working last yr, I had to give the AI MG team a target to fire at & as I didn't want the player to notice anything I placed a can in the grass & called it target1. As the AI LMG gunner is firing in bursts & as the distance from trigger/can & the enemy FP is about 1.5ks the spread of the burst was effective (a large spread). Now I added another LMG gunner into the team so the effects on the ground for the player were even more dramatic without him himself being killed. The purpose for all this is that the player would feel the pressure of the area being fixed without putting the player in real danger as long as he moved out of the area (trigger). There was an area between the trigger & the warehouse where there was no "target or trigger" so once the player was out of the 1st trigger the enemy LMG team would stop firing. (to me it gave the impression the enemy where re loading). Once the player entered the warehouse he would trigger off the 2nd trigger (mirror image of the 1st) so as he's inside searching the props he can hear the tin tin of the enemy rounds on the walls. I had placed the LMG team far enough away & by rocks & trees so it would make it hard to locate them. Once the players leaves the warehouse & walks to another area close very close by then he would trigger the enemy to break contact & bug out. The player (after locating the FP) would then patrol to the area to investigate but all he would find is empty LMG cases or a roll mat maybe. That is exactly what I'm trying to create & as I said before guys, last year it was working with the original script above. Many thanks
  11. pipyn1970

    triggers

    It was clear there was no attempt there though. That's what throws me off, people can learn so much but they cap themselves off by immediately seeking help and having people walk them through the entire thing. Not a good learning process. Right let me explain for the likes of Midnighters.......... I was in the editor today making a mission & when I tried to set the activation by tab within the trigger it wouldn't work!!!!!!!!!! Ive been away from Arma for some time with PTSD so I thought I would get back into it by making a mission to relax with. Now I was a little confused as the trigger set didn't behave as I thought it would. Just wandered if it had changed or is broken or if I need to reinstall my arma. I was simply asking if other people are having the same problem as I was. I think my original question was NOT CRYTIC IN ANY WAY & as I only had one question I cant see the problem Midnighters. Thank you ProfTournesol for the support mate
  12. pipyn1970

    triggers

    Is anyone else having problems with triggers? I think the activation tab is broken as I cant link the trigger to a unit
  13. pipyn1970

    Trouble with code

    Ive tried all three mate & nothing. Just to confirm what ive done: created 2 enemy MG's about 1.5ks away on a hill. Named them MG & MG2. Placed the can on the ground & called it target1. Created a trigger to call the .SQF once the player enters it. It used to work as: player enters trigger, trigger calls script & then both gunners open up at the can. This is whats put in the activation part of the trigger: expActiv="0 = [MG, target1,30,100,3] execVM ""shootingInf.sqf""; ;this addeventhandler [""fired"", {(_this select 0) setvehicleammo 1}]; 0 = [MG2, target1,30,100,3] execVM ""shootingInf.sqf""; ;this addeventhandler [""fired"", {(_this select 0) setvehicleammo 1}];";
  14. pipyn1970

    Trouble with code

    I'm not sure mate as I'm not a coder. I was frustrated when I couldn't get the enemy AI to fire at the players squad at proper effective fire distances last year & some kind person had given me this script & back then it worked. I then left arma for a while & now I want to get back into making missions I needed this to work but its now not working & I was hoping that someone with experience would maybe amend it so I could get the AI to fire the weapon as per the script.
  15. Hi folks, could someone please help me with this. I had it working last year but now today I tried to create a mission with it & I cant get it to work. Basically what it does is force an enemy MG gunner to hit a target (a can) when the player walks into a trigger. Ive set the distance the same as last year within the editor but for some reason I cant get it to work. Incase I'm asked, yes I have placed the SQF file in the mission folder. The code has been placed in the trigger that's activated by the player & the enemy have been named MG & MG2. expActiv="0 = [MG, target1,30,100,3] execVM ""shootingInf.sqf""; ;this addeventhandler [""fired"", {(_this select 0) setvehicleammo 1}]; 0 = [MG2, target1,30,100,3,] execVM ""shootingInf.sqf""; ;this addeventhandler [""fired"", {(_this select 0) setvehicleammo 1}];"; This is the original SQF info: _soldier = _this select 0; _target = _this select 1; _min = _this select 2; _max = _this select 3; _pause = _this select 4; _weapon = _this select 5; /* Customization for infantry - uses soldier, soldier use: 0 = [soldier, target, min bullets per round, max bullets per round, pause between rounds example includes shooting from primary weapon 0 = [unit, target,7,10,8] execVM "shootingInf.sqf"; All infantry shooting can be ordered to stop by calling Radio Alpha (0-0-1). */ stoporder = false; while {!stoporder} do { _i = Ceil(random _max); if (_i < _min) then {_i =_min}; while {_i >= 1} do { _i = _i - 1; _soldier doTarget _target; sleep 0.15; logic action ["useWeapon", _soldier, _soldier, _weapon]; }; sleep _pause; }; Thanks for any help guys.
×