View Full Version : Your Favorite Features
[UN]SGen.ViperMaul
19th August 2007, 17:04
It would be interesting for everyone to post their Favorite or Interesting Features You Would like to be considered for this tournament.
Remember that there is a risk that each feature might not be technically cooperative with the other scripts that we have in place. But I am sure if I know this team that is forming, they will strive to put in what you the player community wants to see if at all possible.
THIS IS NOT AN IDEA THREAD Per Se. You can create seperate posts for ideas so we can give it the full attention it deserves.
Right now this is place were LINKS to proofs of concepts, missions, scripts seen from the BIS Community are collected.
Keep to the Code:
1. Download it.
2. Play it.
3. Post a link to it here and explain why you like it.
These are not strict rules but as the Pirates of the Carribean would say. "They are more like Guidelines." :victory:
[UN]SGen.ViperMaul
19th August 2007, 17:19
Airlift AI (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=71;t=66418)
I like this a lot because it minimizes the problems of logistics regarding soldiers.
How to get your team members back to their unit after dying while
* maintaining moderate levels of realism
* maintaining low levels of boardum
* maintaining the balanced number of air craft in the field of play.
This seems to also be a good solution for those days when you have a lack of qualified pilots due to school, vacations and/or simply young skill sets.
I'm told that the AI is smart enough because the group leader can place waypoints to the LZ by clicking the map and issuing take off commands. I'm interested if it has a place in this tournament.
[UN]SGen.ViperMaul
19th August 2007, 17:38
SQF Revive Script (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=71;t=58490)
Imagine your team comes under fire and your point man takes a hit. He drops.
With this script your point man knows he does not immediately die.
Believe me he wishes he did if there is no medic near by.
In BF2 or a more arcadish game dying is not so bad.
But here if you die you have a long boaring wait.
How bad is it?
He does not die immediately.
He bleeds out over X amount of time.
Once dead he sits in respawn mode for Y amount of time. [hopefully in darkness so he cannot use TS2 about the enemy standing over his deadbody]
Then he spawns in after X + Y amount of time saying that sucked. We need to have medics around or I must stop being a rambo and work with my team instead of without.
And for those that try to escape the X + Y dreadful time they click respawn and the script immediately assigns a Z amount of time for those types of guys. Or maybe we call it ZZZzzz time that could be 2 times (X+Y). It will tough to find the right amount of balance.
Now bring in the medics. If they can get there before X amount of time expires they can patch him up enough that he can walk (perhaps not run). Well enough for a medivac or fight like man. Whatever makes the most sense for the current mission.
But what if the fire fight around your fallen comrade is too much. The enemy will just love to wait for that Medic to show up and get a 2 for 1 kill.
Well the script I hear also gives you the ability for anyone to drag a fallen comrade to safety if they is such a place near by. Then the medic can cautiously approach.
I think there are blood trails too so even if you are not hit enough to drop you. You will want a medic near by to keep from leaving tracks to your so-called concealed position.
This is a feature that is similar I hear to the old OFP WGL and a feature that will be in the upcoming ACE mod. It would be interesting to see if players in this tournament would like this feature here. We should try it once.
[IRT]36th|PVT.H00t74
20th August 2007, 00:28
BE-32 Cargo Plane (http://www.armaholic.com/page.php?id=858)
For Campaign Start or Reinforcements have cargo planes for Para drops or supply.
http://www.armaholic.com/datas/users/3-be32.jpg
Howy
20th August 2007, 00:42
the halo mod , enjoyed that a lot
{7}9th|DrChaos
20th August 2007, 00:49
the fastropeing sript evan though it has not bin released yet it would be nice to see in the tourny for those tight spots where you can't land of you need to drop off troops quick
FastRoping (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=69;t=66569)
Steveak44
20th August 2007, 01:45
ViperMaul's medic script sounds very interesting. Anyone got a mission with it for testing?
This is three items in one post but they all come from the same mission:
Blacksword co-op (http://www.armaholic.com/page.php?id=1731)
The former [82] guys recently discovered this co-op mission (with an assist from our Russian comrades) which has a revive script and we loved it. Some of the best fights were when we were trying to rescue our buddies. When we got over here a mixed group of us were talking about it and some variation of it with a suicide option or timer would be great and if a drag option could be added that would be wicked. Basically, it would be nearly the same thing as VM's idea but now there are two scipts to test and tinker with. For me, having to rescue your buddies adds so much immersion. No one left behind! It really forces the teamwork also to be able to successfully pull off the rescue.
Blacksword also has AI close air support that can be called in with a tricked out lazer designator. If we could get some fixed wing action into the game it would add some spice. If there is going to be a resource system they could be very expensive or just have a limited number of sorties available.
The HALO script that drops you from 10k and allow you to control your decent and direction of travel is cool too. With limited use it would be sweet to use for SpecOps insertions.
[UN]SGen.ViperMaul
20th August 2007, 05:27
Dynamic Mine Field (http://kronzky.info/minefield/index.htm)
All it takes to set up a mine field is a marker to designate the action area, and a call to the script.
With those default options anti-personnel mines will be randomly distributed over the specified area.
http://kronzky.info/minefield/defusing.jpg (http://kronzky.info/minefield/index.htm)
Mines can be disarmed by soldiers in the qualified classes (Engineers & Special Forces).
:cool:
[UN]SGen.ViperMaul
20th August 2007, 06:21
Team Status Dialog (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=71;t=60075)
Features:
- Group joining/switching
- Team Leader selection
- Grid of statistics for team/group/vehicle/opposition
I love the ability to be in a group of 9 and then using this dialog (seen in Evolution) to break into two teams.
I wonder if there are any negatives in using this feature.
[UN]SGen.ViperMaul
20th August 2007, 12:17
Proper Vegetation Replacement Mod (http://www.armedassault.info/index.php?option=com_content&task=view&id=643&Itemid=2)
Better frames per second.
But would need to be part of a client-side MOD to insure proper MultiPlayer stability.
I do know what gameplay tradeoffs there would be in quality or concealment. But apparently people like this in OFP.
[UN]SGen.ViperMaul
20th August 2007, 12:35
Where is there a link to a script that allows Helicopters Lift Vehicle that works well in MP? Is there one out there yet?
[UN]SGen.ViperMaul
20th August 2007, 12:45
Mando Anti-Air Gun for Shilkas and Vulcans (http://www.ofpec.com/index.php?option=com_smf&Itemid=36&topic=29981.0)
We may be able to add and balance Fixed Wing now.
Mando Gun is fully compatible with Mando Missile. Guns may target incoming missiles, guns locking on air units will trigger a lock on alarm if the player is in the air target. Active Guns will be seen by antiradar missiles as potential targets.
[7]21|Gef.Lipton
20th August 2007, 19:32
Originally posted by ViperMaul@Sun, 19 Aug 2007 - 23:27
Dynamic Mine Field (http://kronzky.info/minefield/index.htm)
All it takes to set up a mine field is a marker to designate the action area, and a call to the script.
With those default options anti-personnel mines will be randomly distributed over the specified area.
http://kronzky.info/minefield/defusing.jpg (http://kronzky.info/minefield/index.htm)
Mines can be disarmed by soldiers in the qualified classes (Engineers & Special Forces).
:cool:
50258
Anti-personnel mines or just vehicle mines?
SnowBall
20th August 2007, 19:37
There is a number of things I'd like to see in place for this tournament.
1. Fixed wing aircraft.
2. Revive script.
3. HALO script.
4. Fewer objectives, yet spaced well apart. (Thinking maybe 5)
5. CASEVAC. With the revive script working we can have medics dropped in or in the squad. (Is there a script available to pickup wounded\dead soldiers?)
6. A clear, concise military format for fireteams. Team leader, Grenadier, SAW Gunner, Rifleman\Medic, AA, AT. That would be one fire team.
7. More to follow as I think of them.
I would like this to be very similar to ARMAI. Just with a few changes. (Besides the obvious ones.)
Strango
20th August 2007, 20:05
NWD_Ballistics - New projectile ballistics with realism in mind. Basically it adds bullet-specific ballistic coefficients into the game. This puts some of the Russian weapons at a disadvantage, but if we're doing a merc type story line that shouldn't be a problem.
http://www.flashpoint1985.com/cgi-bin/ikon...ST;f=70;t=66195 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=66195)
gmJamez Sight Adjustment - Ability to adjust the elevation and windage on rifles. Works in conjunction with NWD_Ballistics
http://www.flashpoint1985.com/cgi-bin/ikon...ST;f=70;t=65706 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=65706)
Extended Init-Event Handler - To help the MOD team with executing various start-up and initialization routines.
http://www.flashpoint1985.com/cgi-bin/ikon...ST;f=70;t=66789 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=66789)
[UN]SGen.ViperMaul
20th August 2007, 20:15
Thanks Strango. That is extremely helpful.
Lipton, I believe its both anti-personal and anti-vehicle mines. More investigation will be necessary. Oh yes. Confirmed.
Via the customization options the following criteria can be specified:
* Type of unit that will trigger the mine (soldiers, cars, tanks, etc.)
* Side that should activate the mine (east, west, etc.)
and more...
[UN]SGen.ViperMaul
20th August 2007, 20:20
Originally posted by Steveak44@Sun, 19 Aug 2007 - 17:45
ViperMaul's medic script sounds very interesting. Anyone got a mission with it for testing?
This is three items in one post but they all come from the same mission:
Blacksword co-op (http://www.armaholic.com/page.php?id=1731)
...
50256
Well as you have posted I hear that Blacksword has this script in use already. But if there is support for this concept my plan is to implement it in our extremely small mod and so everyone (you players) can evaluate their true likes and dislikes.
[IRT]Super64
20th August 2007, 20:29
But if there is support for this concept my plan is to implement it in our extremely small mod and so everyone (you players) can evaluate their true likes and dislikes.
Very much so. Something like a small TvT map would give people the chance to shoot and heal/revive eachother. Very cool!
Wolf
20th August 2007, 21:30
Me want Arty.
Could be an idea to balance the sides to a degree, if we go with the east/west conflict to balance the US AVN, give the Russians Arty.
I would suggest 3 pieces and the hitch script to move them with ammo trucks/repair trucks or the possibility to airlift them.
Get some of those nice towable AA guns i saw someone post in our now trashed forums.
I don't want this to be an arty AI script but controlled by a player sighting and firing the gun.
Once used this would of course be a target for the enemy and SF teams would of course have this down as a prime target.
VM you have the scrips that Mando did for this?
[7]21|Gef.Lipton
20th August 2007, 22:01
If you want arty you should check if the Chain of Command guys are doing the arty for Arma as they did for OFP... any news?
[UN]SGen.ViperMaul
20th August 2007, 22:37
Originally posted by Wolf@Mon, 20 Aug 2007 - 13:30
Me want Arty.
...
VM you have the scrips that Mando did for this?
50334
Yes I know where to get it. Thanks very very much for the reminder.
[UN]SGen.ViperMaul
20th August 2007, 22:39
Originally posted by Lipton@Mon, 20 Aug 2007 - 14:01
If you want arty you should check if the Chain of Command guys are doing the arty for Arma as they did for OFP... any news?
50341
Do we have a link. I'd love to look at it.
Andurus
20th August 2007, 23:16
Posted this earlier in the RSi ArmA section, thought would be better off here,
http://www.armaholic.com/page.php?id=1883
Bassically a trench generator could be useful if the idea that was floating around of allowing commanders to put defences in was put in.
I like the sounds of the revive, if you wanted to stop people seeing when they were in the respawn mode use a 'fade black' Celery uses it in some of his DMs when people lay down (although that is to stop camping)
http://www.armaholic.com/page.php?id=1337 (Celery's DMs)
{AToW}Ghost33
20th August 2007, 23:36
I am all for the revive script. Those battles that Steveak44 mentioned with Black Sword have been the most fun on the ground that I have had in ArmA. I would love to see them in the tourney but on some conditions...
1. Limit the number of revives a player has before he is "killed" killed (maybe 2 or 3)
2. have a timer till death once unconscious but make it random, and if possible have some sort of audio clues that a player is nearing death (heavier breathing, more coughing, wheezing or the like.)
Those two things I think would also eliminate any sort of exploit that might be brought about in using a system like this.
ONEILL
22nd August 2007, 12:03
Just downloaded XAM1.3 mod. Installs flawlessly.
Has some very nice stuff in there (arty support, mines, better camo and even a ghillie suit for snipers (but only for Blufor)).
Apart from the fact it's a 1.3G download, could be a great starting point.
Wolf
22nd August 2007, 13:26
The problem I have with the normal arty script idea is that there is very little skill from the player in its use, and it will become THE overwhelming force in the battle (remember that far more soldiers have been killed and wounded by arty than by any other means).
I can't see it being very enjoyable for a team to work their way to a position over 30mins, only to be all killed in 2 secs because an opposing player put a mark on a map and called in a arty script.
I put a request out to the people at ofpec and Mando came up with the goods.
What Mando has done (I hope) is come up with a way to give the gunner precise elevations and directions within the gun sight.
It is going to take a lot of work and skill for the gunner to be able to lay a shell onto the mark on the map.
One other problem that he has overcome is that the current arty shells could not destroy buildings. He has created a much more powerful shell that will destroy structures.
He said that he has decreased the firing charge as well to make it more suitable for indirect fire on the short distances in ArmA.
I am hoping that Lockie and Andurus will help me come up with a little mp proof of concept map to present to the mod team and community for their assesment.
They are both students atm so are currently very busy getting drunk and playing arma until 05:00, so this may not be a quick thing.
(When I say 'help' I mean do it all as I am useless)
BazookaBoy
22nd August 2007, 17:36
I've attempted to download the XAM mod many times and it always timeouts out or the server I'm downloading from crashes.
{A}3|LCpl.7
22nd August 2007, 18:41
XAM mod is awesome.....for single player and coop. Has nothing but love for the US arsenal :blackeye:
[IRT]Super64
22nd August 2007, 20:15
Originally posted by -7-@Wed, 22 Aug 2007 - 11:41
XAM mod is awesome.....for single player and coop. Has nothing but love for the US arsenal :blackeye:
50619
Agreed. I think the XAM mod should be left off of our wish list for this tourny. Its just too un-balanced.
[DI]I|Cpl.Dren
22nd August 2007, 21:44
i was thinking of Reviev, but...
what if you kill 3 enemyes inside cap zone, they stay there and you cant cap the zone, also its damn boring for those 3 to wait that attackers gets killed or leave.
it could be ok, for lets say 3-5min reviev and then you die, enough for medevac etc... dont know if its possible but, when the enemy is in revieve-mode you could shoot him and he dies.
theres alots of small things that makes revieve in MP bad, also alot to make it good
[DI]I|Cpl.Dren
23rd August 2007, 09:29
favorite favorite favorite favorite favorite favorite !!!!
You chooce it!!
http://www.armedassault.eu/ArmedAssault/Vi...E-released.html (http://www.armedassault.eu/ArmedAssault/Visitor-3-and-Oxygen-2PE-released.html)
And i would like to see reskinned models, still US sides desert camo doesent fit in woods, and give RU some bit more modern looking suits
[IRT]36th|PVT.H00t74
25th August 2007, 04:30
Gnat is working on a Navy
http://www.flashpoint1985.com/cgi-bin/ikon...ST;f=69;t=56933 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=69;t=56933)
Wolf
25th August 2007, 11:45
How big IS the sea in ArmA?
SnowBall
25th August 2007, 16:18
Big enough to hide an aircraft carrier, too small to have naval battles.
[UN]SGen.ViperMaul
25th August 2007, 17:39
TrueCrosshairVeteran v1.0
-------------------------------
- Disabled all weapon crosshairs except grenade system, lock-on system, and air aiming system.
- Changed grenade aiming system to allow for easier aim.
- Disabled target box, but kept the lock-on ability although changing it to a circle.
- Made crosshairs and cursors semi-transparent.
This is for the TrueMods (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=66192;hl=truemods)
This is worth trying out one weekend.
Raptor-6
25th August 2007, 19:01
Originally posted by ViperMaul@Sat, 25 Aug 2007 - 12:39
TrueCrosshairVeteran v1.0
-------------------------------
- Disabled all weapon crosshairs except grenade system, lock-on system, and air aiming system.
- Changed grenade aiming system to allow for easier aim.
- Disabled target box, but kept the lock-on ability although changing it to a circle.
- Made crosshairs and cursors semi-transparent.
This is for the TrueMods (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=66192;hl=truemods)
This is worth trying out one weekend.
50833
Now this one sounds like a winner!!
{AToW}Ghost33
25th August 2007, 19:32
Originally posted by ViperMaul@Sat, 25 Aug 2007 - 12:39
TrueCrosshairVeteran v1.0
-------------------------------
- Disabled all weapon crosshairs except grenade system, lock-on system, and air aiming system.
- Changed grenade aiming system to allow for easier aim.
- Disabled target box, but kept the lock-on ability although changing it to a circle.
- Made crosshairs and cursors semi-transparent.
This is for the TrueMods (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=66192;hl=truemods)
This is worth trying out one weekend.
50833
I use the True Mods all the time, I started with the original TrueView and loved it. Then the True Mods came out and the whole thing is just awesome. I really like what they did with the crosshair when it is enabled. you only get 4 small dots in the shape of a diamond with the points where the dots are and its just faint enough where you don't notice it too much but can tell where your weapon is pointing if you are using a lot of "float" and when you run or walk quickly you can hardly see it. I loose it all the time but it helps. I think it would please those that don't want crosshairs and also those of us that do want them as a reference. think we could use that mod and try it for a test sometime to see how people like it? In all I love the whole True Mods package. very well done.
Steveak44
25th August 2007, 22:00
:withstupidsmiley: Very nice mod. The 'nade aiming system makes frags usable and I think the rest if it is a good balance between realism and playablity.
[IRT]36th|PVT.H00t74
26th August 2007, 22:11
Add empty LOCKED Civilian cars to the streets of towns. Gives the battlefield more Environment. MalBeouf(The Squadserver,.com owner) knows a way to get AI and empty vehicles in wothout bogging up server.
[UN]SGen.ViperMaul
26th August 2007, 23:57
Originally posted by H00t74@Sun, 26 Aug 2007 - 14:11
Add empty LOCKED Civilian cars to the streets of towns. Gives the battlefield more Environment. MalBeouf(The Squadserver,.com owner) knows a way to get AI and empty vehicles in wothout bogging up server.
50883
I would like to learn this.
[UN]SGen.ViperMaul
26th August 2007, 23:59
Bad News for the Revive Script. Well initially bad news.
@ViperMaul - Unfortunately at this point m8 the scripts are not set up for PvP just Co-op play. I think it would be possible but its going to need some fairly major recoding regarding when the player gets the revive actions and when the unconscious player detects he's being revived. The other thing is for the animations of the script to remain in synch each client needs to run an instance of the script for each player and in big PvP matches I'm not sure how some players computers are going to deal with the added cpu strain. Finally, I'm about to disappear for a few weeks so if I can't get it done in the next week I won't be able to look at it again until mid-September but I'll start looking into it over the next few days.
-norrin, script author
Source: SQF Revive Script - BIS Forums (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=71;t=58490;st=330)
Raptor-6
27th August 2007, 01:01
Originally posted by ViperMaul@Sun, 26 Aug 2007 - 18:59
Bad News for the Revive Script. Well initially bad news.
Source: SQF Revive Script - BIS Forums (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=71;t=58490;st=330)
50890
No worries VM there are still plenty of goodies to pass out!!
[UN]SGen.ViperMaul
29th August 2007, 17:18
Realistic Tracers
More Blood
Sixth Sense Addon Pack1 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=64542)
[IRT]Super64
29th August 2007, 17:23
Originally posted by ViperMaul@Wed, 29 Aug 2007 - 10:18
Realistic Tracers
More Blood
Sixth Sense Addon Pack1 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=64542)
51106
I say that pack is definitely worth a Fun Test try out.
maverick495
29th August 2007, 18:05
RKSL Cargo System
not released yet but this video is great. http://www.youtube.com/watch?v=Ns8nx3hwDow
[UN]SGen.ViperMaul
29th August 2007, 18:49
oh yes. I was meaning to go find that.
That to me is a MUST have. Too bad it is not available yet.
Thanks very much Maverick!!!!
Raptor-6
30th August 2007, 00:29
Originally posted by maverick495@Wed, 29 Aug 2007 - 13:05
RKSL Cargo System
not released yet but this video is great. http://www.youtube.com/watch?v=Ns8nx3hwDow
51116
very cool!
{UN}Coolio (Retired)
31st August 2007, 08:50
The Chain of Command - Extended Marker Collection: http://armed-assault.net/downloads/coc-markers-v12.html
Needs to be moded (cut down) abit to be pratical tho.
http://i175.photobucket.com/albums/w143/CooliO_077/nato.jpg
Wolf
31st August 2007, 12:19
Is this the kind of mod that gets you kicked of pub servers? I ask because it was recommended that we start mod folders, but some servers I have been on say that they kick users that have mod folders, what is true?
Apart from that, I think that the symbols are good. But what I would really like is a way to draw into the maps so you could circle areas and draw lines of travel ect..
{UN}Coolio (Retired)
31st August 2007, 13:36
Originally posted by Wolf@Fri, 31 Aug 2007 - 13:19
Apart from that, I think that the symbols are good. But what I would really like is a way to draw into the maps so you could circle areas and draw lines of travel ect..
51226
It doesn't offer the same flexebility as a draw feature, but the pack has a selection of action and area markers.
http://i175.photobucket.com/albums/w143/CooliO_077/ambush.jpg
Wolf
31st August 2007, 14:10
Thanks CooliO, they get my vote
Raptor-6
31st August 2007, 17:08
Nice find Coolio. They look real useful!!
and nice sig!!
[UN]SGen.ViperMaul
31st August 2007, 18:39
Originally posted by CooliO@Fri, 31 Aug 2007 - 0:50
The Chain of Command - Extended Marker Collection: http://armed-assault.net/downloads/coc-markers-v12.html
Needs to be moded (cut down) abit to be pratical tho.
51215
As of now, this has been added in our tournament MOD. Not approved by the Council yet as many things but it will be there for the FUN Tests.
It will be a MOD folder Wolf so you can easily turn it off if you want to go to other servers. As soon as everyone votes in the FINAL vote for the tournament name that just launched then we will have a MOD folder name in place.
And OMG yes we need to cut it down a lot. It takes me literally 15 seconds to scroll to the most used Enemy Contact markers. And I mean literally 15+ seconds.
WOW!
But I added it anyway since its client side and doesn't hurt.
{UN}Coolio (Retired)
31st August 2007, 19:37
Originally posted by ViperMaul@Fri, 31 Aug 2007 - 19:39
And OMG yes we need to cut it down a lot. It takes me literally 15 seconds to scroll to the most used Enemy Contact markers. And I mean literally 15+ seconds.
But.. but.. we need 71 different recon markers to choice from. :sad:
As you confirmed it needs to be cut down to the units present on this battlefield. Would it not be better to wait and include it when that job is done. No one will benefit or enjoy the markers because it takes minuts to finde the right marker now?
If it can waite one week Ill get the PBO ready for next weeks battle.
[UN]SGen.ViperMaul
31st August 2007, 21:28
Point taken.
But there is no pain to add it.
The normal markers show up first.
Also I have just changed it so that the useful hostile markers come up next in the cycle (untested so I hope).
Since it doesn't lag or cause pain in using your default markers, I do not see it hurting to put them in right now. It allows those who want to take the time to scroll through them all and those who do NOT want to go on using the normal markers without any change to the order of cycle.
Example:
class CfgMarkers
{
#include "cex\cex.hpp"
#include "nato\hostileunit\hostileunit.hpp"
#include "nato\airdef\airdef.hpp"
#include "nato\aviation\aviation.hpp"
#include "nato\firesup\firesup.hpp"
#include "nato\hq\hq.hpp"
#include "nato\inf\inf.hpp"
#include "nato\mission\mission.hpp"
#include "nato\recon\recon.hpp"
#include "nato\sf\sf.hpp"
#include "nato\vehicle\vehicle.hpp"
};
The Balance Team may decide we do not need the AirDef, FireSup, HQ, Mission, Recon or SF and other .HPPs. I just remove them and poof their gone.
Besides I found at it is as easy as commenting out 3 lines and poof gone are 80% of the seldom used markers and I have two days just that before the next Fun Test.
{AToW}Ghost33
31st August 2007, 21:33
Originally posted by maverick495@Wed, 29 Aug 2007 - 13:05
RKSL Cargo System
not released yet but this video is great. http://www.youtube.com/watch?v=Ns8nx3hwDow
51116
:surprise: With a mod like this I might Transfer from Air to a logistical ground unit!! Convoys for the win! :cool: Well that is if super doesn't kill me first.... :rolleyes:
[IRT]Super64
31st August 2007, 21:40
Originally posted by Ghost33@Fri, 31 Aug 2007 - 14:33
Well that is if super doesn't kill me first.... :rolleyes:
51263
I would kill you. :bang:
{AToW}Ghost33
31st August 2007, 21:43
Originally posted by ViperMaul@Fri, 31 Aug 2007 - 16:28
Point taken.
But there is no pain to add it.
The normal markers show up first.
Also I have just changed it so that the useful hostile markers come up next in the cycle (untested so I hope).
Since it doesn't lag or cause pain in using your default markers, I do not see it hurting to put them in right now. It allows those who want to take the time to scroll through them all and those who do NOT want to go on using the normal markers without any change to the order of cycle.
Example:
class CfgMarkers
{
#include "cex\cex.hpp"
#include "nato\hostileunit\hostileunit.hpp"
#include "nato\airdef\airdef.hpp"
#include "nato\aviation\aviation.hpp"
#include "nato\firesup\firesup.hpp"
#include "nato\hq\hq.hpp"
#include "nato\inf\inf.hpp"
#include "nato\mission\mission.hpp"
#include "nato\recon\recon.hpp"
#include "nato\sf\sf.hpp"
#include "nato\vehicle\vehicle.hpp"
};
The Balance Team may decide we do not need the AirDef, FireSup, HQ, Mission, Recon or SF and other .HPPs. I just remove them and poof their gone.
Besides I found at it is as easy as commenting out 3 lines and poof gone are 80% of the seldom used markers and I have two days just that before the next Fun Test.
51262
Not trying to ruin a good thing (Cause I do like those markers too) but I did see these in the Terms of use for the markers.
2. Modification of the Software, in part or in whole, without written permission
from CoC is expressly prohibited.
Maybe someone should email them first?
[UN]SGen.ViperMaul
31st August 2007, 21:52
Good eyes Ghost33. This is another reason why nothing in the FunTest is considered approved by the Council.
[UN]SGen.ViperMaul
31st August 2007, 21:58
FYI Looks like the next version of the Russian Federation Units V.1 will be release near the end of next week or in two weeks judging by this comment
Originally posted by ramb0z+Aug. 31 2007,10:54--><div class='quotetop'>QUOTE(ramb0z @ Aug. 31 2007,10:54)</div><div class='quotemain'>Dudes I cannot wait any more :whi:
I think release will be after release of Queen Gambit :)[/b]
Originally posted by Shadow NX@Aug. 31 2007,11:26
If Queens Gambit is released around next week then you may be right
<!--QuoteBegin-Shadow NX@Aug. 31 2007,13:31
Or you just read my sentence again and think about it some more :)[/quote]
Source:
Russian Federation Units V.1 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=65972;st=660)
[UN]SGen.ViperMaul
1st September 2007, 01:12
CoC Command Engine X for ArmA (CEX) Public Beta (http://www.thechainofcommand.net/cgi-bin/ikonboard/ikonboard.cgi?;act=ST;f=17;t=762)
Run to the bathroom before you see this officers. LOL
BazookaBoy
3rd September 2007, 12:29
http://www.infowars.net/pictures/news_files/Dec05/071205binoculars.jpg
I think all soldeirs should be allowed to carry binoculars (as long as they know how to work them :lol2: )
[DI]I|Cpl.Dren
3rd September 2007, 14:40
Agree that B-Boy, i like to collect trophyes from dead russians.
But i wouldnt mind having my own...
SnowBall
3rd September 2007, 15:03
I understand your reasoning behind wanting all personnel to have bino's. I know they would definatlet come in handy. However, I think its really fun to pull them off a dead corps after a victorious fire fight. I guess I'm kinda on the fence with this one. BTW I think the picture you found was hilarious, I'm sorry however for how our fearless leader portrays us as Americans. Please don't think we're all that stupid.
[7]45|JSgt.The_Jag
3rd September 2007, 18:11
I think we should focus on realism and weapons behaviour, so I think these may be worth a look for testing; these are a tweaking at the bullets speed and friction, and weapons performances!!!
THIS: http://www.flashpoint1985.com/cgi-bin/ikon...ST;f=70;t=66195 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=70;t=66195)
combined with THIS:
http://www.flashpoint1985.com/cgi-bin/ikon...ST;f=70;t=65706 (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=65706)
What do you think about them?
Raptor-6
3rd September 2007, 18:50
I'm not sure Jag. I don't think I would want to sit there and fiddle with windage and elevation adjustments when trying to shoot an enemy. That stuff is really too much to think about really. I would rather keep this more of a game than a real life military simulation.
Good job digging these up. I think these features are just a bit over the top for me.
[DI]I|Cpl.Dren
3rd September 2007, 20:58
i would like to see that distance meter on binoculars.
but as i sayed to jag, shooting for longer range is sometimes pain, you just see people jumping around etc... (lag)
and after some distance bullets go wild anyway.
[7]45|JSgt.The_Jag
4th September 2007, 00:24
From what i've read (and understood) one could only install the first addon, which modify the ballistic only, and leave apart the sight adjustment.
So to have an improved ballistic of the ammo without struggling to set the wind and elevation things!
Is it correct?
{AToW}Ghost33
4th September 2007, 04:56
Originally posted by Raptor-6@Mon, 3 Sep 2007 - 13:50
I'm not sure Jag. I don't think I would want to sit there and fiddle with windage and elevation adjustments when trying to shoot an enemy. That stuff is really too much to think about really. I would rather keep this more of a game than a real life military simulation.
Good job digging these up. I think these features are just a bit over the top for me.
51391
Even with the windage and elevation addon running if you don't want to fiddle with it you don't have to and it will perform exactly like they do now, you have to hold the scope higher or lower than the target to hit it. Or you could adjust the elevation and use the center of the crosshair. Your choice. :cool:
BazookaBoy
4th September 2007, 08:36
The author of the balistics addon discribes how this puts the russian weapons at a servere disadvantage. I really like both of the addons but we would need to find a way to balance out it's affects on both sides.
{AToW} Lawman
4th September 2007, 15:42
I think that it's time the Russian forces had a change of uniform - away from the bland rubbish they are currently wearing, there are plenty of Mods out there that have better camo for the Russians - Villas is one I've tried. He's updated it for Patch 1.08 so it still works.
The Woodland Camo mod for the US forces is awesome, I use it all the time in single play.
Rich
[UN]SGen.ViperMaul
4th September 2007, 17:26
Hi Lawman,
The sooner I have a link the sooner it can get into the Funtest for community feedback. :)
{AToW} Lawman
4th September 2007, 22:23
Russian Uniform & Weapons Mod (http://www.armed-assault-zone.com/downloads/details.php?file=305)Viper,
Not tried this one yet but it looks pretty neat - not sure what the reaction to the weapons would be, or if the server performance would be degraded.
One for the fun test maybe.
Rich
Steveak44
5th September 2007, 00:09
I agree a change of uniform would be nice. The Russians are bland and if we are playing in the northern half of the map the US desert camo should go in the closet.
[UN]SGen.ViperMaul
5th September 2007, 01:58
Originally posted by Lawman@Tue, 4 Sep 2007 - 14:23
Russian Uniform & Weapons Mod (http://www.armed-assault-zone.com/downloads/details.php?file=305)Viper,
Not tried this one yet but it looks pretty neat - not sure what the reaction to the weapons would be, or if the server performance would be degraded.
One for the fun test maybe.
Rich
51462
Oh that is Shadow NX's content. It seems he does quality work. I currently trust his work. And I am waiting on his upgrade to this same content or similar in 1.5 weeks.
We can add this. Not sure about this week however. I have never done these before.
Do we have a link for US cammo changes???
{AToW}Ghost33
5th September 2007, 02:08
82nd Airborne
http://www.armaholic.com/page.php?id=1945
and 101st Airborne
http://www.armaholic.com/page.php?id=1283
I like the fit and finish of the 82nd batter though.
[DI]I|Cpl.Dren
5th September 2007, 09:56
I like the look of them, but its still in desert camo
{AToW}Ghost33
5th September 2007, 22:43
Unfortunately Dren that's all the US Army has now. The ACU in one colour. THey say it will work with every situation to a degree. Which I suppose can be true but I can tell you if I'm being shot at I would rather have particular camo for the area not a catch all pattern.
From some random site I found...
The Army's Natick Laboratory in Natick, Mass., took the original digital pattern to the next level by developing a pattern for world-wide theaters to encompass both the BDU and DCU requirements. Black is no longer useful on the uniform because it is not a color found in woodland areas. The current colors on the ACU are green and sandy brown. The pattern is not a 100-percent solution in every environment, Myhre said, but a good solution across the board.
The ACU will consist of a jacket, trousers, moisture wicking t-shirt and the brown combat boots. It will replace both versions of the BDU and the desert camoflauge uniform. The black beret will be the normal headgear for the ACU, but there is a matching patrol cap to be worn at the commander's discretion.
Wolf
5th September 2007, 22:59
Maybe some 'Urban Camo' like these, sorry about the poor sound quality...My Webpage (http://youtube.com/watch?v=OZa_POQ2wQA)
{AToW}Ghost33
5th September 2007, 23:02
:2ROFL: At least we'll go undetected!
[DI]I|Cpl.Dren
12th September 2007, 13:42
I think we need new units to US side also, at this time we can be seen from woods from 3000meters...
heres couple suggestion...
*US Woodland BDU (http://www.armaholic.com/page.php?id=477)
*31st MEU Woodland Marpats (http://www.armaholic.com/page.php?id=1868)
And for SF we could use one of the Ebud's SF pack (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?act=ST;f=70;t=60424).
imo this is one thing that should be done before mini campaing (not priority one, but still give it a shot)
[DI]I|Cpl.Dren
12th September 2007, 20:41
i would like to have somekind of confirm on the US side units.
Dont want to use wrong units on recruit posters etc..
[IRT]Super64
12th September 2007, 20:45
That all comes down to the Mod team. How busy they are and where it fits their priorities will determine when and if. My best guess would be its something we could look at after the mini-campaign and before the start of the real deal.
Personally, I like them.
[DI]I|Cpl.Dren
12th September 2007, 23:00
as doyle sayed, that 31st marpat is in use.
So we could use it
{A}3|LCpl.7
12th September 2007, 23:09
Originally posted by Dren@Wed, 12 Sep 2007 - 4:42
I think we need new units to US side also, at this time we can be seen from woods from 3000meters...
Kind of like the Russians for 3 months with the Green against the Sand backdrop during the Mini Sahrani campaigns?
We will have to find something that looks different but helps blend in. Even woodland looks close to the new Russian Uniforms...TK heaven waiting to happen.
Actually Ghosts' 101st look tight. Below is a SF variant with black vest/gear on it.
Darker is good. How about these? Bottom one is my fav...
http://www.armaholic.com/datas/users/4-kenbow_sf_2.jpg
OR
http://www.armaholic.com/datas/users/4-plas_mod_nog_6.jpg
OR....
http://www.armaholic.com/datas/users/4-aussie_sasr.jpg
OR LAST BUT NOT LEAST...
http://www.armaholic.com/datas/users/4-bionic_fleck_3.jpg
ARMPATCHES can be changed. Just the pattern Im looking at....
UKGF:Reaper
12th September 2007, 23:32
I prefer the first one but i am happy for the US to have whatever they require providing it is distinguishable from the Russian skins to avoid the mass TKs that happened at IC Arma
Raptor-6
12th September 2007, 23:42
I'd like to see the BTR-80 replace our crusty BRDM so that it will be more in line with the US Stryker.
BTR-80 (http://www.armedassault.info/index.php?option=com_content&task=view&id=257&Itemid=2)
I also would like to see if there is anything out there to replace than damn jeep vintage UAZ. I thought I came across something but I can't see to find it.
[UN]SGen.ViperMaul
13th September 2007, 01:25
Sorry Raptor-6, I tried to get the BTR-80 in there but I ran out of time. But the full Tour 1, I see no problem adding this in.
I do agree however the US needs some new love. Perhaps the finding the new uniforms would fit that need.
Remember we are under a Feature LOCK mode for the Mini-Campaign with the exception to the Hind, T-90. Bug fixes only. I think we can make an exception for US new uniforms and we may have some dialog boxes we might add in during the mini-campaign as well. We shall see.
[DI]I|Cpl.Dren
13th September 2007, 08:42
i can agree 7 about the last ones, it aint no pain to change the armpatch.
I can do it if we take them.
We could use them if its ok to others that we dont use US offical woodland mapart.
So shall i start converting them? ;)
{A}3|LCpl.7
13th September 2007, 10:44
If you dont mind Dren, give it a go and we can check it out in game to see how both sides look. Its the German Bundeswehr Flecktarn I believe.
http://www.armaholic.com/page.php?id=463
And please make sure you use the one in the last screen which is the same as this one:
http://www.armaholic.com/datas/users/4-bionic_fleck_2.jpg
Its the "VX_FleckcaDes.pbo". Im trying to avoid green base camo's for both Armies. If it doesnt work, we can look for another one or try the SF one on top, etc.
Thanks
[DI]I|Cpl.Dren
13th September 2007, 10:56
im at work now, but ill try to post pic of unit here in next 6-7 hours.
Anything fancy you want, or just US flag?
Ill just make one unit at first, and modify rest if we agree to use them.
[DI]I|Cpl.Dren
13th September 2007, 15:51
one from USMC (http://www.armaholic.com/index.php?m=single&id=2036).
do we support them? (dont think so...)
[edit or were they USMC's or what than clan ever was]
[UN]SGen.ViperMaul
13th September 2007, 19:25
I have to admit I like the look of those USMC uniforms.
Do we support them? Depends on what you mean by that.
If they work in ArmA we can use them. The question is are they different enough from the planned RUS uniforms. Looking at the helmets they might be. But I would like to see them side-by-side.
[DI]I|Cpl.Dren
13th September 2007, 19:31
i can tell even without RU pic side, that they are totally different, at least we would get some green. still they are not much for wood, but better than what we got now. btw no weapon packs etc... just units
http://www.kolumbus.fi/dren/pics/arma/us.png
[DI]I|Cpl.Dren
14th September 2007, 08:42
And heres couple more.
"new" and old
http://www.kolumbus.fi/dren/pics/arma/me7.png
7 as new "us" in bush [middle]
http://www.kolumbus.fi/dren/pics/arma/7bush.png
7 as US in bush with "new" us camo [right up corner]
http://www.kolumbus.fi/dren/pics/arma/7sbush.png
and 7 in front of bush.. :lol2:
http://img404.imageshack.us/img404/1413/7fbushpr7.jpg
BazookaBoy
14th September 2007, 10:40
:2ROFL:
{A}3|LCpl.7
14th September 2007, 11:08
Damn I was hoping for the " 7 in or :P bush" one.... :whistle: lol
Raptor-6
14th September 2007, 11:14
7 after better half catches him in another bush :crutch:
[DI]I|Cpl.Dren
14th September 2007, 11:18
Sorry, my child mind dont get it... licking bush?
(muhahaha) no, i wont post any evil pictures here..
btw the units worked smoothly, deat animations etc.. no problems founded.
Also im editing that SF will have black vest
[DI]I|Cpl.Dren
14th September 2007, 13:29
I tought to post also complite editing list what iv done/will do for the unit.
- Names changed to originals
- Removed Germany flag and text, replaced with US flag and ARMY text
- Will add black west and bag for SF
- Adjust Brightness to bit lower to make it just little bit darker. not too much
[DI]I|Cpl.Dren
14th September 2007, 17:09
You know alot of people complains about the grass..
Well heres link to BIS forums where HeinBloed have worked out added that makes grass shorter.
The best thing in this is, its ONLY client side. And as he stated, no FPS increase.
Could this be something to add in mod pack later?
From farer away enemy cant see you in grass anyway. with this addon you could put your face in dirt and shoot back.
What do you think?
LINK (http://www.flashpoint1985.com/cgi-bin/ikonboard311/ikonboard.cgi?;act=ST;f=69;t=68298).
and once again, only client side and no FPS increase! (may even decreace)
[DI]I|Cpl.Dren
14th September 2007, 18:49
Units seems ready.
All above edited and works fine.
heres download link to them who want to try them out.
Download (http://www.kolumbus.fi/dren/US_Troops.rar)
Strango
14th September 2007, 19:50
If you don't want grass then just put this in the mission's init file:
setTerrainGrid 50;
[DI]I|Cpl.Dren
14th September 2007, 21:12
use that then?
as grass is no good for anything. you cant hide in it, takes fps, cant shoot from it
Raptor-6
15th September 2007, 10:40
I do agree about the grass. It's a pain the way it's implemented. If it were removed everyone would see a positive FPS hit. I wouldn't mind that!! Are there any downsides to taking in out?
BazookaBoy
15th September 2007, 10:54
Originally posted by Raptor-6@Sat, 15 Sep 2007 - 10:40
I do agree about the grass.ÂÂÂ* It's a pain the way it's implemented. If it were removed everyone would see a positive FPS hit.ÂÂÂ* I wouldn't mind that!!ÂÂÂ* Are there any downsides to taking in out?
52198
I really wouldn't want to see us remove the grass, it adds a lot to the aesthetics of the game and when your close to your enemy it can give some cover. But I do agree that the grass is slightly too long to be able to fire when prone so I think it would be good to test the short grass in the near future.
[DI]I|Cpl.Dren
15th September 2007, 11:09
i dont think it haves any downsides.
Yes it gives nice little visual, but nothing else.
we could do compromise and use the addon
Steveak44
15th September 2007, 14:15
Originally posted by Bazooka_Boy@Sat, 15 Sep 2007 - 4:54
I really wouldn't want to see us remove the grass, it adds a lot to the aesthetics of the game and when your close to your enemy it can give some cover. But I do agree that the grass is slightly too long to be able to fire when prone so I think it would be good to test the short grass in the near future.
52200
same feelin' here.
[DI]I|Cpl.Dren
26th September 2007, 10:52
little something on my PM box about ACE mod...
Hopefully we will have a public beta out within a couple of weeks if not sooner. We were able to modify the gear to man ratio which is really neat. So if you loadup on all the gear you can carry it will have a effect on your stamina and in some cases your heartbeat will increase and blackout for a few seconds. Also the medical system has improved over the last couple of weeks.
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